Ranger
Base Class: Ranger

You are an adventurer, either destined for greatness, or naive enough to believe yourself to be. Either way, you devoted your life to achieving this destiny by becoming a wandering soul, living off of the earth and the enemies that you slay. You train your skills and gather resources and weapons so that, one day, you can destroy the worldly threat that you are destined to face.

One With Nature

Your life in the wild gives you skills that most other adventurers lack. You are proficient with Cook's Utensils, and climbing cost you no extra movement. Additionally, you can carry up to 5 non-Light weapons, regardless of weight.

Versatile Fighting

At 3rd level, you learn that, when a fight isn't going your way, desperate tactics can always pay off in the end. Even if a weapon doesn't have the thrown property, you can still throw the weapon. This attack has a range of 20 feet for normal weapons, 30 feet for light weapons, and 15 feet for heavy weapons. This attack uses Strength, unless the weapon has the finesse property, but you do not add your ability score modifier to the damage of the attack.

Vertical Combat

At 7th level, you learn how to take advantage of all dimensions of the battlefield. If you hit an enemy that is below you, either by shooting them with you bow or jumping down to make a melee attack, then the enemy must make a Strength saving throw, with a DC equal to 5 + the damage dealt by the attack, or be knocked prone.

Alternatively, if the enemy is Large or bigger, you can attempt to mount the enemy. After the attack hits, you can make an Athletics or Acrobatics check against the target's Strength saving throw, and if you roll higher, then you successfully mount the enemy. While mounting, you make attack rolls with advantage, and the enemy cannot target you with attacks, unless the enemy has an attack that could easily reach you in your position.

Offensive Defense

Starting at 11th level, you learn to give up the defensive properties of a shield in order to throw your opponent off guard. When you are targeted by a melee attack, you can choose to give up the AC bonus off your shield to attempt to parry the attack. You must commit to this parry before the enemy makes their attack roll. If the enemy's attack misses, then you successfully parry the attack, and the enemy cannot make any more additional attacks until the start of its next turn. If the attack hits, then your parry fails, and you cannot attempt to parry or use your shield until the start of your next turn.

Otherworldly Aim

Starting at 15th level, you learn how to effectively slow down time around you when aiming with a bow or crossbow in order to aim your shots with pin-point accuracy. If you make an attack with a ranged weapon while more than 10 feet off the ground, you can make all of those attacks with advantage. Additionally, you can give up that advantage to target a particular part of the enemy's body, and hitting that body part will have an effect chosen by the DM.

Comments

Posts Quoted:
Reply
Clear All Quotes