Ranger
Base Class: Ranger

An arcane archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Fighting Style

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons

Close Quarters Shooter: You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.

Defense: While you are wearing armor, you gain a +1 bonus to AC.

Piercing Shot: You gain a +2 bonus to damage rolls you make with two-handed ranged weapons.

Conjured Arrows

none

Spellcasting

Preparing Spells: 

The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer spell list. When you do so, choose a number of arcane archer spells equal to your Intelligence modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.

Spells Known: Your spells known equals your Intelligence modifier + half your arcane archer level rounded down(minimum of 1).

Spellcasting Ability: 

Intelligence is the spellcasting ability for your arcane archer spells.

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spellcasting Focus: You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.

Arcane Invocations

none

Magic Marksman

none

Ability Score Improvement

none

Status Resistance

none

Extra Attack

none

Foresight

none

Elemental Fury

none

Singular Focus

none

Magic Bowman

Magic Bow

By 3rd level, your magic has started to seep into the bows you wield, making them fire projectiles faster. Your ranged attacks now deal additional damage equal to half your Intelligence modifier, rounded up.

Well Read

By 6th level, you have developed a knack for knowing the age-old stories of magicians and searching for clues related to them. You gain advantage on History and Investigation checks related to magic.

Enchanted Projectiles

By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to Armor Class through magic. Additionally, your ranged attacks now deal additional damage equal to your Intelligence modifier instead of half your Intelligence modifier.

Magical Reserves

By 14th level, you have learned to harness and have gained additional magical capabilities. You gain 3 charges to cast arcane invocations. You may spend 1 charge to cast an Arcane Invocation at 1st level, or you may spend more point to cast an Arcane Invocation at a spell slot level equal to the amount of points spent. You regain all uses of this feature after you finish a long rest.

Precision Sniper

Targeting

By 3rd level, you have learned how to calm yourself and ready your attacks against a target. As a bonus action, you may focus on a target within sight. Until the start of your next turn, you have advantage on ranged attack rolls against the target and your ranged weapon attacks deal additional damage equal to your proficiency bonus. You regain use of this feature after you finish a short or long rest.

Tracker

By 6th level, you have gained sufficient experience in tracking to pursue any quarry. You gain proficiency in Survival skill, and if you already have proficiency in it, your proficiency bonus is doubled for any Wisdom (Survival) check you make.

Fleeting Step

By 10th level, your speed and evasiveness have reached new levels. Your base walking speed is increased by 10 feet, and may take the Disengage action as a bonus action.

Sniper

By 14th level, you can hone in on your targets no matter how difficult the shot. You gain a +1 bonus to attack and damage rolls with ranged weapons and attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

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