Ranger
Base Class: Ranger

You have spent your time mastering the arts of ranged weaponry, and it shows. You can throw or shoot anything with an accuracy that can only be called uncanny, and can often do so at angles and ranges that anyone else would deem impossible.

Trick Shots

At level 3, you can learn and use trick shots to gain a variety of different effects. You learn 3 trick shots at level 3, and you can replace any trick shots you have learned for new ones any time you gain a level. Trick shots require no action to use and can be used any time the conditions needed are met. Upon using a trick shot, you cannot use it again until you take a short or long rest.

Additionally, at level 3 you have 2 free uses of the trick shot ability. If you run out of free trick shot usages, you can expend spell slots of any level to gain another usage. Upon completing a long rest, you get back all of your free trick shot usages. 

Lastly, all trick shots work with the Extra attack feature (unless it specifies otherwise) so all attacks you make as part of an attack action, gain the benefits of that trick shot.

Trick shots you can learn at level 3:

Close-Up Shot

Your next attack ignores any disadvantage you receive for using a ranged weapon on an enemy within 5 ft of you. When you use this trick shot, you also get the effects of the disengage action for this turn.

Long Shot

For your next attack, you can make ranged attacks at long range with advantage, and can attack enemies 30 ft beyond that with disadvantage.

Powerful Shot

You can add your Dexterity or Strength modifier (you choose) to your next ranged weapon attack roll, and also add that modifier to your damage on a hit.

Precision Shot

You have the power to hit even the smallest of targets. Your next attack ignores any half or three-quarter cover that the target creature has, and you have advantage on creatures you are behind that cover.

Weapon Throw

You can give any non-ranged weapon the thrown property for one attack action, using a range of 30/60, and dealing damage as if you were using the weapon at a melee range. (for those using the 2024 rules, which I hope this subclass translates to easily, the weapon also maintains all of its properties in the attack).

Prepared Shots

At level 7, gain the ability to swap out trick shots much faster. Upon completing a long rest, you can replace one trick shot you learned, with another trick shot of your choice (provided you are at the needed level to learn it).

Additionally, at level 7 you gain an additional free use of Trick shot (having a total of 3 free uses) and can learn 2 new trick shots (knowing a total of 5 different trick shots).

Trick shots you can learn at level 7:

Entangling Net

If you have a net either in your hand or in your inventory, you can use a single action to throw that net at any target you can see within 30 ft (without disadvantage). When you use this ability to throw a Net, it will require a Strength save of 12 instead of 10, have an AC of 15, and requires 10 slashing damage to destroy the net and end its effects (this does not work with extra attacks, or the Extra Shot trick shot).

Lobbed Shots

Your next attack is an arcing shot, that comes down on your enemies heads. This shot gives advantage against prone targets, and makes your attacks deal additional damage equal to half your Ranger level (rounded up). To use this trick shot, you must be outdoors, or the ceiling of the room you are in must not be lower than 15 ft from the floor. Additionally, this ability can hit targets who are behind any type of cover (including full cover), provided the object providing cover does not reach all the way to the ceiling.

Moving Target

You can make an opportunity attack with advantage using your ranged weapon. This does not combine with other trick shots.

(Note: opportunity attacks are not attack actions, so you do not get to use extra attack)

Shooting From Memory

Your next attack action can hit any creatures who are obstructed by dim light, darkness, or are invisible, with advantage. If you hit a creature with an attack using this trick shot, you gain the effects of this trick shot again on your next turn (but only for that target creature). This can continue until you fail to make a successful attack against the target creature on your turn.

Speedy Reloads

For your next attack you can use weapons with the thrown property from straight out of your inventory, without any other actions needed to pull them out first (provided that they are all the same type of weapon, like two Javelins, or two Darts). You have advantage on attacks with these weapons. (Note: you can use this ability without having to put away anything currently in your hands to make space.)

Readied Shooting

At level 11, you gain the ability to ready and fire a trick shot without expending uses. On your turn, you can use a bonus action to ready a trick shot that you have learned. Until the end of your next turn, you can use whatever trick shot you have readied without expending a free trick shot usage, or a spell slot. You cannot have more than two trick shots readied at once, you must use one of them before readying the next. (Note: You can only use a trick shot once per short or long rest, and this ability still counts as using that particular trick shot)

Additionally, at level 11 you gain another free usage of trick shot (having a total of 4 free usages now) and you can now learn another two trick shots (knowing a total of 7 at this level).

Trick Shots you can learn at level 11:

Hidden Shot

If you are using your level 10 ranger ability, or if you have successfully used the hide action and are still hidden, you can use this trick shot to deal extra damage. When you make a ranged attack while hidden, you can add an extra 2d6 damage to your shots. Using a bonus action to prepare this trick shot, and using this trick shot to make an attack action does not cause you to lose your cover or end your level 10 ranger ability.

The extra damage from this attack increases to 3d6 at Ranger level 15.

Magical Shot

For your next attack, your projectiles deal force damage. Additionally, this attack gives you a +2 modifier (on top of your current modifiers) to hit.

Robin-Hooded Projectiles

If you hit 2 or more attacks within the same attack action, you can double the damage of the last ranged projectile, destroying the previous projectiles in the process. 

Targeted Weak Points

If you are making a ranged attack with advantage, your attack does an extra 1d8 damage. If you do not have advantage and use this trick shot, forgo the extra damage, but gain advantage.

The extra damage from this ability increases to 2d8 at level 15.

Unfailing Aim

Upon rolling lower than a 9 on an attack roll, you can use this trick shot to change the roll to a 10 instead. If you prepared this trick shot but failed to roll lower than a 10, it still counts as using the trick shot.

Master of Trick Shots

At level 15, you gain the ability to use up to 2 trick shots on a single turn (This does not work with any trick shot that specifies it does not work with other trick shots). You still need to spend the resources (either free trick shot usages, or spell slots) on each individual trick shot as you use them.

Additionally, at level 15 you gain another free trick shot usage (giving you a maximum of 5) and you can now learn another 3 trick shots (giving you a maximum of 10 known trick shots).

Trick shots that you can learn at level 15:

Extra Shot

For your next attack action, you can shoot or throw one extra projectile as part of the same action. This extra attack is affected by your other trick shots.

Magical Transfer

If you have a +1, +2, or +3 magic projectile (or thrown weapon), you can use this ability to give any non-magic versions of that projectile the same bonus. After finishing your attack, the projectiles revert back to their normal form. 

(Note: you do not have to use your magic projectile as part of this attack)

Magically enhanced shots

When your attacks gain extra damage from a Ranger spell (like Hunter's Mark, Flame Arrows, etc.), you can use this trick shot to enhance the damage. Any 1 your roll with your damage dice automatically becomes a 2 instead (for both the extra damage provided by the spell, and the dice you roll for your ranged weapon).

Mighty Shot

For your next attack action, you can use a single projectile, forgoing all of your extra attacks (including from the Extra Attack trick shot). If this attack hits the target, it does triple damage.

Reckless Firing

For your next attack, you can add a +10 modifier (on top of your normal modifier), and make an extra attack as part of the same attack action. However, you forgo all of your movement speed on your next turn, and forgo all AC modifiers you receive from being behind half or three-quarters cover. This trick shot cannot be used with any other trick shots.

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