Base Class: Ranger
Forsaking the traditional spellcasting coming naturally to a Ranger, the Marksman channels magic into her arrows rather than into her environment. The Marksman creates a variety of specialized arrows allowing her to spread her talents between utility and damage.
Quiver Points
Starting at 3rd level, your training allows you to harness the weave in a different way than the traditional Ranger, forgoing your innate spellcasting abilities. Your access to this energy is represented by a number of Quiver Points. Your ranger level determines the number of points you have.
You can spend these points to imbue arrows or bolts with magical effects (see Imbue Arrow feature) creating specialized arrows or bolts (see Specialized Arrows).
When you spend a quiver point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended arcane energies back into yourself. You must spend at least 30 minutes of the rest concentrating to regain your quiver points.
Some of your specialized arrows require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Specialized Arrow save DC = 8 + your proficiency bonus + your Wisdom modifier.
Imbue Arrow
At 3rd level, you learn to imbue arrows with the power of the weave. Ranged attacks using a bow or crossbow now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
As a bonus action, choose one specialized arrow type you know and imbue that magic onto the projectile. Once you gain the Extra Attack feature, you may use your bonus action to imbue two arrows or bolts. The arrow or bolt may be imbued with different effects as part of the bonus action.
Imbued arrows may only be used at a weapon's normal range. Beyond normal range, the arrow or bolt loses it's imbued specialized effect (while still counting as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage). Once imbued, an arrow or bolt will retain its magic until the beginning of your next turn.
Target Acquired
Starting at 7th level, if you hit a target on your first attack this turn with an arrow or bolt, you can expend 2 Quiver Points to ensure your second arrow or bolt hits the target.
Walloping Force
Starting at 11th level, when you hit a creature with a ranged weapon attack using a bow or crossbow, you can expend one quiver point to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1quiver point, plus 1d8 for each additional quiver point spent, to a maximum of5d8.
Take Your Shot
At 15th level, when you roll for initiative and have no quiver points remaining, you regain 2 quiver points.
Specialized Arrows
A Marksman Ranger may choose from the following list of specialized arrows. The maximum number of specialized arrows known corresponds to the number of spells a spellcasting Ranger would know as shown in the Ranger table. The Marskman must meet the required level shown in the table below in order to learn that type of specialized arrow.
A specialized arrow's damage does not stack with the arrow used, but instead uses the damage die that is the highest between the two. For example, an arrow from a short bow does 1d6 damage but the Chill Touch spell effect does 1d8 damage. In this case, the Chilling Arrow does 1d8 damage.
| Required Level | Specialized Arrow | Spell Effect | Quiver Point Cost | Duration |
| 3 | Chaos Arrow | Chaos Bolt | 1 | Instantaneous |
| 3 | Chilling Arrow | Chill Touch | 1 | Instantaneous |
| 3 | Eldritch Arrow | Eldritch Blast | 1 | Instantaneous |
| 3 | Flame Arrows | Fire Bolt | 1 | Instantaneous |
| 3 | Healing Arrow | Cure Wounds | 1 | Instantaneous |
| 3 | Illuminating Arrow | Light | 1 | 1 Hour |
| 3 | Magic Arrow | Magic Missile | 1 | Instantaneous |
| 3 | Pushing Arrow | Gust | 1 | Instantaneous |
| 3 | Sapping Arrow | Sapping Sting | 1 | Instantaneous |
| 3 | Telling Arrow | Message | 1 | 1 Round |
| 5 | Acid Arrow | Acid Arrow | 2 | Instantaneous |
| 5 | Black Arrow | Darkness | 2 | 10 Minutes |
| 5 | Blinding Arrow | Blindness/Deafness | 2 | 1 Minute |
| 5 | Headache Arrow | Mind Spike | 2 | 1 Hour |
| 5 | Knocking Arrow | Knock | 2 | Instantaneous |
| 5 | Locating Arrow | Locate Object | 2 | 10 Minutes |
| 5 | Maddening Arrow | Crown of Madness | 2 | 1 Minute |
| 5 | Quiet Arrow | Silence | 2 | 10 Minutes |
| 5 | Restoring Arrow | Lesser Restoration | 2 | Instantaneous |
| 5 | Sticky Arrow | Web | 2 | 1 Hour |
| 9 | Bursting Arrow | Conjure Barage | 3 | Instantaneous |
| 9 | Dispelling Arrow | Dispel Magic | 3 | Instantaneous |
| 9 | Exploding Arrow | Fireball | 3 | Instantaneous |
| 9 | Lightning Arrow | Lightning Bolt | 3 | Instantaneous |
| 9 | Scary Arrow | Fear | 3 | 1 Minute |
| 9 | Slowing Arrow | Slow | 3 | 1 Minute |
| 13 | Banishing Arrow | Banishment | 4 | 1 Minute |
| 13 | Forming Arrow | Polymorph | 4 | 1 Hour |
| 13 | Grasping Arrow | Grasping Vine | 4 | 1 Minute |
| 13 | Stormy Arrow | Ice Storm | 4 | Instantaneous |
| 17 | Adv Restoring Arrow | Greater Restoration | 5 | Instantaneous |
| 17 | Binding Arrow | Planar Binding | 5 | 24 Hours |
| 17 | Paralysis Arrow | Hold Monster | 5 | 1 Minute |
A specialized arrow requires a successful ranged attack and changes the spell effect's range to touch. Specialized arrows may not be upcast from their base spell level and their effects do not increase based on the ranger's level. The duration of spell effects for specialized arrows may be found in the table above. Spell effects that require concentration to maintain follow the same concentration rules as spell casters.
Previous Versions
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