Ranger

Dreadstalker

From the dark underbrush of the the jungles to the muck and mire of the Sorrowmoor Swamps, there are tales of hunters who not only use superior tactics and intimate knowledge of the terrain to track down their targets, but specialize in fear to take down their prey. The Dreadstalker ranger is synonymous with terror; and their abilities reflect that.

In some parts of the world, there is a saying that, “In the Zenubian Jungle, danger comes in all manner of terrifying beasts and man-eating flora, but it is the Dreadstalker that kills you.”

Dreadstalker Spells
Ranger Level Spells
3rd arms of hadar, ray of sickness
5th crown of madness, darkness
9th fear, hunger of hadar
13th evard's black tentacles, phantasmal killer
17th dream, scrying

Shadewalk

When you choose this archetype at 3rd level, you learn to channel the essence of night which grants you with supernatural speed and agility, as well as new abilities. You can use a bonus action to activate your Shadewalk, which lasts for 1 minute. It ends early if you are incapacitated, or if you don medium or heavy armor or a shield. You can also dismiss the Shadewalk at any time you choose (no action required).

While your Shadewalk is active, you gain the following benefits:

  • Whenever you make a weapon attack, you deal an additional 1d4 necrotic damage.
  • Your movement speed increases by 10 feet.
  • You can move through an enemy creature's square.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Feral Shadow

Beginning at 3rd level, you learn to step between the shadows. As a bonus action, you can expend a use of Shadewalk to cast misty step.

Breathstealer

Starting at 7th level, whenever a creature within 10 feet of you is reduced to 0 hit points, or you score a critical hit, you gain temporary hit points equal to your Wisdom modifier + your ranger level (minimum of 1).

Umbra Beast

At 11th level, while your Shadewalk is active, your image shimmers and light is displaced so you appear several feet from your actual location, causing attack rolls against you to have disadvantage. If you are hit by an attack, you lose this benefit until the start of your next round.


Spirit of the Night

When you reach 15th level, you gain the ability to enter the Ethereal Plane from the Material Plane and vice versa as a bonus action. You are visible on the Material Plane while in the Border Ethereal, and vice versa, yet you can’t be affected by anything on the other plane.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Maverick

Some rangers focus on training their skills in marksmanship to hunt so they can feed their families, while others do it to defend their own tribes. Others though, do it for the attention.

Exhibition shooting is a sport in which a marksman performs various feats of skill, somtimes against non-traditional targets....sometimes.

Rangers who choose the Maverick archetype are expert marksman who have as lethal accuracy as any hunter, but with a panache for flair and showmanship. They utilize Trick Shots to both vanquish their enemies, and impress any onlookers.

Exhibition Shooting

When you choose this archetype at 3rd level, you learn skill-shots that are augment your attacks through the use of special trick points.

Skill-Shots. You learn two skill-shots of your choice, which are detailed under "Skill-Shots" below. Many skill-shots enhance an attack in some way. You can only use one skill-shot on an attack expending the appropriate trick point cost, unless otherwise stated.

You must declare the skill-shot you are using before you roll for your ranged weapon attack.

You learn an additional skill-shot of your choice at 7th, 11th, and 15th level.

Trick Points. The number of trick points you have is equal to your ranger level. You use skill-shots by expending trick points. You regain all of your expended trick points when you finish a short or long rest.

Crowd Work

At 3rd level, you gain proficiency in Performance.

Evasive Maneuver

Starting at 7th level, once per turn, when a creature attacks you and the attack misses, you can move up to 10 feet away without provoking an opportunity attack.

Call the Shot

At 11th level, your unparalleled skill with ranged weaponry has allowed you to place shots exactly where you want them to go. Whenever you make a ranged weapon attack, add your proficiency to your damage.

Crack Shot

When you reach 15th level, you ignore damage resistance to piercing whenever you make a ranged weapon attack.

Skill-Shots

The Skill-Shots are in alphabetical order.

And Another One!. When you make a ranged weapon attack, you can spend 2 trick points to roll an additional weapon die when rolling for damage.

You can apply this skill-shot more than once on a single attack, adding an additional weapon die for every 2 trick points expended.

Got your back!. As a reaction when an enemy attacks a friendly creature you can see within 60 feet, you can spend 2 trick points to impose disadvantage on the enemy's attack.

No-Look Shot. When you make a ranged weapon attack below your normal weapon range, you can spend 1 trick point to make the attack without disadvantage.

Not Today!. When an enemy makes a ranged weapon attack against you, you can use your reaction to spend 2 trick points and roll a ranged weapon attack. If your roll is greater than the enemy's attack roll, the enemy attack automatically misses.

Splitting the Arrow. When you make a ranged weapon attack against an enemy you have already hit with another ranged weapon attack, before the attack roll is made, you can spend 3 trick points to automatically hit without making a roll.

To the Window.... When you make a ranged weapon attack, you can spend 2 trick points to aim for the eyes. If the attack hits, the target must make a Dexterity saving throw. On a failed save, the target is blinded until the end of your next turn.

...To the Wall. When you make a ranged weapon attack, you can spend 2 trick points to attempt to pin your enemy to the ground. If the attack hits, the target must make a Strength saving throw. On a failed save, the target's movement is reduced to 0 until the end of your next turn.

The creature can use an action to break free.

Too Far?. When you make a ranged weapon attack above your normal weapon range, you can spend 1 trick point to make the attack without disadvantage.

Sky Sentinel

The Sky Sentinels of the Lambent Isles are world renown for their cunning, grace, and unmatched skill in aerial combat. These are an order of rangers who are charged with protecting the skies. They leap from the tops of the Great Canopy to surprise blight beasts and foul orcs that would attack the forest form below. Or they fly on the backs of their giant eagles, protecting the floating chain of vistas known as the Lambent Isles from wyvern-riders and demons that would seek to steal ancient powers hidden there.

There is an old saying that the Sky Sentinels were formed long ago, when the first wild Eladrin came to this plane, looked up, and wished to hunt the great beasts of prey from above.


Archetype Spells

You gain archetype spells at the Ranger levels listed below. Once you have access to an archetype spell, you always have it prepared. Archetype spells don’t count against the number of spells you can prepare each day.

Sky Sentinel Spells
Ranger Level Spells
3rd fog cloud, heroism
5th moonbeam, protection from poison
9th wind wall, nondetection
13th freedom of movement, ice storm
17th greater restoration, commune with nature

Strike From Above

Starting at 3rd level, whenever you start your turn above an enemy and make a weapon attack, you gain advantage on the attack.

Cloudrider

When you reach 7th level, you can cast find steed once without using a spell slot. You can’t do so again until you finish a long rest.

When you cast the spell, you can choose one of the normal forms for your steed, or one of the following special forms: giant eagle, griffon, hippogriff, manticore, nightmare, pegasus, pteranadon, unicorn, or wyvern.

Mounts created by this feature can only take the Dash, Disengage, or Dodge actions.

Skyfall

Starting at 11th level, you have learned how to maneuver your body while falling to maintain control while in a freefall. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your ranger level.

Additionally, if you begin your turn while falling, you can move horizontally up to half your movement speed. Once per turn, if take the attack action in the same turn, you may roll an additional weapon die on your damage roll.

The Last Shadow

When you reach 15th level, sky sentinel rangers learn to strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action.

If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter,you are not surprised but you do not gain this extra turn.

Credits

Concepts by /u/judo_panda