Base Class: Ranger
A tinkerer of sorts, Munitions Experts are adept at crafting magical ammunition for their ranged weapons, giving them added versatility and power on the battlefield. These rangers prepare for the battles ahead, crafting the perfect ranged tools for the task at hand. Many of the these rangers were artisans in earlier years, or even archers looking to embolden their own skill by magical means.
Magical Ammunition
Starting at 3rd level, the ranger can craft magical ammunition on a long rest. The ammunition persists for 24 hours after creation when the enchantment fades. Ammunition can be shared with allies provided the ally has the required weapon to use the ammunition (for example - if an arrow was crafted, the ally would need a bow to use it).
When unlocked three recipes can be learned initially, with additional recipes becoming available at 7th and 11th level.
All ammunition counts as magical, even if used with a non-magical weapon.
Blinding
On a successful attack, the creature hit by this ammunition is blinded for 1 minute. Affected creatures can attempt to save at the end of their turn for the duration of the effect, or until a successful save removing the condition.
At 7th level the blinding effect extends to all creatures within 5ft of the target.
At 11th level the affected creatures are illuminated, preventing them from turning invisible and granting advantage to all attacks made against them while the effect is active.
Concussive
On a successful attack, the target creature is knocked prone if target creature is considered large or smaller. In addition, the damage dealt is considered bludgeoning.
At 7th level any sized creature will be knocked prone.
At 11th level the target creature is stunned.
Crippling
On a successful attack, the targets movement is halved for 1 round. In addition, the target has disadvantage on dexterity ability checks until the condition ends.
At 7th level the target also has disadvantage on dexterity saving throws.
At 11th level the targets movement is zero, and additionally cannot use reactions for 1 round.
Debilitating
On a successful attack, target is paralyzed for 1 minute. The affected creature can attempt to save contested by your WIS spell DC at the end of it's turn for the duration of the effect, unless a successful save is made ending the condition.
Explosive
Choose a point within 120ft. All creatures within a 10ft radius sphere must make a DEX saving throw, on a failure the creatures take 4 D6 fire damage or half on a success.
At 7th level the damage is increased to 6 D6 fire damage.
At 11th level the damage is increased to 8 D6 fire damage.
Force
On a successful hit, the effected creature is pushed 10ft away from the attacker provided they are large or smaller. In addition, the damage dealt is considered force damage.
At 7th level the target creature can be moved 10ft in any direction determined by the attacker.
At 11th level the knockback will affect any sized creature.
Grappling
When fired at a surface, the grappling mechanism takes purchase allowing you to repel or climb the length of the 60ft rope affixed to it. The mechanism can hold up to a maximum of six medium sized creatures at once.
At 11th level you can reel the mechanism either bringing lighter objects to you, or propelling yourself to the target area.
Hindering
On a successful attack, the target is wreathed in necrotic energy preventing healing for 1 minute.
At 11th level the target also becomes cursed, giving disadvantage to all ability checks for the duration.
Piercing
Shoot in a line up to a maximum of 60ft targeting all enemies in the projectiles path. All targets must make a DEX saving throw contested by your WIS DC. On a fail the targets take 4 D6 piercing damage and no damage on a success.
At 7th level the maximum projectile distance is increased to 120ft and damage increased to 6 D6.
At 11th level this ammunition deals half damage on a successful save.
Radiant
Target an area or surface you can see within range of your weapon. You release a magical shot illuminating bright light for 30ft and dim light for a further 30ft for 10 minutes. This light cannot be extinguished unless dispelled (5th level or higher) and dispels magical darkness.
Seeking
Target up to 6 creatures within 30ft of each other. Make an attack roll for each target dealing your weapons damage to each target hit. Damage rolls must be rolled separately for each target.
Shattering
On a successful attack, the target creature loses all resistances and has it's AC reduced by 2 for 1 minute. Invulnerabilities are not affected.
Shocking
On a successful attack, the target can not use their reaction for 1 round. In addition, the damage dealt is considered lightning damage.
At 7th level the target can only use either an action or a bonus action for 1 round.
At 11th level the target can no longer use multi-attack for 1 round.
Sickening
On a successful attack, the target creature's strength becomes sapped causing all attacks to deal half damage until the end of their next turn.
At 11th level the target creature has disadvantage on all STR and CON saving throws until the end of their next turn.
Snaring
On a successful attack, the target creature is restrained for 1 minute. The target creature can attempt to save at the end of it's turn for the duration of the condition, or until a successful save ending the condition. Alternatively another creature can attempt to free the restrained creature instead.
At 11th level the arcane force restraining the creature constricts, dealing 4 D4 force damage each time the creature starts it's turn restrained by the effect.
Lock and Load
Munitions Experts ignore the loading property for their ranged weapons.
Arcane Sapper
Starting at 7th level, the ranger can use ammunition slots to instead create deadly traps or explosives. A single trap or explosive costs a single ammunition slot to craft, and only a single trap or explosive can be active at one time. If a new trap or explosive is created, any traps or explosives created before will be dispelled into mundane objects (for example - a fire satchel would become a burlap bag).
Arcane Mine: As an action an arcane mine can be placed and armed on the ground. When triggered by a creature, all creatures within 5ft of the mine must make a dexterity saving throw against your WIS DC. On a failure the creature takes 6 D6 damage of the element chosen when creating the mine. Creatures take half as much damage on a successful save.
Arcane Snare: As an action an arcane snare can be placed and armed on the ground and is invisible to all creatures other than it's creator. Creatures with see invisibility or true sight can make an intelligence (arcana) check with advantage to detect the trap, contested by your WIS DC. When triggered the creature takes 6 D6 force damage and is considered restrained. The creature (or another creature) can use an action to break the restraint using a strength saving throw contested by your WIS DC, on a success the creature is freed from the trap.
Arcane Charge: As an action a charge can be affixed to a surface. The charge can be detonated by lighting it's fuse, causing the charge to detonate at the start of the ranger's next turn. On detonation, any non-magical locks or mechanisms within 5ft of the charge are destroyed. Any items within 5ft of the charge are also destroyed (for example - if you use a charge on a locked chest, the chest's contents would be rendered useless). In addition, any non-reinforced wall or obstacle (for example - a wooden wall) becomes breached creating a 5 by 5 ft hole. Reinforced metal will not be destroyed, or any non reinforced obstacle thicker than 10ft. Any creature caught in it's detonation must make a dexterity saving throw against your WIS DC. On a failure, the creature takes 4 D6 force damage or half of that on a success.
Fire Satchel: As an action an explosive satchel can be thrown up to a maximum of 20ft. The satchel's fuse can be lit on the same action used to throw it. At the start of the rangers next turn, the satchel will detonate. If the satchel sustains any fire damage it detonates immediately. Each creature within 10ft of the satchel upon detonation must make a dexterity saving throw against your WIS DC. On a failure the creature takes 4 D6 fire damage and half of that on a success. For D6 rounds, the target area is set alight. Creatures who travel through the fire take 1 D6 fire damage for every 5ft of movement.
Munitions Expert Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Munitions Expert Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| Ranger Level | Spell |
|---|---|
| 3rd | alarm |
| 5th | pass without trace |
| 9th | clairvoyance |
| 13th | fabricate |
| 17th | scrying |
Improved Ammunition
Starting at 11th level, when using any of your crafted ammunition, add your WIS modifier to your attack rolls.
Master Engineer
Starting at 15th level, you gain advantage on all ability checks and attack rolls when operating siege equipment, vehicles and other mechanical devices.
Load Ammunition
Load a single piece of magical ammunition into your ranged weapon. The next attack action used by your weapon will trigger the magical ammunition's effect.
Previous Versions
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