Base Class: Ranger
Arbalests are highly coveted by armies as individuals not only skilled at incapacitating and capturing enemies, but also perfectly at home with using their trademark crossbows to eliminate enemy officers or commanders with deadly precision.
Quick build stat priority: DEX > WIS=CON > STR > INT=CHA
Crossbow Expert
You ignore the loading quality of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Additionally, when you use the Attack action to attack with a crossbow, you can use a bonus action to attack a third time. This ability can only be used up to a number of time equal to your Wisdom modifier. You regain all of these uses on a long rest.
Living Ballista
When you choose this archetype at 3rd level, you gain proficiency with heavy armor.
Called Shots
At 3rd level, you learn two called shots of your choice, you can use only one called shot per attack, unless specified otherwise.
You learn one additional shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new shot, you can also replace one shot you know with a different one.
You can use your called shots the number of times equal to your Wisdom modifier. You regain one point on a natural 20 on your attack roll or when you deal a killing blow. You regain all of these charges when you finish a long or short rest.
Dazing Shot
When you make a ranged attack against a creature, you can expend one point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot
When you make a ranged attack against a creature, you can expend one point to gain advantage on the attack roll. This shot can be used with other called shots.
Disarming Shot
When you make a ranged attack against a creature, you can expend one point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be flung 10ft away from them in a random direction.
Forceful Shot
When you make a ranged attack against a creature, you can expend one point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15ft away from you.
Piercing Shot
When you make a ranged attack against a creature, you can expend one point to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment.
Violent Shot
When you make a ranged attack against a creature, you can expend one or more points to enhance the volatility of the attack. For each point expended, you suffer a -3 to the attack roll. If the attack hits, you can roll one additional weapon damage die per point spent when determining the damage.
Winging Shot
When you make a ranged attack against a creature, you can expend one point to knock you opponent down to the ground. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone. If the target is flying it drops 60ft instantly. It falls prone if it comes in contact with the ground
Combat Medic
At 7th level, as a bonus action, you can touch one ally and they regain hit points equal to 1d6 + your Wisdom modifier. Dice increases to 2d6 at level 14.
You can use this feature equal to your Wisdom modifier. You regain all charges after a long rest.
Iron Will
Starting at 11th level, if you are wearing heavy armor if someone or something cause you to move against your will or pushes you back, the distance is halved. You also gain advantage on effects that would otherwise knock you prone.
Sniper's Mark
At 15th level, you learn the Hunter's Mark spell if you haven't already. Whilst a creature is under the effect of Hunter’s Mark, you can’t have disadvantage on your attack rolls against it. Additionally, you have advantage on the first attack on each of your turns against target.
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