Base Class: Ranger
Archers are fighters who have focused their training to specialize in long-range combat. While any warrior with a bow can be considered an archer, rangers develop a form of unmatched discipline and prowess with all forms of projectiles. Archers perform the best when they can keep their opponents at a distance, using ranged weapons and swift maneuvers. Once engaged in melee, they strike deftly, using swords and axes to bring down the wounded and weary.
Combat Tactics
At 3rd level, you learn combat tactics that are fueled by special dice called tactical dice.
Tactics. You learn two tactics of your choice, which are detailed under “Combat Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.
You learn one additional tactic of your choice at 7th, 11th, and 15th levels. Each time you learn a new tactic, you can also replace one tactic you know with a different one.
Tactical Dice.
You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest.
You gain another tactical die at 7th level and one more at 15th level.
-Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows:
Counter
When another creature attacks you, you can use your reaction and expend one tactical die to increase your AC by the number you roll on your tactical die, until the start of your next turn. The attack misses if it fails to hit with your new AC value.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one tactical die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the tactical die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Dodge Roll
When another creature damages you with a melee attack, you can use your reaction and expend one tactical die to reduce the damage by the number you roll on your tactical die + your Agility modifier.
Evasive Footwork
When you move, you can expend one tactical die, rolling the die and adding the number rolled to your AC until you stop moving.
Knockdown
When you hit a creature with a weapon attack, you can expend one tactical die to attempt to knock the target down. You add the tactical die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one tactical die to maneuver one of your comrades into a more advantageous position. You add the tactical die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use it's reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Overdraw
When you make a ranged attack, you can expend one tactical die to double the range of the weapon without causing disadvantage. If you hit, you add the tactical die to the attack's damage roll.
Pierce Armor
When you hit a creature that is wearing armor with a weapon attack, you can expend one tactical die to weaken their armor, reducing the targets AC by 1. If you hit, you add the tactical die to the attack's damage roll. You can not weaken the same armor more than once.
Power Shot
When you hit a creature with a weapon attack, you can expend one tactical die to attempt to throw the attacker off balance. You add the tactical die roll to the attack's damage roll, and it must make a Strength saving throw. On a failed save, it is staggered and has disadvantage on their next attack.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one tactical die to add a tactical die to the roll. You can use this tactic before or after making the attack roll, but before any effects of the attack are applied.
Split Shot
When you make a ranged weapon attack, you can expend one tactical die to attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your tactical die. The damage is of the same type dealt for the original attack.
Iron Mind
By 7th level, your time studying beasts and the focus required by archery has stilled your mind. You gain proficiency in Willpower saving throws and have advantage on saving throws against being frightened.
Archers Mastery
At 11th level, you gain one of the following features of your choice:
Critical Shot
Your weapon attacks score a critical hit on a roll of 18-20.
Flurry
If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability.
Quick Shot
During the first round of combat, you can use your reaction to make a weapon attack. This attack occurs at your initiative plus 10.
Steady Hand
You gain advantage on one attack roll you make with a ranged weapon each turn.
Relentless
Starting at 15th level, when you roll initiative and have no tactical dice remaining, you regain 1 tactical die.
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