Ranger
Base Class: Ranger

"In battle, the only arrows that count are the ones that hit."

You become very proficient a bow, able to hit shots that many believe impossible. All you need is a little luck, and a lot of skill.

Special Arrow Crafting

At level 3, you gain the ability to craft special arrows. These arrows can be used in place of normal arrows and have to be used with some skill shots.

Weighted: deals bludgeoning damage, with 5 feet slow on hit (requires small rock and arrow)

Magic: Has penetration capabilities (requires usage arrow and 3rd level spell slot to craft, store up to 5)

Burst: 1d4 piercing damage to enemies within 5 feet of target (requires arrow and blasting powder)

Sharpshooter

 At level 3, you learn skill shots that are fueled by special dice called Marksman Die.

Skill Shots. You learn 4 skill shots of your choice, which are detailed under “Skill Shots” below. You can use only one skill shot per attack.

You learn one additional skill shot of your choice at level 15th level. You can replace skill shots after a long rest.

Marksman Dice. You have 2 marksman dice, which are d8s. A marksman die is expended when you use it. You regain all of your expended marksman dice when you finish a short or long rest. You can regain one marksman die by expending a level 1 spell slot (uses bonus action).

You gain an additional marksman die at 11th and 15th levels.

At 10th level, your marksman die become d10s. At 18th level, your marksman die become d12s.

Skill Shots

 Skills shots are detailed below and include any special arrow requirements. 

Critical Shot (range of 15 feet)

Whenever you make an attack within 15 feet of you, you can spend a Marksman Die to make that attack a critical hit if it connects, adding the Marksman Die damage along with the bonus critical hit damage.

Crossing Shot (requires magic arrow)

Whenever a magical projectile is shot at another creature within 50 feet that crosses between you and another creature, you can spend a Marksman Die to shoot an arrow through the projectile and hit your target. The shot does Marksman Die Piercing damage + Marksman Die Element damage.

Deflecting Shot (requires weighted arrow)

Whenever a physical attack is made between 10 feet and 30 feet from you, you can spend a Marksman Die to attempt to intercept the attack before it strikes the intended target. The attacker must make a DEX saving throw. On failed throw, the attack is completely deflected, and the target takes no damage. On successful throw, the target takes some damage but is reduced by the Marksman Die (minimum 1 damage).

Disrupting Shot (requires magic arrow)

Spend a Marksman Die to load a magic arrow, add Marksman Die psychic damage to your next shot and disadvantage their next spell cast.

Double Shot

Whenever you hit with an arrow, you can spend a Marksman Die to shoot another arrow at the same target. The Marksman Die damage to your second damaging shot.

Elemental Shot (requires magic arrow)

Spend a Marksman Die to imbue an arrow with a desired element, your next shot does Marksman Die + dex modifier bonus elemental damage (fire, lightning, ice).

Long Shot

Whenever you would have disadvantage on a ranged attack, you can expend a Marksman Die to true your aim, disregarding the disadvantage, and adding the Marksman Die to your damage.

Opportunity Shot

Shoot an arrow at an enemy that is being targeted by an ally. Spend a marksman die to hit the target with your arrow. During the attack of your ally, you damage the same enemy with your Marksman Die.

Quick Shot

Shoot an arrow at an enemy to distract the enemy before a companion attacks. Before your ally attacks, spend a marksman die to distract an enemy. Your Marksman die is added to your ally's Hit/DC.

Skip Shot

When you don’t have a direct shot of an enemy, and both you and the target are within 15 feet of the skipping surface (<45deg angle) , you can spend a Marksman Die to skip an arrow and hit an enemy, adding the Marksman Die to the damage but reducing your hit DC by 5.

Split Shot

Spend a Marksman Die to load two arrows and aim at two separate enemies (no more than 10 feet apart), the damage done is Attack + Marksman Die.

Stacked Shot

Whenever you hit with an arrow, you can spend a Marksman Die to double up that shot. The damage done by the second shot is Marksman Die/10*Damage.

Volley Shot (requires burst arrow)

Spend a Marksman Die to shoot a spread arrow that hits enemies in a 10 foot radius. Deals full damage to one target then Marksman die + DEX modifier to all enemies in range.

True Shot

At level 7, before you move, you can use your action to take a knee, aim your bow, and take a shot. Your next shot does normal damage + Ranger level and has a +5 to hit DC.

Retreat Option

At 7th level, you gain access to a retreat option. The retreats are used as reactions and do not provoke opportunity attacks.

Aggressive Retreat

After you take damage, you can use your reaction to move 15 feet, and deal 1d6 + dex modifier back to the attacker.

Defensive Retreat

As you are being attacked, you can use your reaction to move 15 feet and reduce the damage you take by your 1d6 + Dex mod.

Targeted Shot

At level 11, you can use your action to target a body part to do additional effect upon hit. Your attack suffers a -5 to hit. You can use this ability 3 times before a long rest is taken.

Leg: You target the leg during an attack. Your target is immobilized for 1 turn.

Arm: You target the arm during an attack. Your target has disadvantage on their next attack.

Head: You target the head during an attack. Your attacks suffers an additional -3 to hit. You deal a critical hit.

True Aim

At 15th level, you gain access to another skill shot, and your fourth marksman die. You also gain the ability to regain all die by expending a 4th level spell slot.

Previous Versions

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