Base Class: Ranger
With the magical energy surging through body, you are able to influence the projectiles you shoot. This subclass grants the ability to brace your arrows with arcane powers, each effect different from the others.
Enchanter of arrows
At 3rd level, you gain the ability to add magical effects to your arrows. Choose three different enchantments with wich you can use. You will get to choose more enchantments later on and all enchantments will be upgraded by hitting certain level caps. You can enchant your arrows by spending a spell slot. The level of spell slot used will also influence the enchantment. Each enchantment states how it can be used and what effects it has. When enchanting an arrow, the arrow still does it's regular amount of damage on top of whatever the enchanment does. These arrows do not specifically have to be used by the one who created them, unless specified otherwise. To do this, the enchanter must simply enchant the arrow beforehand and gift it to another afterwards. Using the system in this way, means that the arrow has already been enchanted and doesn't have to be enchanted at the time said in the explenation of the enchantment. The enchanment dissapears after 1 hour. Only one enchantment can be applied per arrow.
1. Homing missile: This enchantment grants a +2 to attack rolls for each level of spell slot used. You can decide to apply the enchantment after you've rolled the initial attack roll and seen the results. At level 7, this becomes a +3 per spell slot level. At level 11, you gain advantage on the attack roll when using a level 3 spell slot or higher. At level 15, the attack automatically crits when using a level 4 spell slot or higher.
2. Cursing strike: This enchantment curses the target upon impact. Before making an attack roll, decide if you want to use this enchantment. When the attack hits, the target must make a WIS saving throw against your Ranger spell save DC. If it fails, they will have disadvantage on any attack rolls made. On each of their following turns, they have to reroll to see if they can beat your DC. If they manage to succeed (the initial roll or any of the following), the condition ends. The condition lasts as many turns as the spell slot level used +1 (meaning that a level 1 spell slot used will amount to 2 turns). At level 7, your DC for this enchantment is hightened by 2 (meaning a DC of 14 becomes 16 for exemple). At level 11, when a creature is affected by this enchantment all attack rolls against that creature have advantage. At level 15, when you miss the attack roll for the arrow on which you have applied this enchantment, you don't lose any spell slots.
3. Weakening shot: This enchantment weakens the target upon impact. Before making an attack roll, decide if you want to use this enchantment. When the attack hits, the target must make a WIS saving throw against your Ranger spell save DC. If it fails, they will get a vulnerablity to piercing damage, unless it has an immunity to it. On each of their following turns, they have to reroll to see if they can beat your DC. If they manage to succeed (the initial roll or any of the following), the condition ends. The condition lasts as many turns as the spell slot level used +1 (meaning that a level 1 spell slot used will amount to 2 turns). At level 7, your DC for this enchantment is hightened by 2 (meaning a DC of 14 becomes 16 for exemple). At level 11, when a creature is affected by this enchantment their movement speed is halved. At level 15, when you miss the attack roll for the arrow on which you have applied this enchantment, you don't lose any spell slots.
4. Explosive aspect: This enchanment makes the arrow explode on impact. Before making an attack roll, decide if you want to use this enchantment. When the attack hits, the arrow will explode in a 10 by 10 cube. Every creature within this cube must make a DEX saving throw against your Ranger spell save DC. If they fail, they will take the full damage and if they succeed the damage of the explosion is halved. The damage done is 3d6 fire damage when using a level 1 spell slot and increases with another 1d6 per higher level used. At level 7, the damage dice swith from d6 to d8, meaning the base damage become 3d8. At level 11, the explosion no longer affects any targets you choose. At level 15, all creatures hit by the explosion who failed the saving throw will be blinded.
5. Transportive projectile: This enchantment allows you to teleport to the location of the arrow after you've shot it. Before making an attack roll, decide if you want to use this enchantment. After you have shot the arrow, you can choose to teleport to the spot the arrow ended up in. This will cost a reaction. The range of this teleporting ability is 20 ft when using a level 1 spell slot and increases with another 5 feet per higher level used. This means that when the arrow shot is outside this range, you are no longer capable of teleporting to it. At level 7, you gain resistance to all physical attacks made against you. At level 11, when you have hit an enemy or object with an arrow with this enchanment, you can choose to teleport them towards you as long as they are in the range. At level 15, the amount of feet with which the range increases per spell slot level become 10ft instead of 5ft.
6. Mirage's effect: This enchantments creates a mirage around the shooter of the arrow. Before making an attack roll, decide if you want to use this enchantment. After you've shot the arrow, a mirage appears around you. This mirage increases the AC of the shooter by 2 when using a level 1 spell slot and increases with another 1 AC per higher level used. The mirage lasts until your next turn or ends earlier if you are hit by an attack. At level 7, the mirage makes the enemies confused. Whenever they do hit you with a spell of physical attack when the mirage is active, all damage will be lowered by the same amount you AC was boosted. At level 11, when using a level 3 spell slot or higher, a foe hitting you has disadvantage on the attack roll. At level 15, you gain the effects of sanctuary when using this enchantment with a level 4 spell slot or higher.
7. Pushing blow: This enchantment pushes back objects or creatures hit by it. Before making an attack roll, decide if you want to use this enchantment. After you've shot the arrow, the object or enemy hit must make a STR saving throw against your Ranger spell save DC. When it fails, it's pushed back 10 ft when using a level 1 spell slot and increases by 5ft per higher level spell slot. If it saves, the amount of ft the creature is pushed back is only 5 ft. At level 7, instead of the enemy being pushed back, you can choose to do more damage instead. Per 5 ft the enemy would be pushed back, it instead takes an extra 5 piercing damage. This can also be mixed, for exemple: if an enemy should be pushed back 20 ft, you can choose to have them take 10 damage and be pushed back 10 ft instead. At level 11, unless the creature has a STR stat of 19 or higher, it automatically fails the saving throw. At level 15, you can sacrifice your own movement speed to puch back the enemy even farther. When using this feature, the amount of movement speed sacrificed is the same amount the enemy is pushed back. This feature doesn't combine with the level 7 feature.
8. Spectral duplicates: This enchanment creates additional smaller arrows when shooting an arrow. Before making an attack roll, decide if you want to use this enchantment. After you've shot the arrow, two smaller spectral arrows appear along side it when using a level 1 spell slot and increases by 1 per higher level spell slot. These arrows do 1d6 + your WIS modifier piercing damage. This damage counts as magical to overcome resistances and immunities. These arrows can hit anything within a 10 ft radius of the original target, including the same target. You can decide wich one. The attack roll for these spectral arrows is the same as the original roll + your WIS modifier. At level 7, you can add your proficiency bonus to the damage of all spectral arrows. At level 11, you create one additional arrow every time you use this enchantment. At level 15, the spectral arrows always hit their destinated target.
Colossus Slayer
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Better Enchantments
At 7th level, all enchantments are upgraded. These upgrades are specified in the enchantments discriptions. You are also able to select two more enchantments you can use. To see the enchanments descriptions, look at the previous feature. You can also choose one of the new enchantments unlocked at level 7, listed below. The same rules apply to these as the previous enchantments.
Cannonball: This enchantment boosts the arrows size and power. Before making an attack roll, choose if you want to use this enchantment. When using this enchantment, magical energy surround your arrow, making it bigger and stronger. This gives a +1 to the attack roll per spell slot level used. It deals an additional 4d8 + your WIS modifier force damage when using a level one spell slot and increases with 1d8 per higher spell slot level used. At level 11, you can choose to alter the damage type of this attack into either fire, cold, acid, lightning, radiant, necrotic or thunder damage. At level 15, this attack pierces the target and flies on behind it, attacking any enemy that stand behind it within 100 feet. This allows you to hit multiple opponents with one arrow.
Lifedrinker: This enchantment allows you to steal the life of anyone you hit. Before making an attack roll, choose if you want to use this enchantment. After the arrow is shot, you gain as much HP as the damage you've done to the target. As long as the enchantment lasts, you can use a bonus action to deal 2d6+ your WIS modifier necrotic damage to the creature you've hit and heal that same amount. The enchantment lasts 2 turns after the initial turn when the arrow hits when using a level one spell slot and increases with 1 turn per higher spell slot level used. This enchantment only works on living beings. At level 11, if the target dies while the enchantment is active, you can choose to resurrect the target as a bonus action. It gains 1 hp and the zombie's stat block. You can control this zombie. It has it's own turn in combat. At level 15, when you take damage while this enchantment is active, you can choose to let the creature who has this enchantment placed upon it take the damage instead. After this, the enchanment ends.
Greater Enchantments
At 11th level, all enchantments are upgraded. To see what the upgrades do, look at the descriptions of the enchantments. You can choose one extra enchantment to use.
Master of Enchanting
At 15th level, all enchantments are upgraded once more. To see what these upgrades do, view their descriptions. Alongside these upgrades, you have reached a peak in arrow enchanting. You can choose one of the options below which will impact your enchanting.
1. Double the trouble: You can add two enchantments on one arrow. All spectral arrows created by the Spectral duplicates enchanment don't trigger other enchantments, only the original arrow does that. You still have to spend a spell slot per enchantment. This perk can be used once per short rest.
2. Knower of all: You immidiatly unlock all enchantments. You can use all enchantments. Including this new one: Master blaster: Any arrow enchanted by this will do more damage and have a random effect. Apply this enchantment before rolling the attack roll. If the attack lands, the Arrow will deal an extra 3d12 force damage when using a level 1 spell slot and increases with 1d12 per higher spell slot level used. Roll a d4. If the result is 1, you gain an extra 20 feet of movement speed and can't trigger oppertunity attacks. If the result is 2, the enemy must make a CON saving throw against your Ranger spell save DC or become paralyzed. It must make another saving throw on each of it's following turn until it succeds and the condition ends. If the result is 3, you gain another action for this turn. If the result is 4, the damage done by this attack deals another 2d12. If the result is 5, you win the game and the DM must give you five bucks.
3. Automatic minor enchant: All unchanted arrows gain a minor enchantment. All arrows with this minor enchantment become glowing and do you WIS modifier force damage on top of the original damage. The damage done by these arrows count as magical for the purpose of overcoming resistance and immunity. This enchantment doesn't cost a spell slot.
4. Super charged enchants: Once per short rest, you can overcharge an enchanment. Doing this makes it so that the spell slot spent on an enchantment will count as a level 7 spell slot. When you reach level 17, this will count as a level 8 spell slot and at level 19, this will count as a level 9 spell slot.







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