Base Class: Ranger
An elven woman fires arrow after arrow into the face of an oncoming goblin horde. Refusing to flee even in the face of overwhelming odds, she slowly retreats, surrendering the hilltop. As the goblins crest the top of the hill she releases a powerful barrage of shots, instantly killing five of the remaining goblins. She continues firing at an unbelievably fast rate, but the goblins just keep coming. One lucky goblin gets close enough to attack, taking a wild swing in the hopes that he would be the one to kill the beautiful deadly she-elf. He barely even has time to register the fact that he had completely missed before her next shot wipes the stupid look off his face. The elf rolls safely away to continue her onslaught elsewhere. She smiles grimly as she fires the last of her arrows from her fourth and final quiver. She then draws her daggers and strides forward to face the horde.
A human warrior stands at the ready with his back to the wall and a loaded crossbow in his hand. He waits for the right moment to attack, considering the situation and weighing his options. Suddenly he spins around the corner, repeatedly firing his crossbow at the targets. The bolts strike true, cracking against bone and chipping pieces off the skeletons. Unfortunately, for every bolt that connected solidly, two more missed completely or ricocheted harmlessly off of bare ribs. He aims to break the legs of the skeletons and continues firing. Though a few collapse into piles of bones, the rest continue advancing down the hall, too quickly for his liking. He smiles and steps away from the hall, moving deeper into the room. When the first skeleton comes around the corner he unleashes a volley upon the skeletons. The bolts slam into the wave of undead, decimating it. The warrior turns and leaves the room through the tunnel in the back, smiling widely.
Archery Path
At 3rd level, you gain one of the following features of your choice.
Crossbow Specialist
Starting at 3rd level, due to your training with the crossbow, you gain the following benefits:
- You ignore the loading property of crossbows with which you are proficient.
- You gain a bonus to damage rolls made with crossbows equal to half your proficiency bonus.
- You can add half your proficiency bonus to any Strength-based ability check you make that doesn't already include your proficiency bonus.
- Bonus Proficiency
When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, or Stealth. Alternatively, you may learn one language of your choice.
- Resolute
At 6th level, whenever an effect requires you to make a Constitution saving throw, you may use your reaction to add 1d6 to the roll before the results of the roll have been announced. If succeeding on the Constitution saving throw would make you only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Deadshot
Starting at 10th level, you gain an additional option for the Trick Shot feature. If you are within 30 feet of an enemy creature, you may gain advantage on a ranged attack roll against that creature.
- Adrenaline
Beginning at 10th level, your instincts are so honed that you have advantage on initiative rolls and can not be surprised at the beginning of combat if you are not incapacitated.
- Brace
Starting at 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.
- Rebuke
Starting at 18th level, you may take an additional reaction each round, but you cannot use this reaction to make an opportunity attack or to rebuke a creature that has damaged you. Whenever a creature damages you while within 30 feet of you, you may make a ranged weapon attack as a reaction against that creature.
Marksman
Starting at 3rd level, you may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol of your choice that is even visible in dim light. You and your allies have an advantage on any Wisdom (Survival) or Wisdom (Perception) checks you make against the target. Additionally, the target loses 1 AC. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. You regain use of this feature after you finish a short or long rest.
- Bonus Proficiency
When you choose this subclass at the 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Investigation, or Survival. Alternatively, you learn one language of your choice.
- Uncanny Dodge
Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Enhanced Focus
Starting at the 10th level, as a bonus action you may focus on one target. Until the start of your next turn, your ranged attacks deal 1d6 additional damage against the target.
- Disrupt
Starting at 15th level, before the results of a roll have been announced, as a reaction, you may give yourself advantage on a saving throw from a marked target or give the target disadvantage on their attack rolls made against you until the start of your next turn. You may use this feature a number of times equal to half your Wisdom modifier rounded up(minimum 1), and you regain all uses of this feature after you finish a long rest.
- Enhanced Mark
Starting at 18th level, the Mark for Death feature can be used repeatedly, but may only ever have one target market, and if you mark another creature when a different creature is already marked, the previous mark disappears. The target affected by Mark for Death must also subtract 1d4 from any roll they make.
Nomad
Beginning at 3rd level, before the results of a roll have been announced, you may add 1d6 to any roll you make. You may not use Sheer Skill more than once on any roll you make. You may use this feature twice, and you regain all uses of this feature after you finish a short or long rest. The number of times you can use this feature increases to three at the 5th level, four at the 11th level and five at the 17th level.
- Trained Hands
When you choose this subclass at the 3rd level, you gain proficiency in two tools, and if you already have proficiency in them, you can double your proficiency bonus.
- Vault
Starting at 6th level, whenever a hostile creature moves within 5 feet of you, you may vault 10 feet directly away from them as a reaction without provoking an opportunity attack from the creature. The range needed to activate Vault increases to 10 feet at 10th level.
- Quickened Movement
Starting at 10th level, your base walking speed increases by 5 feet, and you may take the Disengage action as a bonus action.
- Learned Traveler
Starting at 10th level, you may gain proficiency in any two skills of your choice.
- Foresight
Starting at 15th level, whenever you make a saving throw, you gain a bonus to the saving throw equal to half your proficiency bonus rounded down. You must be conscious to grant this bonus.
- Refresh
Starting at 18th level, as a bonus action, you may regain all uses of Trick Shot. You regain use of this feature after you finish a long rest.
Volley
Beginning at 7th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. (can be used with trickshot but only once) (can not be used as an extra attack) (using this action will end your turn to attack. extra attacks will become free action and or movement.)
at 7th level, the character can now use up to 5 of their available ammunition
at 14th level, the character can now use up to 10 of their available ammunition
at 19th level, the character can now use up to 15 of their available ammunition. Trickshot can also use a 2nd time with this attack action.
14th level
the character can now use up to 10 of their available ammunition
19 Level
19th level, the character can now use up to 15 of their available ammunition. Trickshot can also use a 2nd time with this attack action.
7th level
at 7th level, the character can now use up to 5 of their available ammunition
True Shot
once every day you can get an automatic roll of 20 and every 2 days it counts as a crit. (can be used with trick shot) (can be used with volley) (can be used on extra attack).
Extra movement
Beginning at 15th level, you get to move once more, instead of once, whenever you take the movement action on your turn.
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