Ranger
Base Class: Ranger

An Arcane Marksman studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Marksmen are some of their most elite warriors. These archers 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.

Magic shot

When you choose this archetype at 3rd level, you gain the ability to craft arrows or bolts infused with magic. When attempting to craft magical arrows or bolts, they take a quarter of the time to craft and half the cost. 

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn 2 Arcane Shot options of your choice (see the “Arcane Shot Options” section below). Once per turn, when you fire a magic arrow or bolt 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 unless the option doesn’t involve an attack roll.

You can use this ability a number of times equal to your proficiency modifier, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 5th, 8th, 11th, 14th, and 17th level.

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 Shot. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the shot hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its 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. At 14th level, Banishing Shot deals 1d8 psychic damage in addition to its effects. 

Brute Bane Shot. You weave necromantic magic into your shot. If the arrow hits a creature, the target takes an extra 1d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the target has a disadvantage on its next attack until the start of your next turn. the damage of this attack increases to 2d8 14th level.

Bursting Shot. You imbue your shot with a blast of force energy drawn from the school of evocation. If the attack hits a creature, the target and each creature within 10 feet of it also take 1d8 force damage each and must make a strength saving throw against your Arcane Shot DC. on a failed save, each creature is knocked prone. This damage increases to 2d8 at 14th level.

Grasping Shot. When this shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the attack hits a creature, the target takes an extra 1d8 poison damage, its speed is reduced by 10 feet, and it takes 1d8 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. The poison and slashing damage both increase to 2d8 at 14th level.

Mind-Scrambling Shot. Your enchantment magic causes this shot to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the attack hits a creature, the target takes an extra 1d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target. The psychic damage increases to 2d8 at 14th level.

Piercing Shot. You use transmutation magic to give your shot an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the shot fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The shot passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the shot, plus an extra 1d8 magical piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d8 at 14th level.

Seeking Shot. Using divination magic, you grant your shot the ability to seek out your target, allowing the shot to curve and twist its path in search of its prey. 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 shot 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 shot to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the shot, plus an extra 1d8 force damage, and you learn the target’s current location. On a successful save, the target takes half as much force damage, and you don’t learn its location. The damage increases to 2d8 at 14th level. 

Curving Shot

At 7th 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.

Ever-Ready Shot

Starting at 11th level, your magical archery is ever available to you when you need it most. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Marksman Volley

At 15th level, You can expend 3 uses of your Arcane Shot to attack with Marksman Volley.

Choose a point up to 100ft away, with a 20ft radius. all targets in that area make a DEX saving throw against your Arcane Shot DC. on a fail, they take 6d8 magical Piercing damage; on a failed save, they take half damage. You can spend a fourth Arcane shot to infuse the Marksman volley to deal either Fire, Cold, Lightning, Acid or Thunder damage.  

Marksman Volley can only be used Once per Long rest.

Previous Versions

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