Ranger
Base Class: Ranger

Fletching is an art passed down since the inception of archery. Those of the fletchers conclave are often taught solely by word of mouth passed down from master to apprentice. You learn to create various types of special arrows that grant you immense versatility in combat. Whether you want to focus on arcane runes, poisons, or supporting those around you there is always a path in the conclave of fletchers. 

The Art of Fletching

Starting when you take this subclass at 3rd level you know how to craft custom made arrows using your fletchers training. At 3rd level, you can craft up to 2 of these arrows per long rest. or half that in a short rest. The number of arrows you can craft per rest increases as you gain levels in this subclass (Shown in the arrow crafting action). And since arrows don't just magically disappear, and it would be broken if a character was allowed to make an infinite amount of a certain arrow, there is a max amount of custom arrows you can carry. This max is 10 + your proficiency bonus. The table below shows which arrows you can craft at what level, what their effects are, and how they work. Custom Arrows are expended after use and Custom Arrows given to other creatures also count towards your own "Max Custom Arrows", although you are not carrying them. All custom arrow effect can also be applied to crossbow bolts or even darts.

Saving Throws: Some of your arrows require your target to make a saving throw to resist, weaken, or end the effects. The saving throw DC is calculated as follows: 8 + your proficiency bonus + wisdom modifier

3rd

Silent Arrow

When you are hidden from a creature and miss it with this arrow, making the attack doesn't reveal your position. Additionally, this arrow critically hits on surprised enemies.

3rd

Forceful Arrow

When this arrow hits an enemy, they must succeed a strength saving throw, or be pushed 15 ft in the direction of the attack.

3rd

Flaming Arrow

When this arrow makes contact it deals an extra 1d8 fire damage and lights the target on fire. Every turn the target is on fire it takes an extra 1d6 fire damage the fire can be put out by going prone and succeeding a DC 10 dexterity check

5th

Shrapnel Arrow

When this arrow hits an enemy, all enemies in a 10 ft cone behind the target are also hit for half damage. Everyone in the cone must make a Dexterity saving throw. If they succeed, they take no damage.

5th

Smokescreen Arrow

You create a 20-foot-radius sphere of fog centered on the point/enemy this arrow hits. The sphere spreads around corners, and the area is heavily obscured. The smoke lasts for the duration of 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

6th

Whistling Arrow

This arrow makes a shrill whistle as it flies, enemies 5ft to either side of the arrows path (a 10ft wide beam) must make a wisdom saving throw. On a failure they receive disadvantage on attack rolls till the start of your next turn. 

6th

Snipers Arrow

This arrow has double the range and can penetrate up to a foot of non-metallic cover. 

7th

Piercing Arrow

This arrow will pierce all enemies in a 20ft. line or until it hits a metal object or an enemy with pierce resistance/immunity.

7th

Blinding Arrow

After 30ft. of travel this arrow explodes into a blinding sphere of light, all creatures within 25ft. who have line of sight to the explosion must succeed a constitution saving throw or be blinded until the start of your next turn.

9th

Explosive Arrow

Upon impact this arrow explodes dealing 6d6 force damage to the target. Every creature within a 15ft. radius of the target must make a dexterity saving throw. On a failed save creatures take 5d6 fire damage or half that on a successful save. 

9th

Binding Arrow

Upon impact this arrow explodes into thousands of strands of metallic fiber, binding the target and making them drop prone and become paralyzed. This can be broken out of with a DC 16 strength check. 

Fletchers Specialization

At 7th level you settle into the path of fletcher you truly wish to represent: Arcane, Poison, or Support. Each specialization will offer up several unique custom arrows as well as several unique abilities. 

Arcane Specialization

Focusing on magical / elemental effects, this specialization gives you access to a magical arrows and arcane enhancements. These magical arrows are shown in the magical arrows table below which shows what arrows you can craft at what level, what their effects are, and how they work.

At 7th level you gain one ability from your specialization: Arcane Aura.

Arcane Aura: Your arrows are constantly stewed in the arcane presence you emit, all ranged attacks made with arrows/bolts/darts you carry on you count as magical for the sake of overcoming resistances.

7th

Elemental Arrow

These arrows are infused with either Cold, Fire, Lightning, Necrotic, or Radiant, making them deal an additional 1d8 of the chosen damage type.

7th

Spectral Arrow

These arrows can traverse through solid matter, making it possible to shoot enemies behind cover. Additionally these arrows ignore AC added by armor or shields.

8th

Cursed Arrow

These arrows are cursed, making them deal 2d6 necrotic damage and making an enemy unable to regain health until the start of your next turn.

9th

Barrage Arrow

These arrows are shot up in arc and split into a hundred copies before falling back down within 120ft. from where it was shot. Every creature within a 40ft. Wide 100ft.tall cylinder must make a dexterity saving throw. On a fail creatures take 5d6 piercing damage or half on a success.

10th

Teleportation Arrow

These arrows teleport one willing creature within 5ft. of them to their place of impact. If this place of impact is another creature then it is displaced 5ft back to make room. 

Poison Specialization

Focusing on poisons/toxins this specialization gives you access to poison laced arrows providing various debilitating effects, as well as providing various useful benefits down the line. The poison arrow table below shows which arrows you can craft at what level, what their effects are, and how they work.

At 7th level you gain one ability from your specialization: Poisonous Quiver.

Poisonous Quiver: Your very quiver is soaked in poison, enemies hit by arrows/bolts/darts that have been stored in your quiver take an additional 1d6 poison damage. 

7th

Intoxicating Arrow

These arrows are coated in a special toxin to mimic the effects of drunkenness, granting the target disadvantage on attack rolls and halving their movement until the end of their next turn.

7th

Sleeping Arrow

These arrows are coated in a sleep inducing toxin. Roll a number of d8 equal to half the damage dealt by the attack. If the total of the rolls are above the current health of the enemy, the enemy falls into a deep sleep for 1 minute, or until a creature performs the awaken action on it.

8th

Toxic Cloud Arrow

These arrows explode and create a 15ft  sphere of poisonous gas on impact for 1 minute. A creature that ends its turn within the cloud must succeed a Constitution saving throw or take 1d10 poison damage and become poisoned. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses the cloud after 1 round.

9th

Fury Arrow

These arrows are coated in a fury causing toxin. Creatures hit by this arrow must succeed a Wisdom saving throw, or the creature hit by this arrow will attack the closest creature with an attack of the DM's choice.

10th

Paralytic Arrow

These arrows are coated in a paralytic toxin, rendering an enemy completely unable to move for a period of time. The enemy must succeed a Constitution saving throw. On a failed save the enemy is paralyzed for 1d4 rounds.

Support Specialization

This specialization focuses on support arrows that can be helpful to their target, instead of harmful. Plus, there is the bonus of shooting your friends, but with a good reason. The support arrow table below shows what arrows you can craft at what level, what their effects are, and how they work.

At 7th level you gain one ability from your specialization: Team Training 

Team Training: You gain a +1 to saving throws for every friendly creature within 15ft. of you, additionally you cannot miss willing creatures. 

7th

Healing Arrow

These arrows deal no damage, instead they heal the creature hit by them for the “damage” dealt. 

7th

Vigor Arrow

These arrows deal no damage, instead they give the target temporary HP equal to your wisdom modifier + your proficiency bonus as well as granting resistance against all non-magical bludgeoning, piercing, and slashing damage for the next minute.

8th

Adrenaline Arrow

These arrows deal no damage, instead the target shot by this arrow gains 25 ft. of movement and advantage on the first attack they make on their turn.

9th

Cleansing Arrow

These arrows deal no damage, instead the target shot by this arrow is cleansed of all negative effects. The target receives 1d8 healing per negative effect cleansed off of it. 

10th

Enhancement  Arrow

These arrows deal no damage, instead the target shot by this arrow gains the effects of Haste and Freedom of Movement for 1d4 rounds. Creatures can only be affected by this arrow once per long rest.

Fletching Mastery

At 11th level you've grown into your specialization spectacularly granting you access to new abilities.

Arcane Mastery

At 11th level your constant use of the arcane arts in arrow fletching has caused you to pick up two new tricks.

Magic Trick: Whenever you land a critical hit with an arrow from the magical arrows table, that arrow is resummoned to your quiver allowing you to use it again. 

Magical Interference: When you hit an enemy spellcaster who is holding concentration with a custom arrow, they have disadvantage on the rolls to keep concentration.  

Poison Mastery

At 11th level your experience with poisons has caused you to gain two new abilities.

Soaked arrowheads: The bottom of your quiver is a small coagulated pool of toxins that even you don't understand, enemies hit with your arrows must succeed a DC 12 Constitution saving throw or become poisoned till the start of your next turn.  

Increasing Dosage: Every 3 hits on the same enemy requires them to succeed a DC 10 + your proficiency bonus constitution save or take 3d6 poison damage. 

Support Mastery

At 11th level your skill at supporting your team has reached new heights granting you two new abilities.

Know Yourself Best: When you hit yourself with an arrow it will always crit, doubling its effects/duration. 

Medical Reflexes: As a reaction, you can shoot an ally who is being attacked with an arrow from the support arrow table. 

Ascendant Fletcher

At 15th level you have reached the highest peak of your fletchers path and have begun to branch out.

Ascendent Knowledge

You've learned some secrets of the other specializations. Pick 2 7th level and 1 8th level or higher custom arrow from any of the other specialization paths. These now count as arrows from your specializations arrow table.

Combined Custom Arrows (Optional)

As an optional 15th level ability you can take combined custom arrows (CCA) instead of Ascendant Knowledge, this ability allows you to combine the effects of 1 basic custom arrow and 1 of your specialization table arrows. This is listed as optional as it requires work and communication between the player and DM to decided how those two effects would merge and manifest. The CCA does count as 2 custom arrows for the purposes of your maximum custom arrow count. 

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