This is my new Ranger Subclass, i would like for people to give feed back, and tell me if you think it is too Over Powered or Under Powered
Elemental Infusions
At 3rd level, you chose the one Elemental Infusions and another at 7th level:
You can only use one Infusion per turn
Acid Infusion
You learn to use acid to break down the armor of your foe. When you hit with a Ranged weapon attack you can deal and Extra 1d6 Acid Damage and the targeted creature for the next minute AC is reduced by 1. (This abilitiy can't be stacked on one creature)
The ability gains an additional 1d6 base damage and use at 7th level,11th level, and 15th level
Cold Infusion
You learn to control Cold energy, slowing your foes movement. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Cold Damage, the targeted creatures speed is reduced by 15ft until the end of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Fire Infusion
Y0u learn to control fire and to burn your enemies over time. When you hit with a Ranged weapon attack you can deal and Extra 1d6 Fire Damage and the targeted creature for the next minute takes 1d6 Fire Damage at the begging of its turn, unless it uses its action to put out the fire.
The ability gains an additional 1d6 base damage and use at 7th level,11th level, and 15th level
Lightning Infusion
You learn to use lightning to stop your foes before they can act. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Lightning Damage, the targeted creature can't take Reaction until the end of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Elemental Fusion
At the beginning of 7th level, You gain the ability to do two Elemental Infusion instead of one per turn
Elemental Infusion Mastery
Starting at 11th level, You chose one Elemental Infusion Mastery and another at 15th level:
Necrotic Mastery Infusion
You learn to steal the life force from you enemies, to energize yourself. When you hit with a Ranged Weapon attack, you can deal an extra 2d8 Necrotic Damage and are healed that mach damage
You can use this Ability 4 times, you gain 2 more uses at 15th level. This ability recharges after a long rest
Poison Mastery Infusion
You learn to infect creatures with a small poison that weakens them for a small time. When you hit with a Ranged Weapon attack, you can deal an extra 2d8 Poison Damage and makes a CON saving throw against your spell save DC or become Poisoned until the end of your next turn.
You can use this Ability 4 times, you gain 2 more uses at 15th level. This ability recharges after a long rest
Radiant Mastery Infusion
You light up your enemies to show you allies the point where they are weakest. When you hit with a Ranged Weapon attack, you can deal an extra 4d8 Radiant Damage and Attacks make against it has advantage for one minute, the creature also glows with Dim Light for 10 ft, When the creature is hit with an attack, it can make a CON saving throw DC 10, on a fail, the creature no longer glows and attacks made against it no longer have advantage
You can use this Ability 2 times, you gain 2 more uses at 15th level. This ability recharges after a long rest
Thunder Mastery Infusion
You learn to make your ranged attacks scream on impact that can deafens the target. When you hit with a Ranged Weapon attack, you can deal an extra 4d8 Thunder Damage and makes a CON saving throw against your spells save DC or be Deafened for one minute. While the creature is Deafened, it takes 1d8 Thunder Damage at the beginning of its turn, at the end of the creatures turn it can reroll the saving throw, on a success the creature is no longer Deafened.
You can use this Ability 2 times, you gain 2 more uses at 15th level. This ability recharges after a long rest
Elemental Distortions
Beginning at 15th level, you gain the ability to distorte the elements you are bonded to, to do you bidding. You choose two Elemental Distortions, from the infusion you have chosen to be bonded to:
Acid Distortion
The acid you create becomes more corrosive, melting everything in it's path
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Acid Infusion, if so the targeted creature takes 4d8 Acid Damage and every creature within 5ft takes 2d8 Acid Damage. The targeted creatures AC is reduced by 5, and every creature within 5ft AC is reduced by 1, Every creature hit with the Acid takes 1d8 Acid Damage at the beginning of their turn for 1 minute
Cold Distortion
The cold energy you produce, become even colder stopping creature in their tracks
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Cold Infusion, if so the targeted creature takes 4d8 Cold Damage and every creature within 5ft takes 2d8 Cold Damage. Every hit creature makes a DEX saving throw against your spell save DC. On a fail the creature become Grappled for 1 minute, at the beginning of a Grappled creatures turn, it takes 1d8 Cold Damage, at the end of the creatures turn they can make a STR saving throw against your spell save DC. On a success, the creature is no longer Grappled
Fire Distortion
You use the fire you control to glow brighter and deal lasting Damage
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Fire Infusion, if so the targeted creature takes 4d8 Fire Damage and every creature within 10ft takes 2d8 Fire Damage. Every hit creature at the beginning of their turn for 1 minute makes a DEX saving throw against your spell save DC. On a fail, the creature takes 1d8 Fire Damage
Lightning Distortion
your Lightning becomes stronger, stopping creatures in a state of paralysis
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Lightning Infusion, if so the targeted creature takes 4d8 Lightning Damage and every creature within 5ft takes 2d8 Lightning Damage. Every hit creature makes a CON saving throw against your spell save DC. On a fail the creatures become Paralyzed for 1 minute, at the end of the creatures turn it can reroll the saving throw
Necrotic Distortion
You twist the energy you use for life stealing into more harming energy
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Necrotic Infusion, if so the targeted creature takes 4d8 Necrotic Damage you can either heal the same amount of damage you dealt to the creature, or deal the same amount of Necrotic Damage to another creature within 10ft
Poison Distortion
Your poison becomes more potent that other creatures become infect by it.
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Poison Infusion, if so the targeted creature takes 4d8 Poison Damage and every creature within 10ft takes 2d8 Poison Damage. Every hit creature makes a CON saving throw against your spells save DC. On a fail the creatures comes Poisoned for 1 minute, at the end of the creatures turn it can reroll the saving throw
Radiant Distortion
You make sure your presence is known with a blinding glow and creatures want to rid of this glow
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Radiant Infusion, if so the targeted creature takes 4d8 Radiant Damage and every creature within 10ft takes 2d8 Radiant Damage. Every hit creature makes a WIS saving throw against your spell save DC. On a fail, the creature see you as a blinding light that must be stopped, The creatures will target you, not caring about other creatures in their sights, and when they attack you they have disadvantage
Thunder Distortion
The Thundering sound you emit becomes so load that creatures become stunned by it
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Thunder Infusion, if so the targeted creature takes 4d8 Thunder Damage and makes a CON saving throw against your spells save DC. On a Fail, the creature become Stunned and Deafened for one minute. Also every creature within 10ft takes 2d8 Thunder Damage and is Deafened until the end of your next turn
This is my new Ranger Subclass, i would like for people to give feed back, and tell me if you think it is too Over Powered or Under Powered
Elemental Infusions
At 3rd level, you chose the one Elemental Infusions and another at 7th level:
You can only use one Infusion per turn
Acid Infusion
You learn to use acid to break down the armor of your foe. When you hit with a Ranged weapon attack you can deal and Extra 1d6 Acid Damage and the targeted creature for the next minute AC is reduced by 1. (This abilitiy can't be stacked on one creature)
The ability gains an additional 1d6 base damage and use at 7th level,11th level, and 15th level
Cold Infusion
You learn to control Cold energy, slowing your foes movement. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Cold Damage, the targeted creatures speed is reduced by 15ft until the end of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Fire Infusion
Y0u learn to control fire and to burn your enemies over time. When you hit with a Ranged weapon attack you can deal and Extra 1d6 Fire Damage and the targeted creature for the next minute takes 1d6 Fire Damage at the begging of its turn, unless it uses its action to put out the fire.
The ability gains an additional 1d6 base damage and use at 7th level,11th level, and 15th level
Lightning Infusion
You learn to use lightning to stop your foes before they can act. When you hit with a Ranged Weapon Attack, you can deal an Extra 1d6 Lightning Damage, the targeted creature can't take Reaction until the end of your next turn
At 3rd level this ability has 3 uses, This ability gains an additional use at 7th level,11th level, and 15th level
Elemental Fusion
At the beginning of 7th level, You gain the ability to do two Elemental Infusion instead of one per turn
Elemental Infusion Mastery
Starting at 11th level, You chose one Elemental Infusion Mastery and another at 15th level:
Necrotic Mastery Infusion
You learn to steal the life force from you enemies, to energize yourself. When you hit with a Ranged Weapon attack, you can deal an extra 2d8 Necrotic Damage and are healed that mach damage
You can use this Ability 4 times, you gain 2 more uses at 15th level. This ability recharges after a long rest
Poison Mastery Infusion
You learn to infect creatures with a small poison that weakens them for a small time. When you hit with a Ranged Weapon attack, you can deal an extra 2d8 Poison Damage and makes a CON saving throw against your spell save DC or become Poisoned until the end of your next turn.
You can use this Ability 4 times, you gain 2 more uses at 15th level. This ability recharges after a long rest
Radiant Mastery Infusion
You light up your enemies to show you allies the point where they are weakest. When you hit with a Ranged Weapon attack, you can deal an extra 4d8 Radiant Damage and Attacks make against it has advantage for one minute, the creature also glows with Dim Light for 10 ft, When the creature is hit with an attack, it can make a CON saving throw DC 10, on a fail, the creature no longer glows and attacks made against it no longer have advantage
You can use this Ability 2 times, you gain 2 more uses at 15th level. This ability recharges after a long rest
Thunder Mastery Infusion
You learn to make your ranged attacks scream on impact that can deafens the target. When you hit with a Ranged Weapon attack, you can deal an extra 4d8 Thunder Damage and makes a CON saving throw against your spells save DC or be Deafened for one minute. While the creature is Deafened, it takes 1d8 Thunder Damage at the beginning of its turn, at the end of the creatures turn it can reroll the saving throw, on a success the creature is no longer Deafened.
You can use this Ability 2 times, you gain 2 more uses at 15th level. This ability recharges after a long rest
Elemental Distortions
Beginning at 15th level, you gain the ability to distorte the elements you are bonded to, to do you bidding. You choose two Elemental Distortions, from the infusion you have chosen to be bonded to:
Acid Distortion
The acid you create becomes more corrosive, melting everything in it's path
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Acid Infusion, if so the targeted creature takes 4d8 Acid Damage and every creature within 5ft takes 2d8 Acid Damage. The targeted creatures AC is reduced by 5, and every creature within 5ft AC is reduced by 1, Every creature hit with the Acid takes 1d8 Acid Damage at the beginning of their turn for 1 minute
Cold Distortion
The cold energy you produce, become even colder stopping creature in their tracks
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Cold Infusion, if so the targeted creature takes 4d8 Cold Damage and every creature within 5ft takes 2d8 Cold Damage. Every hit creature makes a DEX saving throw against your spell save DC. On a fail the creature become Grappled for 1 minute, at the beginning of a Grappled creatures turn, it takes 1d8 Cold Damage, at the end of the creatures turn they can make a STR saving throw against your spell save DC. On a success, the creature is no longer Grappled
Fire Distortion
You use the fire you control to glow brighter and deal lasting Damage
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Fire Infusion, if so the targeted creature takes 4d8 Fire Damage and every creature within 10ft takes 2d8 Fire Damage. Every hit creature at the beginning of their turn for 1 minute makes a DEX saving throw against your spell save DC. On a fail, the creature takes 1d8 Fire Damage
Lightning Distortion
your Lightning becomes stronger, stopping creatures in a state of paralysis
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Lightning Infusion, if so the targeted creature takes 4d8 Lightning Damage and every creature within 5ft takes 2d8 Lightning Damage. Every hit creature makes a CON saving throw against your spell save DC. On a fail the creatures become Paralyzed for 1 minute, at the end of the creatures turn it can reroll the saving throw
Necrotic Distortion
You twist the energy you use for life stealing into more harming energy
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Necrotic Infusion, if so the targeted creature takes 4d8 Necrotic Damage you can either heal the same amount of damage you dealt to the creature, or deal the same amount of Necrotic Damage to another creature within 10ft
Poison Distortion
Your poison becomes more potent that other creatures become infect by it.
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Poison Infusion, if so the targeted creature takes 4d8 Poison Damage and every creature within 10ft takes 2d8 Poison Damage. Every hit creature makes a CON saving throw against your spells save DC. On a fail the creatures comes Poisoned for 1 minute, at the end of the creatures turn it can reroll the saving throw
Radiant Distortion
You make sure your presence is known with a blinding glow and creatures want to rid of this glow
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Radiant Infusion, if so the targeted creature takes 4d8 Radiant Damage and every creature within 10ft takes 2d8 Radiant Damage. Every hit creature makes a WIS saving throw against your spell save DC. On a fail, the creature see you as a blinding light that must be stopped, The creatures will target you, not caring about other creatures in their sights, and when they attack you they have disadvantage
Thunder Distortion
The Thundering sound you emit becomes so load that creatures become stunned by it
Once per Longrest, when you hit with Ranged Weapon attack, you can use your Bonus Action to use Distorted Thunder Infusion, if so the targeted creature takes 4d8 Thunder Damage and makes a CON saving throw against your spells save DC. On a Fail, the creature become Stunned and Deafened for one minute. Also every creature within 10ft takes 2d8 Thunder Damage and is Deafened until the end of your next turn
It reminds me of ranged smites. I really like it. The set DC infusions should go up as the character levels up with the class.
The way he has it currently written they do increase as the character levels via spellcasting DC (8 + wisdom modifier + proficiency bonus)
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thanks all