Ranger
Base Class: Ranger

The Tactician archetype champions a ranger’s aptitude for ingenuity and preparation. A Tactician considers their mind both their greatest tool and their greatest weapon. (Adventurers' Appendices pg.10)

Tactician Spells

Ranger Level

Spells

1st

Identify

3rd

enhance ability

5th

dispel magic

7th

fabricate

9th

passwall

 

Architect’s Mind

At 3rd level, you realize your potential to methodically read the world and creatures around you, and you gain the following permanent benefits:
     You gain proficiency with either a set of tinker's tools or smith's tools.
     You have advantage on all investigation checks relating to traps and constructs (buildings, objects, and creatures).
     You gain the ability to spend 1 hour constructing a basic field trap. (See Adventurers' Appendices for rules on player traps.) Traps made by you have a disarm DC of 8 plus your ranger level. Note that constructing a trap can be done as part of a long rest.

Wrist Shot

At 3rd level, you are able to outfit a set of armor with a Wrist Shot. You can spend 8 hours to fashion this firing mechanism onto the main-hand arm of any armor. Only you are capable of correctly using this feature. Your Wrist Shot takes a bonus action to fire and does one of the following, which can be switched over 1 hour of downtime:
A) Your Wrist Shot is loaded with a number of bolts equal to your Dexterity modifier and uses the same stats as a light crossbow. You require 10 minutes to refill the bolts.
B) Your Wrist Shot is loaded with a grappling hook.
C) Your Wrist Shot is loaded with a vial of liquid or a potion that can be applied to yourself or another target at a distance of up to 10 feet.

Shielded Arm

At 7th level, you are able to outfit a set of armor with a layer of plated shielding and have learned to maneuver with it, accommodating for the added weight, without any penalty to your movement. You can spend 8 hours to fashion the additional shielding onto the offhand arm of any armor. Only you are capable of correctly using this armored feature. You gain half-cover from all ranged attacks including spells.

Latent Flare

Beginning at 11th level, you learn how to subconsciously store a burst of energy in each of your hands. As a reaction, you can attempt to disrupt another creature’s own reaction within 60 feet. That creature must succeed a concentration check against your spell DC to react unimpeded. You regain one stored flare after a short rest or both after a long rest, but any charges are lost if you become unconscious at any point.

Know Your Enemy

At 15th level, the number of foes you are prepared to face continues to grow. You select one additional type of Favored Enemy and gain all of the benefits that go along with that feat. Additionally you now have advantage on stealth ability checks when pursuing or avoiding any of your favored enemies. This benefit applies to any group stealth ability check if you are the one guiding the party.

Previous Versions

Name Date Modified Views Adds Version Actions
9/19/2020 6:43:56 PM
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1.0
Coming Soon

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