Base Class: Ranger
Ammunition expert
At 3rd level, you gain the ability to make and rig your ammunition, when outside of combat you can make up to 5 X (your ranger level) of ammunition of your choice, it takes 10 minutes for every piece of ammunition you make, you don't have to do it all at once. You can make multiple types of ammunition distributed however you want, you replenish the pool of ammunition you can make after a long rest or a short rest if you are in your favored terrain. Additionally when making the ammunition you can use 5 from your pool of ammunition to create 1 rigged arrow.
Riggings
Riggings are modifications to your ammunition that grant them different effects, when you make a rigged ammunition you choose one of the options shown below, the rigged piece of ammunition remains rigged indefinitely but is destroyed once fired, each piece of ammunition can only have one rigging on it at a time,
Ammunition expert
At 3rd level, you gain the ability to make and rig your ammunition, when outside of combat you can make up to 5 X (your ranger level) of ammunition of your choice, it takes 10 minutes for every piece of ammunition you make, you don't have to do it all at once. You can make multiple types of ammunition distributed however you want, you replenish the pool of ammunition you can make after a long rest or a short rest if you are in your favored terrain. Additionally when making the ammunition you can use 5 from your pool of ammunition to create 1 rigged arrow.
Riggings are modifications to your ammunition that grant them different effects, when you make a rigged ammunition you choose one of the options shown below, the rigged piece of ammunition remains rigged indefinitely but is destroyed once fired, each piece of ammunition can only have one rigging on it at a time,
Armor piercing: needs a maximum of AC 13 to hit ( unless the target has natural or magical armor )
Flair: sheds bright light in a 20 foot radius and dim light in an additional 20 feet this last for 1 minute or until put out
Grasping: can be used as a grappling hook additionally can be shot at a small or smaller object, if the object is being worn or carried make a grapple check against the wearer
Hunting tip: has a broad head and deals normal damage on hit and an additional 2d4 piercing damage for every 5 feet of movement the target takes, the target or any other creature can take an action to remove the arrow which would also deal 2d4 piercing damage.
Incendiary shot: deals normal damage additionally it spalesh oil as if it where from an oil flask and it is ignited immediately
Injection shot: is tipped with an needle and can hold the contents of any potion or poison indefinitely the piece of ammunition deals no damage but injects its content on a hit and the target would consume the contents
Marksman: has no disadvantage when shooting at long range and deals an additional 1d8 piercing damage on a hit when hitting from longe range
Nemesis shot: is designed specifically to counter and exploit the weaknesses of your favored enemy, on a hit against your favored enemy the shot deals an additional 2d6 piercing damage and ignores any resistances.
Smoke bomb: creates a cloud of smoke in a 20 foot radius sphere centered on where the ammo hits the sphere spreads around corners and the area is heavily obscured it last for up to 10 minutes or until modest wind¡d or greater disperses it
Whistling shot: whistles loudly when shot, a sound that can be heard for up to 300 feet. it deals normal damage on hit but if the target moves more than 10 feet in any direction the ammunition whistles this sound can be heard for up to 300 feet from the target. A creature can take an action to remove the ammunition from itself another creature or an object
one with the projectile
after you fire a shot you can use a bonus action to teleport to the nearest unoccupied space wherever you're projectile landed. you can do this a number of times equal to youre wisdom modifier minimum one per long rest
Devastating muniton
Starting at 11 level any ammunition you make counts as a plus 1 and magical, whenever making ammunition you can use five to make a ranger arrow, a ranger arrow is an arrow that has glyph of warding on it, it maintains the effect until you fire it or until the parameters you set to it are met, you can use the glyph of wording as if you were casting the spell when making the ammunition you can store a spell in it or have it do one of its effects you can choose whatever parameters you want from it.
Ammunition whisperer
once per long rest you can sacrifice 60 pieces of ammunition of any kind and whisper to them magic and spiritual connection making a storm of arrows bolts and needles rage in a 20 foot sphere centered on you. it is harmless to allies, witch can pass in and out of the sphere at will, any other creature caught in the sphere has to make a dexterity saving throw DC 15 plus your wisdom modifier minimum 1 or take 5d8 piercing damage half as much on a successful save. as you move the sphere moves with you. whenever you make a ranged attack a few of the pieces of ammunition raging around you break off and follow your shot adding an additional 5d8 piercing damage to the damage if you hit your attack, the sphere lasts for up to 1 minute and requires concentration to maintain
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