2019-03-01, 10:32 AM (ISO 8601)
Re: D&D Subclass Contest VII: Well, That's Fortunate
An seemingly stray arrow soars from nowhere, and after bouncing off a guard's shield, comes to rest in another guard's eye. A dagger tossed in the air lands with impossible accuracy, sliding into a thin slit between armor plates. Things tend to work out for those of the Longshot Conclave. With a combination of intense skill and luck-manipulation magic, these rangers are experts in guerilla warfare and turning the tide in their favor.
Expanded Spell List
You learn an additional spell when you reach certain levels in this class. The spells counts as a ranger spell for you, but don't count against the number of ranger spells you know.
At 3rd level, your ability to hit seems astonishing and uncanny. When you finish a long rest, roll a d20 and record the number rolled. Until you finish your next long rest, whenever you roll that number on a d20 for an attack roll, check or saving throw, you can treat the that roll as a 20.
In addition, the normal and long ranges of ranged and thrown weapons are doubled for you.
At 3rd level, your strikes have a chance to disrupt and upset your target. When you score a critical hit with a weapon attack, flip a coin. On tails, the target is knocked prone.
At 7th level, you have a fluid nature that seems supernatural. You can gain one the following benefits of your choice:
- Leap to Your Feet: When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
- Danger Sense: You have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded or incapacitated
- Deflect Missile: You can use your reaction to deflect a projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your ranger level.
At 11th level, glimpses of possible futures begin to press in on your awareness. If you are attacked with advantage by a hostile creature, you can use your reaction to cancel the advantage for that roll, storing that advantage as Potential. You can store up to two Potential at any time.
If you have Potential, you can expend it when you make an attack roll, saving throw, ability check, or coin flip. Spending your Potential gives you advantage on that roll or coin flip.
At 15th level, you have mastered the ability to press your luck. You have an +5 bonus on initiative rolls, cannot be surprised, and cannot have disadvantage on any roll until the beginning of your second turn. In addition, whenever you roll initiative, flip a coin until you lose a flip, to gain the following effects.
- If you win one or more flips, your existing proficiencies are doubled for 1 minute and you can add your normal proficiency bonus to any ability check or saving throw you make that doesn't already include your proficiency bonus
- If you win two or more flips, when you roll damage for a weapon or spell attack for 1 minute, you can reroll the damage dice and use either total
- If you win three or more flips, your initiative roll is increased by 9 and you recover 2 spell slots.
Last edited by Vogie; 2019-03-20 at 08:20 AM.
Always looking for critique of my 5E homebrew!
Originally Posted by Bjarkmundur
Originally Posted by Man_Over_Game