Ranger
Base Class: Ranger

Within the illustrious tapestry of Ranger archetypes, the Eldritch Marksman emerges as a rare gem, reserved only for those of Elven lineage who possess unparalleled skill in archery. Their journey transcends mere mastery, delving into the sacred realm of elven magic—a legacy passed down through generations.

With an innate connection to the ancient woods and whispered secrets of the stars, Eldritch Marksmen become conduits of nature’s raw power, channeling its essence into each arrow they release. Through whispered incantations and reverent gestures, they tap into the very fabric of existence, weaving their elven heritage into spells that shimmer with otherworldly brilliance.

Yet, such mastery comes at a price, for the path of the Eldritch Marksman is one of solitude and dedication. Only a select few are deemed worthy to walk this sacred path, and even fewer possess the innate gifts required to unlock its secrets. Nevertheless, those who do are revered as living embodiments of elven grace and wisdom, their presence a beacon of hope amidst the shadows of uncertainty.

Prerequisites: Elf or Half-Elf

Eldritch Magic

Cantrips

You learn three cantrips: true strike and two other cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.

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

Eldritch Marksman Spells

Ranger Level Spell
3rd thunderwave
5th misty step
9th haste
13th greater invisibility
17th cone of cold

 

Choose a Cantrip

Sorcerer Cantrip

Choose a Cantrip

Sorcerer Cantrip

Choose a Cantrip

Sorcerer Cantrip

Eldritch Insight

3rd-level Eldritch Marksman feature

Your mystical attunement brings forth profound understanding. As a result, whenever you make an Intelligence check, you add your Wisdom modifier as a bonus to the check (minimum of +1).

Additionally, you gain proficiency in one of the following Intelligence-based skills of your choice: Arcana, History, or Nature.

Arcana

Knowledge Skill

History

Knowledge Skill

Nature

Knowledge Skill

Eldritch Shot

  • You gain the ability to infuse your ranged attacks with eldritch energy. You have an Eldritch Shot pool that starts with 3 points and increases by 1 point at every level. You regain all expended points when you finish a short or long rest.
  • As a bonus action on your turn, you can spend Eldritch Shot points to enhance your ranged attacks. When you hit a target with a ranged weapon attack, you can expend a number of points from your Eldritch Shot pool to deal additional force damage equal to 1d8 for each point spent, plus your Wisdom modifier.
  • You can imbue your Eldritch Shot with spells. You can spend a number of points from your Eldritch Shot pool equal to the spell's level to infuse your ranged attack with the effects of a spell you know. The spell's level can't exceed half your ranger level (rounded up). The spell must have a casting time of 1 action and must target only one creature. The spell's effects are applied to the target if your attack hits. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Metamagic

At 7th level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 11th and 15th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 eldritch point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 eldritch point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 eldritch point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 eldritch point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 eldritch point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 eldritch points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of eldritch points equal to the spell’s level to target a second creature in range with the same spell (1 eldritch point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Arcane Barrage

At 11th level, the Eldritch Marksman gains access to the potent ability known as Arcane Barrage.

As an action, the Eldritch Marksman can expend a number of Eldritch Shot points to unleash a barrage of arcane energy in a 20-foot radius centered on a point they can see within 120 feet. Each creature in that area must make a Dexterity saving throw, taking force damage equal to 2d8 plus the number of Eldritch Shot points expended on a failed save, or half as much damage on a successful one. 

At 15th level, the Eldritch Marksman attains mastery over spatial manipulation, granting them the ability to teleport using their arrows.

As a bonus action, the Eldritch Marksman can spend 1 eldritch point to designate a location they can see within range (up to the maximum range of their bow) and fire an arrow imbued with teleportation magic towards that point. Upon releasing the arrow, the Eldritch Marksman is instantaneously transported to the location where the arrow lands, provided it is a valid space for them to occupy.

Eldritch Marksman Image

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