So, this is my way of trying to balance the Ranger class and give them more versatility/oomph. What do you folks think? Takes a minimum of 8 levels without getting any stat boosts to achieve, but opens up a lot of options if they invest in archery as their primary combat focus. I stole some ideas from this reddit and tweaked them, some more than others. Overall, does this seem fair, does it seem OP or underwhelming considering the Feat investment?
Feat: Archery Expertise - Requires Archery Fighting Style. This feat grants proficiency with fletcher's tools, +1 to hit and to damage on ranged attacks using a bow, ability to attack with an arrow used as a dagger against enemies within 5ft (1d4+Dex modifier for damage), and the ability to make normal arrows with a fletcher's tools.
Normal - 1gp cost, supple wood shaft and iron head, blacksmithing tools, 4 hours to make 20.
Feat: Fletching Mastery - Requires Archery Fighting Style and proficiency with fletcher's tools. This feat grants the ability to create many different kinds of trick arrows. In order to craft arrows one or more are required in addition to a fletcher's tools; potter's tools, alchemist's supplies, poisoner's kit, tinker's tools, herbalism kit, woodcarver's tools, and blacksmithing tools. Some arrows may require components made by arcane means. A hollow clay head may be substituted with a glass bulb, if this is done then an additional 1d4 may be added to the damage roll. Carrying all artisan's tools required by this feat at once weighs 20lbs, if less than all tools are carried then each weighs it's individual weight.
Silvered - 100gp cost, supple wood shaft and silver head, blacksmithing tools, 8 hours to make 20.
Tangleshot - 50gp cost, supple wood shaft and hollow clay head, herbalism kit and potter's tools, 8 hours to make 3. This arrow deals no damage, but splashes the target with an alchemical adhesive that applies the grappled effect to the target unless they succeed in a DC 14 Dex saving throw. The effect lasts for one hour, at which point the adhesive breaks down on its own, or until the target passes a DC 14 Str check to break free. The weight of a tangleshot arrow reduces its range increment to half normal.
Splintercloud - 75gp cost, 1 pouch of bone shards, tinkerer's tools, 12 hours to make 3. These arrows are made of hundreds of shards of bone bound together with a fine sheen of tangleshot adhesive make up the shaft of this headless arrow. Upon impact, it deals no direct damage, but the numerous bone fragments tear themselves apart, forming a burst of razor-sharp bones that deals 2d4+2 points of piercing damage (Dex DC 18 negates) to all creatures within 5 feet of the target.
Pheromone - 100gp cost, supple wood shaft and hollow clay head, potter's tools and herbalism kit, 1oz of scent component, 8 hours to make 3. The head of this arrow is a small clay pot filled with a mixture of chemicals that absorb the scent of nearly any organic matter. Upon impact the arrow deals damage equal to one die less than the weapon it is fired from provides for (a d8 becomes a d6) with no modifier, but it also coats the target with the mixture. For the next 4 hours any creature with the Scent ability receives a +5 to any tracking roll to locate the target as well as drawing the attention of any predator that would be drawn to the scent of the material used in it's creation.
Hammerhead - 50gp cost, supple wood shaft and blunted iron head, blacksmith's tools, 4 hours to make 10. An arrow that deals bludgeoning damage and does 1 die less damage (a d8 becomes a d6) and on a critical hit also applies the stunned effect to the target until the start of your next turn. ((Cannot move, automatically fails Str & Dex saving throws, and attack rolls against it have advantage.))
Broadhead - 65gp cost, supple wood shaft and sharpened iron head, blacksmith's tools, 4 hours to make 10. An arrow that deals slashing damage and does 1 die less damage (a d8 becomes a d6) and on a critical hit also applies the bleeding effect. The target takes 1d4 slashing damage at the end of its next turn unless as a bonus action it applies pressure to the wound with a free hand, this effect ends if the target is healed or after 3 turns.
Barbed - 75gp cost, supple wood shaft and barbed iron head, tinker's tools, 12 hours to make 3. An arrow that deals piercing damage and does 1 die less damage (a d8 becomes a d6). On hit the target takes 3 bleeding damage at the end of it's turn until the arrow is removed as an action, without a successful DC 14 Medicine check the removal of the arrow causes an additional 1d8 slashing damage, regardless of whether the Medicine check is passed the bleeding damage will continue for 3 turns unless the target is stabilized or healed.
Rope - 150gp cost, iron reinforced shaft, 50ft rope, spring mechanism, 1lb lead, tinker's tools, blacksmith's tools, 12 hours to make 2. A 25ft rope is attached to the end of this strengthened arrow, the rope is released upon impact from a spring mechanism adhered to the shaft. The rope is woven around a small lead weight that is fired out of the mechanism that launches directly back toward the archer upon impact. The overall weight of the arrow itself and the additional components of the mechanism, rope, and lead weight greatly reduces the range of the arrow. (150ft reduced to 35 feet)
Flash - 150gp cost, supple wood shaft and hollow clay head, alchemist's supplies, potter's tools, 8 hours to make 5. Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases a bright flash, blinding the target until the start of your next turn. Any creature within 5ft of the target must pass a DC 15 Dex saving throw or they are also subject to the blinded condition. Deals bludgeoning damage.
Smoke - 150 gp cost, supple wood shaft and hollow clay head, alchemist's supplies, blacksmith's tools, 8 hours to make 5. Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases smoke in a 10ft sphere, heavily obscuring vision in that area. The smoke lasts for 10 rounds, unless removed by a strong wind. Deals bludgeoning damage.
Poisoncloud - 200gp cost, supple wood shaft and hollow clay head, potters tools, poisoner's kit, 24 hours to make 3. On hit, the arrow releases poisonous gas in a 10ft sphere, lightly obscuring vision in that area. The cloud lasts for 10 rounds, unless removed by a strong wind. Creatures that are within range upon impact take 1d4 poison damage, any creature that enters the cloud takes 1d4 poison damage, as well as 1d4 poison damage at the start of their turn for the next 10 turns after leaving the cloud.
Firecloud - 500gp cost, supple wood shaft and hollow clay head, potter's tools, alchemist's supplies, 24 hours to make 2. This arrow does 1d4 bludgeoning damage on impact and releases a fine mist in a 10ft sphere that takes the next two turns of combat to settle.The cloud may be removed by a strong wind, but any creature within range of the impact is instantly coated and any creature then enters the range of the sphere before it settles or is removed is also coated. If within the next two turns of combat anything that would ignite flammable materials enters this cloud then all creatures within the sphere take 3d10 fire damage. Once the mist has settled, if any creature that was coated in the mist takes fire damage it takes an additional 1d10 fire damage. The coating lasts until the creature that is coated thoroughly washes itself.
Magefire - 500gp cost, supple wood shaft and rune carved silver head, blacksmith's tools, arcane enchantment, 24 hours to make 1. Fire arrows that magically ignite once fired. Deals 1d6 extra fire damage and ignites non-worn, non-carried flammable materials.
Magefrost - 500gp cost, supple wood shaft and rune carved silver head, blacksmith's tools, arcane enchantment, 24 hours to make 1. These arrows are cold to the touch. On hit, the target takes 1d8 cold damage and must pass a 15DC con saving throw or suffer -10ft to their movement speed and have disadvantage on dex saving throws for 3 rounds (does not stack).
Magevenom - 500gp cost, supple wood shaft and rune carved silver head, blacksmith's tools, arcane enchantment, 24 hours to make 1. On hit, the target takes 1d8 acid damage and must pass a 15DC con saving throw or suffer -2 to their AC and have disadvantage of con saving throws for 3 rounds (does not stack).
Magestorm - 500gp cost, supple wood shaft and rune carved silver head, blacksmith's tools, arcane enchantment, 24 hours to make 1. These arrows cast a streak of lightning in their wake. Any creatures within 5ft of a line between you and your target (including your target, but not yourself) must make a DC15 dex saving throw or take 1d8 lightning damage. Upon impact or after traveling 200ft, these arrows also release a thunderous booming that can be heard for up to 1 mile.
Mindpiercer - 500gp cost, supple wood shaft and run carved silver head, blacksmith's tools, arcane enchantment, 24 hours to make 1. On hit, the target takes 1d8 psychic damage and must pass an int saving throw or has disadvantage on intelligence and wisdom saving throws for 3 rounds
Explosive - 500gp cost, supple wood shaft and hollow clay head, potter's tools, alchemist's supplies, 24 hours to make 1. These arrows explode on hit. All creatures within a 10ft radius must make a 15DC dex saving throw or take 2d10 fire damage. Ignites non-worn, non-carried flammable materials.
Blessed - 750gp cost, rune carved shaft and blessed silver head, woodcarver's tools, holy blessing, 36 hours to make 1. These arrows shine with a holy brilliance. On hit, deals 1d8 radiant damage. An evil-aligned target must pass a DC15 wis saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken.
Cursed - 750 cost, rune carved shaft and cursed silver head, woodcarver's tools, unholy curse, 36 hours to make 1. These arrows reek of unholy corruption. On hit, deals 1d8 necrotic damage. A good-aligned target must pass a DC15 wis saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken.
I like the idea of a ranger getting trick arrows, but I also feel like it would be easier to use the Arcane Archer subclass for the Fighter. The arrows aren't as powerful as some of the options listed here, but they also cost nothing to produce and can be improved on leveling up.
I like the idea of a ranger getting trick arrows, but I also feel like it would be easier to use the Arcane Archer subclass for the Fighter. The arrows aren't as powerful as some of the options listed here, but they also cost nothing to produce and can be improved on leveling up.
Yeah, I'd just port Arcane Archer over as a Ranger subclass. Ranger subclasses don't get an 18th level bump like Fighters do, but you could make the 18th level Arcane Archer ability (essentially +2d6 damage on your arcane shots) a feat if you wanted to (or not - Rangers already get Hunter's Mark).
On the trick arrow feat, I'd just make any save DC equal to the Ranger's spellcasting DC rather than having fixed difficulties.
Alternatively, you could make a feat that mirrors the Martial Adept feat, with Arcane Shots instead of Battlemaster maneuvers (i.e., you learn two arcane shots, one use per short/long rest).
My original idea is to give my group's Hunter Ranger more options/oomph. It seems to me, and this is just the opinion of myself and my group, that a Hunter is overly limited in their tactical options. Sure, there are some spells, emphasis on some, but for the most part it is just fire arrows turn after turn. I don't want to replace their options with something else, I want to add to them. This is assuming they take the time to craft and ready a limited amount of additional options. Does that make sense?
Absolutely! And if it works for you and your group, I say go for it. Out of curiosity, does your group use the ranger from the PHB or the ranger revised from UA?
We are using the phb version, we looked at the revised ranger and agreed for the most part that it went a little far in the other direction. The natural explorer feature is my personal biggest gripe, all kinds of boosts in ALL wildnerness areas is a little much. We basically kept the tweaks to favored enemy and went phb on everything else.
On the subclass i have to say i am not that familiar with it so i'll keep my comment focused on the arrowheads.
I have been using alternative arrows in my campaigns for a long time now and these are not class specific, meaning that everyone that can use a bow can use these arrows and i have found that the few characters that do not do close combat have increased there effectiveness and with that the amount of fun they have in combat where first they were just a supporting character.
Admittedly it is very hard to get a lot of these types of arrow heads so i created a number of bows and quivers that provide a certain number of special arrows each day. Being able to make them yourself would be a good addition to any ranger and imo a logical one.
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So, this is my way of trying to balance the Ranger class and give them more versatility/oomph. What do you folks think? Takes a minimum of 8 levels without getting any stat boosts to achieve, but opens up a lot of options if they invest in archery as their primary combat focus. I stole some ideas from this reddit and tweaked them, some more than others. Overall, does this seem fair, does it seem OP or underwhelming considering the Feat investment?
Normal - 1gp cost, supple wood shaft and iron head, blacksmithing tools, 4 hours to make 20.
Silvered - 100gp cost, supple wood shaft and silver head, blacksmithing tools, 8 hours to make 20.
Tangleshot - 50gp cost, supple wood shaft and hollow clay head, herbalism kit and potter's tools, 8 hours to make 3. This arrow deals no damage, but splashes the target with an alchemical adhesive that applies the grappled effect to the target unless they succeed in a DC 14 Dex saving throw. The effect lasts for one hour, at which point the adhesive breaks down on its own, or until the target passes a DC 14 Str check to break free. The weight of a tangleshot arrow reduces its range increment to half normal.
Splintercloud - 75gp cost, 1 pouch of bone shards, tinkerer's tools, 12 hours to make 3. These arrows are made of hundreds of shards of bone bound together with a fine sheen of tangleshot adhesive make up the shaft of this headless arrow. Upon impact, it deals no direct damage, but the numerous bone fragments tear themselves apart, forming a burst of razor-sharp bones that deals 2d4+2 points of piercing damage (Dex DC 18 negates) to all creatures within 5 feet of the target.
Pheromone - 100gp cost, supple wood shaft and hollow clay head, potter's tools and herbalism kit, 1oz of scent component, 8 hours to make 3. The head of this arrow is a small clay pot filled with a mixture of chemicals that absorb the scent of nearly any organic matter. Upon impact the arrow deals damage equal to one die less than the weapon it is fired from provides for (a d8 becomes a d6) with no modifier, but it also coats the target with the mixture. For the next 4 hours any creature with the Scent ability receives a +5 to any tracking roll to locate the target as well as drawing the attention of any predator that would be drawn to the scent of the material used in it's creation.
Hammerhead - 50gp cost, supple wood shaft and blunted iron head, blacksmith's tools, 4 hours to make 10. An arrow that deals bludgeoning damage and does 1 die less damage (a d8 becomes a d6) and on a critical hit also applies the stunned effect to the target until the start of your next turn. ((Cannot move, automatically fails Str & Dex saving throws, and attack rolls against it have advantage.))
Broadhead - 65gp cost, supple wood shaft and sharpened iron head, blacksmith's tools, 4 hours to make 10. An arrow that deals slashing damage and does 1 die less damage (a d8 becomes a d6) and on a critical hit also applies the bleeding effect. The target takes 1d4 slashing damage at the end of its next turn unless as a bonus action it applies pressure to the wound with a free hand, this effect ends if the target is healed or after 3 turns.
Barbed - 75gp cost, supple wood shaft and barbed iron head, tinker's tools, 12 hours to make 3. An arrow that deals piercing damage and does 1 die less damage (a d8 becomes a d6). On hit the target takes 3 bleeding damage at the end of it's turn until the arrow is removed as an action, without a successful DC 14 Medicine check the removal of the arrow causes an additional 1d8 slashing damage, regardless of whether the Medicine check is passed the bleeding damage will continue for 3 turns unless the target is stabilized or healed.
Rope - 150gp cost, iron reinforced shaft, 50ft rope, spring mechanism, 1lb lead, tinker's tools, blacksmith's tools, 12 hours to make 2. A 25ft rope is attached to the end of this strengthened arrow, the rope is released upon impact from a spring mechanism adhered to the shaft. The rope is woven around a small lead weight that is fired out of the mechanism that launches directly back toward the archer upon impact. The overall weight of the arrow itself and the additional components of the mechanism, rope, and lead weight greatly reduces the range of the arrow. (150ft reduced to 35 feet)
Flash - 150gp cost, supple wood shaft and hollow clay head, alchemist's supplies, potter's tools, 8 hours to make 5. Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases a bright flash, blinding the target until the start of your next turn. Any creature within 5ft of the target must pass a DC 15 Dex saving throw or they are also subject to the blinded condition. Deals bludgeoning damage.
Smoke - 150 gp cost, supple wood shaft and hollow clay head, alchemist's supplies, blacksmith's tools, 8 hours to make 5. Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases smoke in a 10ft sphere, heavily obscuring vision in that area. The smoke lasts for 10 rounds, unless removed by a strong wind. Deals bludgeoning damage.
Poisoncloud - 200gp cost, supple wood shaft and hollow clay head, potters tools, poisoner's kit, 24 hours to make 3. On hit, the arrow releases poisonous gas in a 10ft sphere, lightly obscuring vision in that area. The cloud lasts for 10 rounds, unless removed by a strong wind. Creatures that are within range upon impact take 1d4 poison damage, any creature that enters the cloud takes 1d4 poison damage, as well as 1d4 poison damage at the start of their turn for the next 10 turns after leaving the cloud.
Firecloud - 500gp cost, supple wood shaft and hollow clay head, potter's tools, alchemist's supplies, 24 hours to make 2. This arrow does 1d4 bludgeoning damage on impact and releases a fine mist in a 10ft sphere that takes the next two turns of combat to settle.The cloud may be removed by a strong wind, but any creature within range of the impact is instantly coated and any creature then enters the range of the sphere before it settles or is removed is also coated. If within the next two turns of combat anything that would ignite flammable materials enters this cloud then all creatures within the sphere take 3d10 fire damage. Once the mist has settled, if any creature that was coated in the mist takes fire damage it takes an additional 1d10 fire damage. The coating lasts until the creature that is coated thoroughly washes itself.
Magefire - 500gp cost, supple wood shaft and rune carved silver head, blacksmith's tools, arcane enchantment, 24 hours to make 1. Fire arrows that magically ignite once fired. Deals 1d6 extra fire damage and ignites non-worn, non-carried flammable materials.
Magefrost - 500gp cost, supple wood shaft and rune carved silver head, blacksmith's tools, arcane enchantment, 24 hours to make 1. These arrows are cold to the touch. On hit, the target takes 1d8 cold damage and must pass a 15DC con saving throw or suffer -10ft to their movement speed and have disadvantage on dex saving throws for 3 rounds (does not stack).
Magevenom - 500gp cost, supple wood shaft and rune carved silver head, blacksmith's tools, arcane enchantment, 24 hours to make 1. On hit, the target takes 1d8 acid damage and must pass a 15DC con saving throw or suffer -2 to their AC and have disadvantage of con saving throws for 3 rounds (does not stack).
Magestorm - 500gp cost, supple wood shaft and rune carved silver head, blacksmith's tools, arcane enchantment, 24 hours to make 1. These arrows cast a streak of lightning in their wake. Any creatures within 5ft of a line between you and your target (including your target, but not yourself) must make a DC15 dex saving throw or take 1d8 lightning damage. Upon impact or after traveling 200ft, these arrows also release a thunderous booming that can be heard for up to 1 mile.
Mindpiercer - 500gp cost, supple wood shaft and run carved silver head, blacksmith's tools, arcane enchantment, 24 hours to make 1. On hit, the target takes 1d8 psychic damage and must pass an int saving throw or has disadvantage on intelligence and wisdom saving throws for 3 rounds
Explosive - 500gp cost, supple wood shaft and hollow clay head, potter's tools, alchemist's supplies, 24 hours to make 1. These arrows explode on hit. All creatures within a 10ft radius must make a 15DC dex saving throw or take 2d10 fire damage. Ignites non-worn, non-carried flammable materials.
Blessed - 750gp cost, rune carved shaft and blessed silver head, woodcarver's tools, holy blessing, 36 hours to make 1. These arrows shine with a holy brilliance. On hit, deals 1d8 radiant damage. An evil-aligned target must pass a DC15 wis saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken.
Cursed - 750 cost, rune carved shaft and cursed silver head, woodcarver's tools, unholy curse, 36 hours to make 1. These arrows reek of unholy corruption. On hit, deals 1d8 necrotic damage. A good-aligned target must pass a DC15 wis saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken.
I like the idea of a ranger getting trick arrows, but I also feel like it would be easier to use the Arcane Archer subclass for the Fighter. The arrows aren't as powerful as some of the options listed here, but they also cost nothing to produce and can be improved on leveling up.
Yeah, I'd just port Arcane Archer over as a Ranger subclass. Ranger subclasses don't get an 18th level bump like Fighters do, but you could make the 18th level Arcane Archer ability (essentially +2d6 damage on your arcane shots) a feat if you wanted to (or not - Rangers already get Hunter's Mark).
On the trick arrow feat, I'd just make any save DC equal to the Ranger's spellcasting DC rather than having fixed difficulties.
Alternatively, you could make a feat that mirrors the Martial Adept feat, with Arcane Shots instead of Battlemaster maneuvers (i.e., you learn two arcane shots, one use per short/long rest).
My original idea is to give my group's Hunter Ranger more options/oomph. It seems to me, and this is just the opinion of myself and my group, that a Hunter is overly limited in their tactical options. Sure, there are some spells, emphasis on some, but for the most part it is just fire arrows turn after turn. I don't want to replace their options with something else, I want to add to them. This is assuming they take the time to craft and ready a limited amount of additional options. Does that make sense?
Absolutely! And if it works for you and your group, I say go for it. Out of curiosity, does your group use the ranger from the PHB or the ranger revised from UA?
Hello! I am new to D&D, but when I was googling ranger, I read that it was the weakest class so Unearthed Arcana revised it to give it a little more power. This is the link to the changes: https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf
What are the chances DndBeyond would make these changes onto the site?
We are using the phb version, we looked at the revised ranger and agreed for the most part that it went a little far in the other direction. The natural explorer feature is my personal biggest gripe, all kinds of boosts in ALL wildnerness areas is a little much. We basically kept the tweaks to favored enemy and went phb on everything else.
On the subclass i have to say i am not that familiar with it so i'll keep my comment focused on the arrowheads.
I have been using alternative arrows in my campaigns for a long time now and these are not class specific, meaning that everyone that can use a bow can use these arrows and i have found that the few characters that do not do close combat have increased there effectiveness and with that the amount of fun they have in combat where first they were just a supporting character.
Admittedly it is very hard to get a lot of these types of arrow heads so i created a number of bows and quivers that provide a certain number of special arrows each day. Being able to make them yourself would be a good addition to any ranger and imo a logical one.
I like to create stuff, and always appreciate any feedback given to help improve the things i make.