Ranger
Base Class: Ranger

As you travel amongst different land, hunting, and killing you become adept at moving swiftly,

harnessing the powers of the wind it grants you the ability to move swiftly. it provides a ranger

a whole lot of freedom of movement, but in exchange, a ranger using the properties of the wind

opens up a lot of opportunities, A ranger too reckless will surely bring forth death to themselves.

Wind Run

Harness the element of wind and move faster,

At the beginning of your turn use a bonus action to activate "Wind Run"

Wind Run:  Doubles the ranger movement speed.

the powers of the wind add speed to projectiles a ranger will shoot, adds +2 to hit on ranged attacks.

any ranged attack made to Ranger gets a -2 to hit

all ranged attacks made by rangers and changes their property to Magical piercing

Wind run lasts until the ranger misses a shot, or fails ANY DEX SAVE!.

WHEN A RANGER TAKES ANY PHYSICAL DAMAGE

THE RANGER MUST DO A DEX SAVE DC 13 TO STAY IN WIND RUN

*Magical Damage does not force a DEX SAVE*

upon failing a DEX SAVE, the ranger gets swept by the wind they are

harnessing and tumbles for 2d6 worth of bludgeoning damage.

 

For higher levels:

Level 4: Unlocks Shackle Shot

Shackle Shot: Ranger imbues their arrow with the elements of wind creates a magical shackle 2d6 + Prof + 2

that will shackle the target to an object, item, or unit directly 10ft. behind them,

considering where the ranger took their shot. (Target and Unit behind Needs to make a DEX SAVE OF 13)

on Save: Target only takes half damage and does not get bound

on Fail: If behind an object, tree, or unit, it shackles the target to the object, tree, or unit behind it. If it's a unit, the unit must make the same Dex Save DC 13. If the 2nd unit succeeds only the main target is bound if the 2nd unit fails they are both bound together

If there is no object, tree, or unit, The target is shackled on the ankles falls prone, and must use a bonus action to break free.

If the Ranger misses the attack: Ranger bounds himself and needs an action or bonus action to break free.

can be used Once per short rest at level 4, 2x at level 8, and 4x at  level 13

 

Level 5: Gives you 2 Wind run per Long rest (Total of 3)

Level 7: Unlocks Power Shot

Power Shot: The ranger uses as much magical wind they can muster up to create a Wind Arrow 2d10 + Prof + 4,

upon release of the arrow, the arrow creates a cone-shaped field on its path leaving

a sonic boom like damage, anyone and anything on its path must submit to an STR SAVE 15

to prevent being pushed back, always fire in a straight line.

Affected units must do an STR SAVE DC 15

on success: Take half damage, no knockback

on fail: Takes full damage and gets pushed away 15ft. from the trail of the Power Shot

DM NOTE: EVERY UNIT IN ITS PATH OF LINE, 5FT NEAR THE LINE OF SHOT

FOR 120FT LONG, MUST CHECK AC IF THEY ARE GETTING HIT BY THE HIT ROLL

Can be only used Once per Long Rest

ON ANY UNIT THAT DONT GET HIT THE ATTACK STOPS THERE IF NOT GOES UP

TO 120FT(MAXED) IF THE FIRST UNIT IN THE LINE OF SIGHT'S AC IS HIGHER THAN

THE HIT ROLL IT MAKES THE ATTACK A MISS.

Missed attack: Ranger gets knocked back 15 ft. and in need to make a DC STR SAVE 15

on success stays on Wind Run.

Else Tumbles out of Wind Run and take 2d6 force damage

Level 8: All ranged attack made by ranger is made with Advantage.

Level 10:  Adds an additional 2 Wind Run per Long rest (Total of 5). You also recover 1 Wind Run per short rest.

Level 14: Unlocks Focus Fire

Focus Fire: 

The Ranger uses all the Wind they Manifested to stay in Focus Fire 2d6 + Prof +4

against one target, the Ranger is locked on its target for the rest

of the combat or until the ranger misses

Focused Target must make a WIS SAVE DC 16 each turn they are Affected by Focus Fire

on save: Breaks out the Focus of the Ranger and Cancel's Focus Fire
Will only take 1 damage roll instead of 2.

on fail: Target Remains Locked on Focus Fire

If the Ranger misses an attack :

Loses Focus Fire, and Loses Wind Run without Tumbling.

Each Ranged Attack Rolled under Focus Fire gets +2 to hit,
and gets 2 Damage rolls per Hit,

Under Focus Fire Ranger must both Action and Bonus Action
to Attack.

Ranger is only allowed to move to remain in the distance of the target
any other movement that ranger does that break the distance between them breaks focus fire.

Breaking Focus Fire Breaks Wind Run

 

 

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Melee Defense

When a creature hits you with a melee attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will

You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley

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.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

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.

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