Ranger Conclave - Weapon Expert

A Weapon Expert Rangers might have trained with others or learnt all they can from ancient text and manuals. Regardless of how they have accomplished it they are now one of the most lethal combatants alive. Able to track and sense their prey before engaging them in mortal combat. Unlike a fighter that can dedicate all their time to horning their deadly craft. A Ranger must balance their time between practicing their innate Ranger abilities and developing their Weapon Expertise. This is the reason these Rangers select a weapon type to focus on. Eventually becoming a master of the ones they choose.

Note: This Archetype is for the Revised Ranger. To use this with PHB version please removed the Extra Attack Feature at 5th level.

Weapon Specialisation

Learning to master a type of weapon can take intense focus. Starting when you choose this archetype at 3rd level, you can specialise in one of the following four weapon types: One Handed (Weapons without the Thrown, Heavy, Two-Handed or Versatile property), Bow (Bows and Crossbows), Two-Handed (Weapons wielded with two hands without the Reach property), Reach (Weapons with the Reach property). Specialising in a weapon type allows the use of it's corresponding feature from Weapon Specialist and Weapon Defence. A second weapon type can chosen to specialise in at 10th level.

Weapon Specialist

At 3rd level, your rigorous combat training with the weapons you have specialised in shows in your ability to enhance your attacks for added versatility. Any combination of these abilities can be used once per long rest, unless stated otherwise. When engaging a favoured enemy you gain one free use of these abilities per long rest.

  • Systematic Cuts - One-Handed: You move with lightning speed appearing to disappear and reappear in another location, striking a pose as you arrive. When you use the Dash action to travel in a straight line you may attack up to 3 creatures without repercussion. These attacks do not provoke Opportunity Attacks. Roll a separate attack for each target.

  • Critical Vigor - Bow: After a successful hit on a target you can use your bonus action to make a quick yet less powerful attack. This attack does 1d4. This damage increases to 1d6 at 12th level. On a critical hit this attack does triple damage. This feature has unlimited uses. This ability cannot be used with the Sharpshooter Feat.

  • Participate - Two-Handed: The power in which you use these weapons allows you to show off your lethality, encouraging any ally that can see you to take action. After a successful attack, the next attack from an ally, against any target within 5 feet of you can be taken at advantage.

  • Versatility - Reach: This weapon is permanently classed as a slashing, piercing and bludgeoning weapon. You choose what type damage you will deal before you use an attack action. For example you could attack by stabbing a target with the tip of the weapon for piercing damage, slashing with the edge of the blade or by doing an attack using the butt of the weapon for bludgeoning damage. You also permanently gain +1 AC while wielding this weapon.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fighting Fit

At 7th level your ability to adapt to a given situation improves. You can choose a second Fighting Style including Great Weapon Fighting that can be mastered by Fighters and Paladins. (See PHB page 72).

Weapon Defence

At 11th level your experience has enabled you to use the weapons you have specialised in defensively in creative ways. You can use each Weapon Defence feature once. You regain all expended uses when you finish a long rest, unless stated otherwise. When engaging a favoured enemy you gain one free use of these abilities per long rest.

  • Prediction - One-Handed: Fighting enemies comes with ease and shows in your ability to predict their actions before they attack and ready for it. You can use your reaction to parry a single non-Critical Attack intended for you or a ally within 5 feet of you. Pushing their attack to one side. The creatures attack automatically misses.

  • Hide then Seek - Bow: Defend yourself by hiding then strike when the opportunity presents itself. When you attack a creature that cannot see you then you may add a 1d6 extra damage to the first successful attack roll. This feature has unlimited uses.

  • Impose - Two-Handed: You can use your reaction to place the weapon between you and an attacker. Imposing disadvantage on all their attacks against you that round.

  • Reposition - Reach: When a hostile creature within reach, successfully attacks a friendly target, you can use your reaction to push the hostile creature aside. You repositioning them using your weapon to another area within 10 feet of you, dealing no damage. The target must succeed a Strength saving throw versus the Rangers DC to negate this affect.

Credit: Sword Wonderful Picture Images 26" by transparentpng.com

Light Weapons

Also at 11th level your experience and expertise handling these weapons has allowed you to carry them unfettered. You can choose two weapons you have specialised in to no longer be part of your carry capacity. Allowing you to keep them within arm's reach without them weighing you down.

Bloodletting

At 15th level you display your ability to cut deeper than ever before. When you take the Attack Action any attack roll dice that show 11 or higher makes the target creature begin to bleed. As long as the attack was successful the creature takes 1d6 bleeding damage when the attack first hits and 1d6 bleed damage at the end of their turn unless they spend an action to stop the bleeding. You can stack this damage up to three times per target.

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Alternative setting ideas

Example - Samurai or Tsukaiban:

Although they are free to use Shortswords, Longbows, Greatswords and Glaives, Etc. A Samurai or Tsukaiban might prefer to use weapon specifically designed by their culture. Wakizashi, Yumi, Nodachi, and Naginata. The statistics of these weapons are the same as their corresponding traditional counterpart. For example:

Wakizashi = Shortsword

Yumi (Hankyū) = Longbow (Shortbow)

Nodachi (Katana) = Greatsword (Longsword)

Naginata = Glaive

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This is not official work by any company. This is all fan work done in the fans own time.

Credit: Malpaso

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by Carl Laraway