Ranger
Base Class: Ranger

Level 3:Volleymaster Spells

When you reach a Ranger level specified in the Volleymaster Spells table, you always have the corresponding spells prepared, and they don’t count against the number of Ranger spells you can prepare.


Volleymaster Spells

Ranger Level Spells
3 Ensaring strike
5 Magic Weapon
9 Haste
13 Greater Invisibility
17 Hold monster


Level 3: Arrow Stockpile

When you take the Attack action, you may Sacrifice one or more attacks, and store them in a stockpile.
For each attack sacrificed, gain 1 Stockpile Counter, and for each use of Hunter's mark sacrificed gain 2 Stockpile Counter
(you can have a total of Stockpile equal to your class level)

When attacking as a part of the same action, you can expend any number of Stockpile, for every 2 Stockpile used, gain 1 extra attack

On a long rest you regain half of your Stockpile Counter rounded down.

Level 7: Rapid Draw

When initiative is rolled, gain 1 Stockpile Counter.

Additionally, when you reduce a creature to 0 HP or a creature's HP is reduced to 0 within 30ft, gain 1 Stockpile.

Level 11: Storm Release

When releasing stored arrows, you may spend a spell slot.

For every spell level spent, Add 1d8+Wisdom modifier force damage to each released attack for this turn.

 

Level 15: Thousand Arrow Barrage

Once per long rest, when releasing Stockpile, you gain the following benefits.
Superior Stockpile. Stockpile attacks made this turn only costs 1 stockpile instead of 2.
Retrieval. If you reduce an enemy to 0 HP this turn, you gain half of the expended Stockpile back.

Volleymaster Spells

When you reach a Ranger level specified in the Volleymaster Spells table, you always have the corresponding spells prepared, and they don’t count against the number of Ranger spells you can prepare.


Volleymaster Spells

Ranger Level Spells
3 Hail of Thorns
5 Magic Weapon
9 Haste
13 Greater Invisibility
17 Swift Quiver

 

Arrow Stockpile

Arrow Stockpile

When you take the Attack action, you may Sacrifice one or more attacks, and store them in a stockpile.
For each attack sacrificed, gain 1 Stockpile Counter, and for each use of Hunter's mark sacrificed gain 2 Stockpile Counter
(you can have a total of Stockpile equal to your class level)

When attacking as a part of the same action, you can expend any number of Stockpile, for every 2 Stockpile used, gain 1 extra attack

On a long rest you regain half of your Stockpile Counter rounded down.

Rapid Draw

When initiative is rolled, gain 1 Stockpile Counter.

Additionally, when you reduce a creature to 0 HP or a creature's HP is reduced to 0 within 30ft, gain 1 Stockpile.

Storm Release

When releasing stored arrows, you may spend a spell slot.

For every spell level spent, Add 1d8+Wisdom modifier damage to each released attack for this turn.

Thousand Arrow Barrage

Once per long rest, when releasing Stockpile, you gain the following benefits.
Superior Stockpile. Stockpile attacks made this turn only costs 1 stockpile instead of 2.
Retrieval. If you reduce an enemy to 0 HP this turn, you gain half of the expended Stockpile back.

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