Ranger class: Sagittarius
Overview & Creation
In all the scenarios, rangers, archers, sharpshooters, are the artillery of the medieval times.But when alone they are hunters, trap makers, ambushers and tacticians.Gaining advantage of every piece of surroundings,camouflage,keeping the distance and having the upper hand on every situation. Saggitariuses are elite archers and marksmen, trained almost in monastic tradition, they are trained to use both magic and physique in combat. Due to sharp discipline and hard training, a saggitarius that is out of his job enjoys himself simple things of the world, a cup of tea, or a mug of Ale, warmth of fireplace and growing facial hair.
SURVIVOR You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp,the Underdark or Urban. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: • Difficult terrain doesn't slow your group's travel. • Your group can't become lost except by magical means. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or (tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • When you forage, you find twice as much food as you normally would. • While tracking other creatures, you also learn (heir exact number, their sizes, and how long ago they passed through the area. • If you are able to get a better (high ground) perspective on the area you perfectly memorize it • Creatures that are ambushed on your favorite terrain have disadvantage against your traps, spells, competitive checks on the first round of combat WEAPON OF CHOICE Beginning at 1st level, you have significant experience studying and training with a specific weapon, and how to use it against your foes. Choose one type of weapon: your range on the weapon doubles.You ignore disadvantage on ranged attacks in melee.You can modify your weapon of choice by a contraption takes action to set up: • Optics - you have advantage on beyond normal range of attacks • Hard string - you can add STR modifier to damage dealt (Bows only) • The good powder - bullets shot from any gun have a knock back of 5 feet • Poisoned quiver - First arrow plunged into enemy will force them to make a constitution saving throw, DC 8+WIS mod +Proficiency or become poisoned.Save could be repeated at the end of creatures turn. • Stationary stand - Deal double weapon damage die as long as you don't take movement action You can replace the upgrades on a short rest. MARKSMEN TRAINING At 2nd level, you adopt a particular of combat as your specialty. Choose one of the following options. You can't take a Training option more than once, even if you later get to choose again. • ARCHERY You gain a +2 bonus to attack rolls you make with ranged weapons. • RIFLE EXPERT You gain a +2 bonus to damage rolls you make with rifles.You can take this Training option again. • AMBIDEXTROUS Offhand ranged weapons are gaining same bonuses as main handed. In addition both of the weapons gain +1 to attack rolls. • SHOWDOWN EXPERT "Mano e mano" one on one you gain advantage on every second attack if you have no allies, and foe is alone against you. THE CONSTELLATION:SAGITTARII As you reach level 3 you choose your path among the stars,choosing the way you develop as a Saggitarius ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can't increase an ability score above 20 using this feature. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. SCATTERED STARS Beginning at 7th level, 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. CHEAP SHOT Reaching level 9, when you critically miss you reroll the attack for the nearest enemy if there is none - re-roll at disadvantage to graze the target whatever damage you deal is halved. DEADLY PRECISION At level 13 you reroll 1's and 2's on any attack and damage die rolled. STARSIGHT Starting at 14th level, through endless hours of honing your senses to their peak, you have gained unnaturally perceptive senses. You gain a blindsight range of 30 feet.Your pupils start glowing with a faint blue hue. AIMED SHOTS At 17th level, your ranged weapon attacks deal additional damage equal to your Wisdom modifier. SNIPER When you reach 20th level, your Dexterity score increases by 4. Your maximum for this score is now 24. In addition, you may never have disadvantage on attack rolls with ranged weapons and your ranged attacks bypass creature's resistance to magical piercing damage.
You start with the following equipment, in addition to
the equipment granted by your background;
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee weapons
• (a) a dungeoneer's pack or (b) an explorer's pack
• A longbow or a rifle and a quiver of 20 arrows (or pouch with 20 bullets)
SPELLCASTING By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the Ranger/Druid spell list. SPELL SLOTS The Saggitarius table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. SPELLS KNOWN OF 1ST LEVEL AND HIGHER You know two 1st-level spells of your choice from the ranger/druid spell list. The Spells Known column of the Ranger/Druid table shows when you learn more Ranger/Druid spells of your choice. Each of these spells must be of a level for which you have SPELLCASTING ABILITY Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier your proficiency bonus + your Wisdom modifier
CONSTELLATION ALPHA Choosing your place among the stars you Start with the Eta Sagittarii ETA SAGITTARII You have chosen the path of Silence.The path of insidious and quiet archer, the hunter, the ambusher. Your hunters mark does not require any components.Has a range of a mile.You don't need to see the target to cast it. BONUS PROFICIENCY When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice:Trappers tools, Stealth, or Survival. Alternatively, you learn one language of your choice. TRICK SHOT At 3rd level, before you make a ranged weapon attack, you may choose to make it a trick shot. These trick shots have special effects that apply when you hit the target. You may apply one effect per ranged weapon attack you make and only one per attack action. You can use this feature a number of times equal to your 1 + your Wisdom modifier, and you regain all uses of this feature after you finish a short or long rest. • Disarm When you hit a creature with a ranged weapon attack, it drops one item (of your choice) that it is holding. That item flies 15 feet from the creature in a random direction. • Pin When you hit a creature with a ranged weapon attack, its movement speed becomes 0 until the end of your next turn. • Head Shot When you hit a creature with a ranged weapon attack, add 1d8 damage to the damage roll. This damage increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8). UNCANNY DODGE Starting at 6th level, 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. CONCENTRATION:ZETA SAGITTARII At level 10 you are focused on your prey, it can not benefit from invisibility to hide from you,also you gain advantage on concentration checks,as long as your hunters mark is cast.Hunters mark does not require concentration anymore. MOBILITY:CALLISTO SAGITTARII At level 15 you are used to move and shoot at the same time.Every attack you make on turn you are able to move additional 10 feet without provoking attack of opportunity STARS ALIGNED: MORTIS SAGITTARII At level 18 everything you see is marked automatically by a hunters mark.If you place normal hunters mark on top of this feature it stacks. CONTELLATION OMEGA Choosing your place among the stars you Start with the Sigma Sagittarii SIGMA SAGITTARII You have chosen the path of Massacre.The loud, gory, with a cloud of gunpowder smoke on your way. Your Guns do not break as a result of misfire on a natural ones.Critical Hits inflict Trauma.Weapons using gunpowder deal Fire Damage. BONUS PROFICIENCY When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice:Alchemist tools, Investigation, or Survival. Alternatively, you learn one language of your choice. BRUTAL SHOT At 3rd level, before you make a ranged weapon attack, you may choose to make it a Brutal shot. These brutal shots have special effects that apply when you hit the target. You may apply one effect per ranged weapon attack you make and only one per attack action. You can use this feature a number of times equal to your 1 + your Wisdom modifier, and you regain all uses of this feature after you finish a short or long rest. • Forceful Shot When you hit a creature with a ranged weapon attack, it is pushed back 10 feet. This effect only works against Large or smaller creatures. • Piercing shot When you hit a creature with this attack it also hits creature behind for the same amount of damage. • Explosive Shot When you hit a creature with an explosive shot, creature becomes deafened for 1 minute, and suffers additional 1d8 points of fire damage, if the damage is equal to 6-8 target is also knocked prone. BUNKER DOWN At 6th level, whenever an effect requires you to make a Constitution saving throw, you may use your reaction to add 1d6 to the roll before the results of the roll have been announced. If succeeding on the Constitution saving throw would make you only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. TARGET LOCKED:DELTA SAGITTARII At level 10 you manage to lock down your target in your sight,if you don't change your target for consecutive attacks you deal additional 1d8 on following attacks DISRUPTION: MEDUSA SAGITTARII Starting at 15th level, On hit you can strip a target of magical or non magical resistance from a single type of damage.If target was immune to the damage its now only resistant.If target had no such resistance, its now vulnerable.The effect lasts till first miss from any creature on that target. TARGET ELIMINATED: HADES SAGITTARII Starting at 18th level, critical range expands to 19,20 and on critical hit you don't roll damage, you are dealing maximum amount on all die score.
|Level||Proficiency Bonus||Features||Spells known||Spell Slots||Slot level|
|1st||+2||Survivor,Weapon of choice||0||0||0|
|4th||+2||Ability score improvement||4||3||2nd|
|6th||+3||The constellation feature||6||3||3rd|
|8th||+3||Ability Score improvement||8||4||3rd|
|12th||+4||Ability Score Improvement||13||4||5th|
|16th||+5||Ability Score Improvement||13||5||5th|
|19th||+6||Ability score improvement||14||5||5th|