Ranger
Base Class: Ranger

Years of training and experience as a hunter has taught you the importance of the ability to utilize your resources as much as possible. You learned how to tame the wilds and traverse the world with the help of your trusty bow and arrow, and various materials provided by mother nature. You can modify your resources including your arrows into an array of various options of weaponry and utility tools to help you in combat or in your escapades.

Arcane Craftsmanship

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

Careful Reparation

At 3rd level, you learn the mending cantrip. The casting time becomes 1 action and you can repair objects up to 3 foot in any dimension.

Visionary Design

Starting at 3rd level, you gain the ability to create devices to aid you with the help of your creativity and a touch of magic. To use this ability, you must have thieves' tools or artisan's tools in hand. As a bonus action, you can create one of the following objects of your choice:

  • Grappling Arrow (Consumes 1 regular arrow): An arrow with hooked tip, tied with a rope at the other end of the arrow. You can fire this arrow at a solid object within range that is strong enough to let the arrow latch on. You can then use it as leverage to climb, or to pull far away objects that has the size of Small or smaller. If you fire this arrow at a creature and it hits, the creature must make a Strength saving throw against your spell save DC. You can pull the creature 10 feet towards you on a fail.
  • Smoke Bomb: A handheld bomb that will burst into a puff of white smoke upon impact. It has the Thrown property and has the range of 30/60 feet. Upon impact it will cover a 15-foot radius area. The area becomes heavily obscured, and creatures inside the radius have disadvantage on Wisdom (Perception) checks as well as attack rolls. The smoke can be dispersed by wind as per the fog cloud spell, and it lingers for 1d4 rounds.
  • Siege Arrow (Consumes 1 regular arrow): An arrow enchanted to soften stone and wood. When hitting structures made of said material, it deals double damage and then becomes a regular nonmagical arrow.
  • Flash Grenade: A handheld bomb that will burst into a bright flash of light. It has the Thrown property and has a range of 30/60 feet. Any creature caught in the area of 10-foot radius must make a Constitution saving throw against your spell save DC or be blinded until the end of its next turn.
  • Firebomb: A handheld bomb that will burst into flames upon impact, but not necessarily causing an explosion. It has the Thrown property and has a range of 30/60 feet. The bomb will burn any objects that are not worn or held in a 5 foot radius. You can target a creature with this object. If you do, make a ranged weapon attack. On a hit, the creature takes 2d8 fire damage, and it takes 1d6 fire damage at the start of its subsequent turns until the fire is put out. At the end of its next turn it can use its action to put out the fire. The damage increases to 3d8 and 2d6 when you reach 7th level, and 4d8 and 3d6 when you reach 11th level.
  • Glass Arrow: An arrow made of glass. Upon hitting a creature, the arrow deals normal damage for your bow type, and then shatters into shards of glass, dealing an extra 1d6 piercing damage. The damage increases to 2d6 when you reach 7th level, and 3d6 when you reach 11th level.
  • Poison Arrow (Consumes 1 regular arrow): An arrow enchanted with magic to poison the target. On a hit, the arrow deals normal damage for your bow type, and the creature must make a Constitution saving throw against your spell save DC or take 1d10 poison damage and becomes poisoned, or take half as much damage and isn't poisoned on a success. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.

You can only create only one object of each type at a time. If you attempt to create another object with the same effect, the previous one loses its benefits and properties. For example you can only create one siege arrow and one smoke bomb at a time, attempting to create another siege arrow will result in the previous siege arrow to lose its benefits.

Breath of Inspiration

At 7th level, your knowledge of craftsmanship expands. You gain proficiency to two more tools of your choice. Additionally, whenever you make an Ability check with the tools you're proficient with, you can double your proficiency bonus on the check.

If you fail an Ability check with said tools, you can roll again as if you are using an Inspiration. Once you use this ability, you can't use it again until you finish a short or a long rest.

Masterful Craftsmanship

At 11th level, you have opened your mind to new window of opportunities and possibilities. You can craft more complex objects with the help of external materials, aided with your creative vision and magic. The objects created in varying amount of time and material. You can create up to three of these objects at a time, any more will make the previous three loses its effect, similar to the Visionary Design feature. Choose one of the following objects:

  • Heat-Seeking Arrow (Short rest. Consumes 1 regular arrow and a lump of coal): An arrow enchanted to seek out living creatures that generates body heat. Creatures with no body heat such as undead are immune to the effects of this arrow. The arrow ignores half and three-quarters cover. You can target a creature with the arrow, but it will target the nearest creature with body heat up until the maximum range of your bow type. The arrow automatically hits without attack rolls and it deals 1d6 Piercing damage. The arrow shatters upon hitting its target and the target must make a Dexterity saving throw against your spell save DC, you learn the target's location on a failed save.
  • Blast Cap (10 minutes. Consumes a heap of leather and 5 gp worth of aluminium plating): A hard hat that gives protection against explosive hazard. While wearing this hat you are resistant to fire and thunder damage. The hat is destroyed after 3 uses.
  • Motion Sensor (1 hour. Consumes 5 gp worth of metal, glass, and a roll of copper wire): A device that can be used to detect movements out to a 60 feet radius. The movements shows up as dots on the glass surface of the device, and you learn its relative distance from you and the direction the creature are currently facing. You don't learn the type or the size of the creature.
  • Taser Arrow (Short rest. Consumes 1 regular arrow and 10 gp worth of gold wires): Arrows tipped with complex wire mechanisms, enchanted with lightning magic. On a hit, a creature takes an extra 2d6 lightning damage and must succeed on a Constitution saving throw against your spell save DC or becomes paralyzed until the end of its next turn.

Supernatural Handicraft

At 15th level, you gain the ability to channel your magic to help yourself create things faster and easier. The time required to create objects from your Masterful Craftsmanship feature is halved, and the maximum amount of objects you can create with your Visionary Designer and Masterful Craftsmanship feature is doubled, two objects for Visionary Designer and six for Masterful Craftsmanship.

Your mending cantrip now can repair up to 6 foot in any dimension.

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