Hydrun's Journal of Rare Archetypes

Welcome friends! Over my travels I have seen quite a few strange creatures and items. Things that would make the average folk gawk in awe or run in terror. But in this I've brought you something different. Within these pages lies my documentation on some rare and amazing powers that we adventuring types possess. These are not your average everyday powers, no. They're rare. So prepare yourselves. Perhaps you may even learn a thing or two.

Ranger Archetype: Deadeye

Some rangers prefer a ranged weapon no matter the circumstance. These rangers are referred to as Deadeyes. Learning to fire with frightening accuracy at long ranges as well as right into the face of a threat up close, Deadeyes make fantastic hit-men, mercenaries, and just generally the person you call when you need a problem dealt with.

Bang Bang

At 3rd level, your aim becomes deadly no matter the distance of the enemy. The short and long distances of any weapon you wield are increased by an amount equal to that weapons short distance. In addition, you no longer suffer disadvantage while using a ranged weapon to attack someone within 5 feet of you.

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Tuck and Roll

At 7th level, you learn to weave and dodge around enemies, giving you the perfect shot. As a bonus action you can tuck and roll, granting you an extra 10 feet of movement. This extra movement does not provoke opportunity attacks.

Starting at 10th level, instead of or in addition to rolling, you may reload any weapon with the loading property, sheathe a weapon you are holding, or draw a weapon as part of the same bonus action.

Starting at 14th level, you may attempt to stun one creature within 5 feet of where you end your roll. The target must succeed a Constitution Saving Throw equal to your spell DC or be stunned for 1 round.

Once you have successfully stunned a creature with this feature, you cannot attempt to stun another until you finish a short or long rest.

Fan the Hammer

At 11th level, you learn to finish off enemies closing in on you with deadly efficiency. As an action, you may make attacks with a ranged weapon against a single creature within your short range increment until you miss, ignoring the loading property of any weapon used to make these attacks. The maximum amount of attacks you may make is equal to your proficiency bonus. You must have ammunition as normal. Once you use this feature you must finish a short or long rest before you can use it again.

In addition, when you take the attack action on your turn, you may make an attack with a ranged weapon you are holding as a bonus action, ignoring the loading property of any weapon you use to make this attack.

Deadeye

At 15th level, your aim becomes legendary. At the beginning of your turn, as an action, you may enter a Deadeye trance. While in this trance, your movement speed is reduced to 5 feet, and attacks against you have advantage. You may remain in this trance for a number of turns equal to your proficiency bonus.

For each turn that passes, you may select one creature within your range. At any time while in this trance, you may use your reaction to make a ranged weapon attack against each creature you have selected. These attacks are made with advantage, ignore the loading property of any weapon used to make them, require ammunition as normal, and have a bonus to attack and damage rolls equal to the number of turns that you have been in the trance.

Once you use this feature, you must finish a short or long rest before you can use it again.

Druid Archetype: Circle of the Moonkin

Druids of the Circle of the Moonkin are conduites of nature's power. They seek to keep peace within society, but are most concerned about the natural order of the wild. Harnessing the power of the moon to take the form of a creature known as moonkin. Guardians of all things nature, these druids make loyal companions and powerful allies to those that share in their quest to maintain the delicate balance of the world.

Bonus Cantrips

When you choose this circle at 2nd level, you learn the Lunar Strike and Sacred Flame cantrips.

Moonkin Form

Starting at 2nd level, as an action, you may expend a use of your Wild Shape to assume the form of a moonkin. A moonkin is a medium sized, plump, bird-like humanoid with antlers, blue or brown feathers, and yellow or blue glowing eyes. You can remain in this form for a number of hours equal to your druid level, or until you use a bonus action to end the transformation. While transformed into a moonkin, you gain the following benefits: