Ranger Archetype
Notes from the Nails: Reinforcements? I am the reinforcements.
Riskbreaker
Originally, the Riskbreakers were knights sworn to uphold the peace, and specially trained to hunt down the most dangerous criminals in the land. Over time, however, the organization became corrupted. Now each of the Riskbreakers wanders the world alone, pursuing their own mysterious goals or merely trying to survive.
Measured Risk
Starting at 3rd level, whenever you make an attack, you can choose to sacrifice accuracy at the expense of power, or vice versa. If you choose to sacrifice accuracy, you can take a -2 penalty to your attack bonus to gain a +4 bonus to damage. Alternatively, you can subtract 4 from your damage roll to gain a +2 bonus to your attack roll. You can’t reduce an attack bonus below 0 using this ability.
Analytical Eye
Also at 3rd level, you can use a bonus action on your turn to assess the defenses of any creature you can see. You learn its Armor Class and, if it is one of your favored enemies, you also learn its current hit points and any damage vulnerabilities it has (if any).
Field Maintenance
By 7th level, your experience with solo operations has taught you how to maintain your own gear. You gain proficiency with one set of artisan’s tools of your choice and, if a piece of your equipment is damaged (for example by a rust monster or black pudding), you can use an action to restore it to full effectiveness.
Legacy of the Blood-Sin
By 11th level, the secret deeds of the Riskbreakers have caught up with you, offering you a fateful choice. If you choose to embrace the darkness, you gain resistance to radiant damage and the Shadow Flux ability. If you reject the darkness, you gain resistance to necrotic damage and the Heart Seer ability. Once you have made this choice, you cannot change it.
Shadow Flux. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your ranger level (rounded up).
Heart Seer. Whenever you finish a short rest in which you spend hit dice to regain hit points, you immediately regain 2 expended hit dice. Additionally, you learn the spells detect evil and good, detect thoughts, and see invisibility, which are now ranger spells for you.
Break Art
When you reach 15th level, you master the Riskbreaker’s most fearsome techniques: the Break Arts. When you hit a target with a weapon attack, you can use a bonus action and expend one ranger spell slot to apply a Break Art to the attack. The Break Art deals 2d12 damage to the target for each level of spell slot, up to a maximum of 10d12. You can choose any type for this damage. Furthermore, the target must make a Constitution saving throw against your ranger spell save DC or be paralyzed for up to 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. However, when you use a Break Art, you lose hit points equal to half of the damage it dealt.