Base Class: Ranger
In the deepest and darkest parts of the mire, there lives a reclusive hermit by the name of Adavanna, she lives her life in complete isolation, hunting game and other creatures to stay alive. One day, as she was preparing another pot of lovely stew, she heard a deafening scream nearby. She grabbed her bow and quiver and ran to investigate, swiftly avoiding the twisting and grasping brambles of the mire. She reaches the sound, a mother and child are surrounded by rune bears, gnashing their teeth and slowly approaching. Adavanna knocks an arrow and whispers a spell to it, causing the arrow to shift to hazy black mist. She fires the arrow to the foot of the mother and child, moments later, a darkness spell engulfs the area and Adavanna sweeps the two out of trouble, leaving them at the edge of the mire, before returning to her lovely deer stew.
-Grimoire Regalia
Arcane Arrows
At 3rd level, you gain the ability to enchant arrows with your ranger spells before firing them. You can use your bow as a spellcasting focus for your spells. When casting a spell that creates an area of effect (cube, line, sphere, cone etc), you can imbue that spell onto your currently loaded arrow or next arrow instead of casting it normally. When you fire an imbued arrow, the spell will be cast when the arrow lands, and you choose which area it affects, originating from the arrow. If you hit a creature with the arrow, the space it is standing in becomes the origin of that spell's effect.
Arcane Artillerist Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Arcane Artillerist Spells table. The spell counts as a ranger spell for you.
| Ranger Level | Spell |
|---|---|
| 3rd | burning hands |
| 5th | darkness |
| 9th | magic circle |
| 13th | black tentacles |
| 17th | flame strike |
Magical Repositioning
At 7th level, you have woven your hands into the magic that makes up the world around, tugging on them like strings, you can move yourself after casting. After casting a ranger spell or firing an imbued arrow from the Arcane Arrows feature, you can use a bonus action to teleport to an unoccupied space you can see within 20ft. This feature can be used a limited number of times per long rest equal to your Wisdom modifier plus your proficiency bonus.
This feature's range increases by 10ft when you reach 5th level (30ft), 11th level (40ft), and 17th level (50ft).
Arcana Barrage
At 11th level, you have the ability to summon residual magic in the form of magical arrows that seek your target when you fire your bow. When you make a ranged weapon attack for the first time this turn, you can expend uses of this ability to fire additional magical arrows at that creature. Each use expended fires an additional magical arrow that deals 1d8 + your wisdom modifier of force damage, and shares the attack roll of the ranged weapon attack. If you defeat a creature with this effect, you regain one expended use. The damage of each arrow increases to 2d8s when you reach level 17.
You can use this feature a limited number of times per short rest equal to your wisdom modifier plus your proficiency bonus.
Improved Arcane
At 15th level, you have mastered the art of area of effect magic. You can manipulate the arcane web to manipulate it's range. When you cast a spell that creates an area of effect, if the area of effect's range is less then 50ft, you can extend the area of effect up to 50ft.
Previous Versions
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5/7/2023 8:37:41 AM
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