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Ranger Fighting Styles

When a ranger chooses a fighting style, they may also select two options from the following table.    

Defense Dueling Archery Two-Weapon Fighting
No Opening
  • Reaction: An enemy attacks you
  • Your armor class increases by 3 until the start of your next turn
  • Recharge: 5-6
Honourable Combat
  • Passive
  • While your allies are neither adjacent to you, nor any enemy adjacent to you, you have +1 to AC and attack rolls
Nimble Shot
  • Replaces one attack on your turn
  • Shift 5 ft. then make a ranged attack, or make an attack then shift 5 ft.
  • Recharge: 4-6
Distracting Blades
  • Replaces one attack on your turn
  • Make an attack against an enemy that dazzles them with your swordsmanship. An ally adjacent to the target can use their reaction to make an opportunity attack.
  • Recharge: 5-6
Unbalancing Parry
  • Reaction: An enemy misses you with a melee attack
  • You can move the enemy to a square adjacent to you. You have advantage on your next attack roll against it.
  • Recharge: 5-6
Hamstring
  • Replaces one attack on your turn
  • Slows target until end of next turn
  • Recharge: 5-6
Rapid Shot
  • Replaces one attack on your turn
  • Make two ranged attacks against one enemy. Each of these shots has a -2 penalty to hit.
  • Recharge: 5-6
Barrage of Blades
  • Replaces one attack on your turn
  • Make an attack against an enemy that deals half damage on a miss
  • Recharge: 4-6
Stabilizing Strike
  • Replaces one attack on your turn
  • Your character must be bloodied
  • After hitting an enemy, you can immediately roll a hit die
Tide of Iron
  • Passive
  • When you hit an enemy with an attack you can push them 5 ft.
  • Afterwards, you may shift into the square they occupied
Flickering Arrow
  • Replaces one attack on your turn
  • Make a ranged attack against an enemy. If it hits, the target cannot benefit from less than total cover or invisibility until the start of your next turn.
Double Slash
  • Replaces one attack on your turn
  • Make an attack against an enemy that deals an extra 1d10 on a hit.
  • Recharge: 6
Tactical Retreat
  • Reaction: An attack misses you
  • You can immediately shift 10 ft.
  • Recharge: 5-6
Strike only Me
  • Replaces one attack on your turn
  • Make one attack against an enemy. If the attack hits, the target is marked.
  • Recharge: 5-6
  No Retreat  
  • Replaces one attack on your turn
  • Make a ranged attack against an enemy. If they are bloodied, the attack has advantage and deals an extra 1d10 damage.
  • Recharge: 6
Blade Vault
  • Speed: Free action
  • Leverage your blades to leap above your enemies. Your vertical jump height is doubled until the end of your next turn.
  • Recharge: 6

 


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