Base Class: Ranger
You have decided ranged fighting is your style, and spices is your life. While staying ranged and adding a little flavor to battles.
Pepper Shaker
Starting at 3rd level, you can summon a pepper shaker to yourself. This pepper shaker counts as a magical object that is bound to you, and can be summoned as an action, but can be used by anyone.
This grants features at later levels, and you can use it to spice up food, making something not so great tasting taste ok.
Pepper Raid
Beginning at 7th level, you can shake some pepper into your hands. As an action you can roll a d6 to determine how much pepper you sprinkle into your hands. You then throw the pepper in a direction, and mid air it turns into arrows in the amount you rolled. These act as if shot from a long bow, and each deal their own damage on impact. This can be used once per long rest.
When you reach 11th level, you roll a d10, and at 16th level, you add +1 to each arrows damage.
Waste Not
Beginning at 11th level, you can use your pepper shaker for a few more uses. You get to pick one of the following options, as well as whenever there is a dead edible enemy, you can pepper them and eat them to regain health equal to 3d6. This can be used to eat 4 tiny creatures, 3 small creatures, 2 medium creatures, etc. per long rest.
Hot Pants
You can take an action to get a handful of pepper from your shaker, and eat it. The spiciness makes you run, acting like a dash action but making you move 3 times as fast rather than 2 times. You then make a constitution saving throw against your spell save DC, and on a failure you take 1d4 fire damage.
To Spicy
You can take an action to throw some pepper sprinkled into your hand at an enemy within 5 feet of you. The creature must make a constitution saving throw against your spell save DC, and on a failure they take 3d6 fire damage, and are blinded until your next turn.
From Above
Starting at 15th level, you can take an action to shoot an arrow into the sky as an attack action. You can target an area within 50 feet of you and roll a d4. The radius is 5x what you rolled in feet. Every creature in the radius must make a dexterity saving throw, and take 2d10 piercing damage on a failure, and half as much on a successful save. You may also use one use of your extra attacks immediately after shooting the arrows to throw out some pepper and ignite the arrows before landing. If a creature failed the saving throw they take an additional 3d4 fire damage, and half as much on a success.
This can be used once per long rest.
Previous Versions
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12/22/2019 8:09:01 AM
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Coming Soon
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