Ranger
Base Class: Ranger

Rangers who follow the Eagle Eyed tradition embody the legendary marksmen of old. Their senses border on the supernatural, allowing them to read the wind, anticipate movement, and strike prey long before it realizes it has been hunted.

Rather than overwhelming foes with brute force, Eagle Eyed rangers rely on discipline, patience, and flawless technique. Every arrow is carefully placed, every movement deliberate, and every shot intended to end the hunt.

Masters of battlefield awareness and ranged precision, they can track creatures across vast distances, disappear into their surroundings, unleash impossible volleys, and deliver a single devastating shot capable of deciding an entire battle.

Level 3: Sharpshooter's Focus

  • Ignore half cover and three-quarters cover.
  • Attacking at long range doesn't impose disadvantage.
  • If you haven't moved during your turn before making your first ranged weapon attack, you gain a bonus to the attack roll equal to your Dexterity modifier (minimum +1).

Level 3: Barrage

  • After you take the Attack action and make at least one ranged weapon attack, you can make one additional ranged weapon attack against the same target.
  • You can use Barrage a number of times equal to 1 + your Dexterity modifier (minimum of 2), and regain all expended uses when you finish a Long Rest.

Level 3: Wide Scan

Your exceptional awareness allows you to detect creatures long before they detect you.

As an Action, you focus your senses on the surrounding area. Until the end of your next turn, you gain the following benefits:

  • You know the direction of every creature within 1 mile of you that isn't behind total cover.
  • You know each creature's creature type (such as Beast, Dragon, Humanoid, or Undead).
  • You know the approximate distance to each detected creature.
  • Invisible creatures don't escape your awareness with this feature, though they still benefit from total cover.
  • This feature doesn't reveal a creature's exact location, only its direction and approximate distance.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 7: Deadeye Camoflage

Camouflage

You disappear into your surroundings, waiting for the perfect shot.

  • If you do not move during your turn, you gain advantage on Dexterity (Stealth) checks until the start of your next turn.
  • Creatures have disadvantage on Wisdom (Perception) checks made to detect you.
  • Ranged attacks against you are made with disadvantage until you move or make an attack.

Deadeye

Your patience is rewarded with devastating precision.

Once on each of your turns, if you haven't moved since the start of your turn and you hit with a ranged weapon attack:

  • Add your Dexterity modifier to the attack's damage one additional time.
  • Your attack scores a critical hit on a roll of 19–20.

Level 11: Rapid Shot

Once on each of your turns, immediately after you take the Attack action and make at least one ranged weapon attack, you can make one additional ranged weapon attack as part of that same action.

Level 11: Velocity Shot

You have learned to use motion to increase the power of every shot.

While you are wielding only a ranged weapon and aren't wearing Heavy Armor you gain the following benefits.

  • Your walking speed increases by 10 feet.
  • Once on each of your turns, if you moved at least 10 feet before making a ranged weapon attack, that attack deals an additional 2d8 weapon damage.
  • Opportunity attacks against you are made with disadvantage until the end of your turn after making that attack.
  • If you benefit from Deadeye on an attack, you can't gain the additional damage from Velocity Shot on that attack.

Level 15: Eagle Eye Shot

Once per Long Rest, when you take the Attack action with a ranged weapon, you can empower one attack you make as part of that action.

• +10 bonus to the attack roll.
• Automatically scores a critical hit on a hit.
• Ignores half cover and three-quarters cover.
• Deals an additional 8d8 weapon damage.

The creature hit becomes your Locked Target until the end of your next turn.

Before the end of your next turn, the first ranged weapon attack you make against your Locked Target gains a +10 bonus to the attack roll and deals an additional 4d8 weapon damage.

If the Locked Target is reduced to 0 hit points before you make this follow-up attack, you may immediately designate another creature you can perceive within your weapon's range as your Locked Target. The follow-up attack instead targets that creature and retains the +10 bonus to hit and the additional 4d8 weapon damage.

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