Ranger
Base Class: Ranger

Swift, precise, and mercilessly accurate. In the space of a single breath, they can draw, loose, nock, and loose again, placing multiple arrows with surgical speed.

This subclass specializes in improving your shortbow and longbow attacks, giving you greater versatility and precision with specially crafted arrows.

Level 3: Matched to the Mark

Matched to the Mark

You have mastered the art of crafting specialized ammunition. During a Short Rest or 1 hour of downtime, you can craft 8 arrows, provided you have the appropriate materials available.

Specialized Arrows

Piercing Arrow. An arrow that deals Piercing damage.

Blunt Arrow. An arrow that deals Bludgeoning damage.

Crescent Arrow. An arrow that deals Slashing damage.

Barbed Arrow. This arrow deals half its normal damage when it hits. The target is then left with a bleeding wound and takes 1d4 Necrotic damage at the start of each of its turns. Constructs and Undead are immune to this bleeding effect. The bleeding can be stopped by taking the Medicine action and succeeding on a check against your Spell Save DC, or by receiving a Healing spell.

You have Advantage on Wisdom (Survival) checks made to track a creature that is bleeding.

At the DM's discretion, certain arrow types may require a minimum level or have an associated gold cost.

Arrow Materials

Bone/Obsidian. Arrows made from bone or obsidian can be crafted without a material cost. However, they always break after being fired and cannot be recovered.

Bronze/Silvered. Arrows made from bronze or silver cost 5 silver pieces in materials per arrow. After being fired, they can be recovered by succeeding on a DC 17 check.

Steel. Steel arrows cost 1 gold piece in materials per arrow. They grant a +1 bonus to damage rolls and can be recovered after being fired by succeeding on a DC 15 check.

Mithril. Mithril arrows cost 5 gold pieces in materials per arrow. They grant a +2 bonus to damage rolls and can be recovered after being fired by succeeding on a DC 12 check.

Level 3: Hunters Reflexes

Hunter's Reflexes

Whenever an enemy you can see within 60 feet of you moves at least 10 feet or deals damage to one of your allies, you can use your Reaction to do one of the following:

  • Move up to half your Speed without provoking Opportunity Attacks.
  • Make a weapon attack or Unarmed Strike against the triggering creature.

Level 6: Reflexive Hunter

If an attack made as part of your Hunter's Reflexes reduces a creature to 0 Hit Points, you regain the use of your Reaction.

Once you regain your Reaction in this way, you can't do so again until you finish a Short or Long Rest.

Level 7: Eagle eye and Birds Eye View

Eagle Eye

Your training has taught you to draw your bowstring at a moment's notice. You add your Wisdom modifier to your Initiative rolls, with a minimum bonus of +1.

Bird's-Eye View

When fighting from an elevated position, your ranged attacks gain 30 feet of additional range, and you gain a +2 bonus to damage rolls with ranged weapon attacks.

You also have Advantage on Acrobatics and Athletics checks made to climb or otherwise gain an elevated position.

To gain these benefits, you must be at least 5 feet above your target.

Level 11: Master Archer

Split Shot

You have learned to nock multiple arrows at once.

As a Bonus Action, you can expend a spell slot of any level to empower your next Attack action. The spell slot is not expended if none of the attacks made as part of that Attack action hit a creature.

Until the end of your next turn, the first Attack action you take after using this feature gains the following benefits:

  • You can target one additional creature for each level of the spell slot expended. Make a separate attack roll for each target.
  • You can add your Proficiency Bonus to the damage roll of each attack that hits.

When you empower your attacks using a spell slot of 2nd level or higher, you nock one additional arrow for each spell slot level above 1st.


Grappling Shot

As a Bonus Action, you can expend a spell slot of any level to empower your next Attack action. The spell slot is not expended if none of the attacks made as part of that Attack action hit a creature.

The effect lasts for 10 minutes and can target creatures, objects, or terrain.

If you hit a creature within 30 feet, the arrow attaches to the target and creates a magical tether.

  • If the target is your size or smaller, it is Grappled and cannot move farther away from the point of impact, though it can move toward you.
  • As an Action, the grappled creature can make a Strength check against your Spell Save DC. On a success, it can pull you toward itself.
  • Alternatively, the creature can make a Constitution saving throw against your Spell Save DC to end the Grappled condition.
  • A creature larger than you has its Speed reduced by 10 feet instead. If a creature moves while tethered to you, you are forcibly moved with it.

If the grappled creature is your size or smaller, you can use a Bonus Action to pull it up to 10 feet toward you.

If the grappled creature is larger than you, you can instead pull yourself toward it by moving up to your available Speed.

When you empower the attack using a spell slot of 2nd level or higher, the maximum range of Grappling Shot increases by 30 feet for each spell slot level above 1st.

Level 15: Superior Hunter

Improved Sharpshooter Technique

When you score a Critical Hit using one of your crafted arrows or an empowered shot, you gain a bonus to the damage roll equal to your Dexterity modifier.


Called Shots

Your mastery of archery allows you to target the weak points of your prey with deadly precision.

You do not suffer any penalties for deliberately targeting specific weak points on a creature.

You can make a Called Shot a number of times equal to your Proficiency Bonus per Long Rest. Declaring a Called Shot requires no action.

Sundering Shot

You target gaps in your enemy's armor. The target's Armor Class is reduced by 5 for 1 minute.

You must use a Piercing Arrow to make this Called Shot.

The Armor Class reduction cannot stack with itself.

Bullseye Shot

You target one of the creature's eyes. The target takes a 1d4 penalty to attack rolls for 1 minute for each eye struck.

If all of the creature's eyes are struck, the creature becomes Blinded.

You can use any arrow for this Called Shot.

Throat Punch Shot

You target the creature's throat. The target must succeed on a Constitution saving throw against your Spell Save DC or be unable to speak until the end of its next turn.

You must use a Blunt Arrow to make this Called Shot.

Clipped Wing Shot

You target one of the creature's wings, reducing its Fly Speed by 10 feet for 1 minute.

This effect can stack. If the creature's Fly Speed is reduced to 0, it falls. If the creature has Hover, it instead descends as though affected by the Feather Fall spell.

You can use any arrow for this Called Shot.


Slippery Hunter

When a creature is about to make a melee attack against you, you can use your Reaction to force the attacker to make a Constitution saving throw against your Spell Save DC.

On a failed save, the creature is Stunned until the end of your next turn, and you can immediately move up to 15 feet in any direction without provoking Opportunity Attacks.

You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

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