Ranger
Base Class: Ranger

An Arcane Hunter studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Combined with the deadly prowess of the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Arcane Hunter’s path, you learn specialized techniques for fighting the threats you face.

I've always been somewhat niggled by the truism in Dungeons and Dragons 5e, that if you want to be a ranged attacker then don't play a Ranger, play the Fighter's Arcane Archer. To me this feels counter intuitive, as Rangers should be the pinnacle of ranged fighting. So with this subclass, I've tried to close that gap (particularly if you're using the Tasha's Cauldron replacement and additional features), by combining elements of both the Hunter and Arcane Archer sub-classes, and make the vanilla Hunter a bit more interesting. I've also made some changes, primarily to allow for better scaling across levels, as follows:

  • Added some subclass specific spells, similar to concept from the Gloom Stalker, Horizon Walker and Swarmkeeper Ranger sub-classes from Tasha's Cauldron of Everything. (And, while you're no Beast Master, it does include Find Familiar, so you at least can have a little buddy).
  • Instead of only having two Arcane Shots per short rest, these now scale off of Proficiency Bonus + Wisdom Modifier. (As Rangers get fewer attacks, having more Arcane Shots, should counter balance this). However, they do now reset after a long rest.
  • All  Arcane Shot saves are calculated off of WIS rather than INT.
  • Additional Arcane Shot damage now also scales, so at level 3 it is typically +1d6, at level 7 this increases to +2d6, at level 11 it increases to +3d6 and finally at level 15 it increases to +4d6. (So few characters get to high levels, that waiting till level 18 to get the extra damage seems a moot point).
  • Replaced Beguiling Arrow and Enfeebling Arrow with Stunning Arrow and Disarming Arrow respectively. (Both are too situational, so replaced them with something more general purpose)
  • Removed Giant Killer from Hunters Prey.
  • Trimmed, and combined the defensive options into one block.

Arcane Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Arcane Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Arcane Hunter Spells

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Arcane Archery

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a long rest.

You gain two additional Arcane Shot options of your choice when you reach levels 7, another two at level 11 and two more at level 15 in this class. Where an Arcane Arrow causes additional damage, this damage increases to 2d6 at level 7 and 3d6 at level 15.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Multiattack

At 7th level, you gain one of the following features of your choice.

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Curving Shot

At 11th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Arcane Hunter’s Defense

At 11th level, you gain Evasion, Uncanny Dodge or Multiattack Defense.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Arcane Archery Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Banishing Arrow

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 7th level in this class, a target also takes 1d6 force damage when the arrow hits it, at level 15, 2d6 force damage.

Bursting Arrow

You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 1d6 force damage each.

After you reach 7th level in this class, the damage increases to 2d6 force damage when the arrow hits it, at level 11, 3d6 force damage and at level 15, 4d6 force damage.

Disarming Arrow

You weave necromantic magic into your arrow. The target must also succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Grasping Arrow

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

After you reach 7th level in this class, the poison and slashing damage increases to 2d6 at level 11, 3d6 and at level 15 4d6.

Piercing Arrow

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 7th level in this class, and 3d6 at 15th.

Seeking Arrow

Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 7th level in this class, 3d6 at 11th and 4d6 at 15th.

Shadow Arrow

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 2d6 when you reach 7th level in this class, 3d6 at 11th and 4d6 at level 15.

Stunning Arrow

Your enchantment magic causes this arrow to temporarily stunned its target. The creature hit by the arrow takes an extra 1d6 psychic damage. The target must succeed on a Wisdom saving throw, or it is stunned until the start of your next turn. This effect ends early if the chosen ally attacks the stunned target, deals damage to it, or forces it to make a saving throw.

After you reach 7th level in this class, the damage increases to 2d6 psychic damage when the arrow hits it, at level 11, 3d6 force damage and at level 15, 4d6 force damage.

Comments

Posts Quoted:
Reply
Clear All Quotes