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Ranger Archetype

The ideal of the ranger can have many expressions.

Highwayman
For bandits, bank robbers, and green-clad folk heroes,
there’s no better way to make money than robbing nobles at
knifepoint, especially in caravans. None are more
prosperous at roadside robbery, perhaps, than highwaymen,
who leverage their stealth and numbers to steal anything
they wish, before escaping into the trees with their bounty.
A team of bandits work in smooth coordination, watching
each other's backs in a choreographed theater of shouting,
looting, and cutting down anyone who runs.

Nobody Move!
Beginning when you choose this archetype at 3rd level,
you’ve taken to working with a team of accomplices to rob
lucrative, well-defended targets, like caravans, banks, and
groups of unsuspecting nobles. When a creature you can
see provokes an opportunity attack from a friendly creature,
you can use your reaction to make an opportunity attack
against it using a ranged or melee weapon. This attack
occurs before the provoking creature moves and before the
friendly creature can make an opportunity attack.

Merry Confederates
At 3rd level, when you and two or more friendly creatures
hide in preparation for an ambush, you and any friendly
creatures hiding with you have advantage on your Dexterity
(Stealth) checks.
Get Out of Dodge
Vantage Point By 15th level, you’ll escape the long arm of the law or die
By 7th level, you can quickly scale walls to gain a perch
trying. When you take the Disengage action on your turn,
above your foes. Climbing no longer costs you extra
you gain two of the following benefits as a part of that
movement. In addition, by climbing at half speed, you can
action:
climb up difficult surfaces (such as vertical walls) without
• You gain the benefits of the Dash action.
making an ability check.
• You can take the Use an Object action.
No Seriously, Don’t Move! • You can make one weapon attack against a
Beginning at 11th level, your jumpy, shoot-them-in-the- creature you can see.
back philosophy has started to show dividends. You can • You can attempt to shove a creature.
make two attacks with a ranged or melee weapon, instead • You take half damage from falling and your jump
of one, when you make an opportunity attack. distance doubles until the start of your next turn.

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