Ranger
Base Class: Ranger

The Arcane Archers are Rangers who can call upon the magic of the Fey Wild to imbue their arrows with magical properties.

Arcane Shot

At 3rd level, when you gain this feature, you learn three Arcane Shot options of your choice. 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.

To apply an Arcane Shot option to an arrow, you must expend one of your spell slots. The effects of the Arcane Shot will be determined by the level of spell slot used.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 11th, 15th, and 18th level.

Banishing Arrow

The creature hit by the arrow takes an extra 2d6 force damage. The target must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, it is incapacitated, and the Ranger must maintain concentration on it. 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. If the Ranger loses concentration early, the target reappears immediately. A creature that was banished in this way subsequently becomes immune to the banishment effect of this Arcane Shot for 1 minute after reappearing.

For each slot level above 1st, the damage increases by 1d6, and the target can remain banished for an extra round. Breaking concentration still causes the target to reappear immediately.

Beguiling Arrow

 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 end of your next turn. This effect ends early if any chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Bursting Arrow

Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 1d6 force damage each.

Enfeebling 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, and the Ranger must maintain concentration on it. If the Ranger loses concentration early, the effect fades. A creature that was enfeebled in this way subsequently becomes immune to the enfeebling effect of this Arcane Shot for 1 minute after it is no longer affected by it.

Grasping Arrow

The creature hit by the arrow is wreathed in brambles and 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.

Piercing Arrow

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.

Seeking Arrow

 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.

Shadow Arrow

 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, and the Ranger must maintain concentration on it. If the Ranger loses concentration early, the effect fades. A creature that was blinded in this way subsequently becomes immune to the blinding effect of this Arcane Shot for 1 minute after it is no longer affected by it. A creature that can see through magical darkness is immune to the blinding effect.

Magic Arrow

At 7th level, 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, 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

Starting at 3rd level, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your ranger level (rounded up).

Conjured Cover

At 11th level, as a bonus action, you can create an invisible arcane wall by condensing force magic at a point you choose within 30 feet. This arcane wall can be up to 10 foot by 5 foot, 1/4 inch thick, in any orientation, and can be free floating or on a surface. If the wall cuts into a creature's space when it appears, the creature is pushed to a side of the wall that you choose.

Nothing can physically pass through the wall, and it provides full cover. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane. The wall disappears after 1 minute.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Arcane Disturbance

Starting at 15th level, your arrows disturb the magical resistance in others. A creature hit by your magic arrows has disadvantage on saving throws against magic effects. This effect lasts until the start of your next turn.

Expanded Spell List

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

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