Ranger
Base Class: Ranger

Design notes:

This is a revised version of the Arcane Archer subclass from Xanathar's, if you pay attention, you'll notice that it's missing a feature at 10th level, I believe this is because it was created by the designers as a Ranger subclass, not a fighter one, and was moved at the last minute for some unknown reason. So I'm returning it to what I believe to be its roots, and making it a Ranger subclass once more. I've also revised some features to better fit with both my power curve sensibilities and the ranger class, and added a couple new arrow types based on the Dunamancy schools of magic. Please remember that the balance of every table is different, and speak with your DM before using this subclass.

Changes:

Arcane Archer Lore: for some reason, DnDBeyond is not letting my select just between arcana and nature skills, so you get to pick any skill, lucky you I suppose.

Arcane shot: Borrowing some mechanics from the Rune Knight, I've change the arcane shot so that you can use each arcane shot you know once per short rest, this scales the power and adds a little diversity by forcing users not to spam the best shot over and over again. I've also added two new arrows from the Dunamancy schools of magic, a gravity arrow that provides extra damage and pushes or pulls targets, and a chronurgy arrow that slows the target, taking inspiration from the slow spell. These arrows are just additional arcane shot options that can be accessed. That makes a total of 10 possible arcane shots, of which you learn 5.

Improved Arcane shot: The other main problem with people seem to have with the subclass is that it scales too late, I think a simple fix is best for this, I'm moving the improved arcane shot feature to 11th level, If you think dealing an extra 4d6 damage 2-4 times a short rest is OP at this point in the game, then maybe scale it back to +1d6 on most shots. Scale it up again at 15th level.

Capstone Feature: for the 15th level feature, I'm having a little fun, by making your arcane shot options apply to Conjure Barrage and Conjure Volley, so be sure to pick up at least 1 of those.

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).

Once per turn when you fire an arrow from a shortbow or longbow 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 a creature, unless the option doesn’t involve an attack roll. You can use each Arcane Shot option you know once per short rest. You cannot apply an arcane shot option to an arrow that is already under the effects of another spell you have cast, such as the Hail of Thorns spell.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 11th, 15th, and level. Each option also improves when you become an 11th-level ranger.

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. Descriptions are provided below the table.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Arcane Shot Options

Banishing Arrow

Abjuration

Beguiling Arrow

Enchantment

Bursting Arrow

Evocation

Enfeebling Arrow

Necromancy

Grasping Arrow

Conjuration

Piercing Arrow

Transmutation

Seeking Arrow

Divination

Shadow Arrow

Illusion

Gravity Arrow

Graviturgy

Slowing Arrow

Chronurgy

Banishing Arrow

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s 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.

After you reach 11th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 11th level in this class.

Bursting Arrow

You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 11th level in this class.

Enfeebling Arrow

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 11th level in this class.

Grasping Arrow

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 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 damage and slashing damage both increase to 4d6 when you reach 11th level in this class.

Gravity Arrow

You imbue your arrow with the gravity manipulating properties of Graviturgy magic. The creature hit by this arrow takes an extra 2d6 force damage. The target must also succeed on a Strength saving throw or be pushed horizontally 10 ft away from you or pulled horizontally 10 ft toward you, your choice.

At 11th level, the force damage increases to 4d6.

Piercing Arrow

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 11th level in this class.

Seeking Arrow

Using divination magic, you grant your arrow the ability to seek out a target. 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 arrow 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 arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 11th level in this class.

Shadow Arrow

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 11th level in this class.

Slowing Arrow

You weave time-altering Chronurgy magic into your arrow. The target must succeed a Wisdom saving throw or be slowed. A creature that is slowed must, at the beginning of its turn, choose whether to take an action, a bonus action, or movement, as its perception of time is slowed. At the end of the creatures turn, this effect also ends.

At 11th level, the arrow does an additional 2d6 force damage.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

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.

Improved Arcane Shot

All of your arcane shots improve at this level, see each shot for how it improves.

Arcane Spellshot

You have reached the pinnacle of arcane archery and can weave together multiple magics in to 1 arrow. You can now use your arcane shot on arrows that are used as the material component of your Conjure Barrage and Conjure Volley. When you do this, Each target within the spells area of effect also suffers the effects of your Arcane Shot.

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2024 12:16:19 AM
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