Ranger
Base Class: Ranger

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

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Ranged Weapon Master

At 3rd level, you become more well attuned to ranged weapons. When attacking wIth a ranged weapon, you gain a +1 to attack rolls made with them. 

This bonus increases when you reach 7th, 11th, and 15th level.

Arrow Smith

At 3rd level, you gain proficiency with smiths tools. During a long rest, you can use your smiths tools to magically modify a number of arrows equal to your Ranger level. Any save DC required by the arrows equals 8 + Wisdom modifier + Proficiency bonus.

Bursting Arrows. These arrows will cause a small explosion on impact, dealing an additional 1d8 fire damage on a hit. 

Cryogenic Arrows. These arrows will let out a blast of freezing cold air, dealing an additional 1d4 cold damage on a hit. The target must also make a Dexterity saving throw or have their speed reduced by 10 until the start of your next turn.

Shocking Arrows. These arrows will release a burst of electricity on impact, dealing an additional 1d4 lightning damage to the target and any creature within 5 ft of the impact. 

Booming Arrows. These arrows will let out a loud boom on impact, dealing an additional 1d4 damage to on a hit. The target and any creature within 5 ft of it must make a Constitution saving throw or be deafened until the start of your next turn.

Light Arrows. These arrows will let out a flash of light on impact. On a hit, the target and any creature within 5 ft of the impact must make a Constitution saving throw or be blinded until the start of your next turn. The target also does not gain any benefits from invisibility or being unseen for the same duration.

Grapple Arrow. These arrows will shoot out with a hook attached to one end and a rope on the other. On a hit, the target is wrapped in the rope and must succeed on a grapple check against your save DC or be restrained. Another creature within 5 ft can use their action to cut or remove the rope. When targeting an object with this arrow, you can safely swing from or attach it to another object or creature.

 

Ranged Weapon Master

At 7th level, when you attack with a ranged weapon, you gain a +2 to attack rolls made with them.

Sniper

At 7th level, your skills with ranged weapons are more honed. The range at which you can make an attack with ranged weapons without disadvantage is doubled up to a maximum of 150 ft.. This can also stack with the Sharpshooter feat.

Ranged Weapon Master

At 11th level, when you make an attack with a ranged weapon, you gain a +3 to the attack roll.

Efficient Ammunition

At 11th level, you can fire ammunition much more efficient rate. Once on each of your turns, instead of firing one piece of ammunition, you can fire two at the same target. The extra ammunition deals an extra 1d6 piercing damage.

Ranged Weapon Master

At 15th level, when you make an attack with a ranged weapon, you gain a +4 to the attack roll.

Master Arrow Smith

At 15th level, when you finish a short rest, you can use your smiths tools to modify a number of ammunition equal to your proficiency bonus up to the maximum
amount you can have. Once you use this trait you can’t use it again until you finish a long rest.

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