Ranger
Base Class: Ranger

An Eldritch Marksman studies a unique elven method of marksmanship that weaves magic into their attacks to produce supernatural effects.

Eldritch Marksmen are some of the most elite warriors among the elves - they stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to slay monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elven arches have been learned by members of other races, who can also balance magical aptitude with pinpoint marksmanship.

Eldritch Marksman Magic

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as show in the table below. The spells you learn count as ranger spells for you, but don't count against the number of ranger spells you know.

Eldritch Marksman Spells

Ranger Level Spells
3rd Detect Magic
5th Invisibility
9th Lightning Bolt
13th Resilient Sphere
17th Hold Monster

 

Eldritch Marksman Lore

At 3rd level, you learn magical theory or some of the secrets of nature - typical for practitioners of this style.

You gain proficiency in both Arcana and Nature, and you can cast the Prestidigitation and Druidcraft cantrips.

Eldritch Shot

At 3rd level, you learn to unleash special magical effects with some of your shots.

When you gain this feature, you learn two Eldritch Shot options of your choice (see below). Once per turn, when you fire a piece of ammunition from a ranged weapon as part of the Attack action, you can apply one of your Eldritch Shot options to that piece of ammunition. You decide to use the option when the ammunition hits a creature, unless the option doesn't involve an attack roll. If your Eldritch Shot requires a saving throw, the DC equals your Ranger spell save DC.

You can use this ability a number of times equal to your Proficiency bonus, and you regain any and all expended uses when you finish a long rest.

You gain an additional Eldritch Shot option of your choice when you reach 7th, 11th, and 15th level - each option also improves when you become 11th level.

Banishing Shot

You use abjuration magic to try and temporarily banish your target to a harmless location in the Feywild. The creature hit by your ammunition takes an extra 1d6 Force damage, and must succeed on a Charisma saving throw or be Banished. While banished in this way, the target's speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it vacated, or in the nearest unoccupied space if that space is occupied.

The Force damage increases to 2d6 when you reach 11th level.

Bewildering Shot

Your enchantment magic causes this shot to temporarily bewilder its target. 

The creature hit by this ammo takes an extra 1d6 Psychic damage, and must succeed on an Intelligence saving throw or subtract 1d6 from the next saving throw it makes.

The psychic damage increases to 2d6 when you reach 11th level.

Bursting Shot

You imbue a piece of ammunition with forceful energy drawn from the school of evocation.

The energy detonates after your attack - immediately after you hit with this piece of ammunition, the target and all other targets within 10 ft. of it take 2d6 force damage.

This damage increases to 3d6 at 11th level.

Enfeebling Shot

You weave necromantic magic into a piece of ammunition.

The creature hit by this ammunition takes an extra 1d6 Necrotic damage and must succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 2d6 when you reach 11th level.

Grasping Shot

When this piece of ammunition strikes its target, conjuration magic creates grasping, magical loops, which wrap around the target.

The creature hit by this ammunition takes an extra 1d6 bludgeoning damage, and must succeed on a Strength saving throw or have its speed reduced to 0 until the start of your next turn.

The bludgeoning damage increases to 2d6 at 11th level.

Piercing Shot

You use Transmutation magic to give a piece of ammunition an ethereal quality.

When you use this option, you don't make an attack roll for the attack. Instead, the piece of ammunition shoots forward in a line 1 ft. wide and 30 ft. long before disappearing. The piece of ammunition passes harmlessly through objects, ignoring any cover. Each creature in that line must make a DEX saving throw - on a failure, a creature takes damage as if it were hit by the ammunition, as well as an extra 2d6 piercing damage. On a success a target takes half as much damage.

The piercing damage increases to 3d6 when you reach 11th level in this class.

Seeking Shot

Using divination magic, you grant a piece of ammunition the ability to seek out a target. 

When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The piece of ammunition flies toward that creature, moving around corners if necessary, and ignoring half- and three-quarters cover. If the target is within the weapon's range, and there is a path large enough for that piece of ammunition to travel to the target, the target must make a Dexterity saving throw. Otherwise, the ammunition disappears after travelling as far as it can.

On a failed saving throw, the target takes damage as if it were hit by the ammunition, as well as an extra 2d6 Force damage, and you learn the target's current location. On a success, the target takes half damage, and you do not learn its location.

The Force damage increases to 3d6 at 11th level.

Shadow Shot

You weave Illusion magic into a piece of ammunition, causing it to occlude your foe's vision with darkness.

The creature hit by the ammunition takes an extra 1d6 psychic damage, and must succeed on a Wisdom saving throw or be unable to see anything farther than 5 ft. away until the start of your next turn.

The psychic damage increases to 2d6 at 11th level.

Magical Shot Readiness

At 7th level, your Eldritch Shots are available whenever battle starts.

If you roll Initiative and the remaining number of uses of your Eldritch Shots are less than half your Proficiency Bonus (rounding up), you regain a number of uses equal to half your Proficiency Bonus (rounding up).

Additionally, you gain the ability to infuse ammunition with magic. Whenever you fire a nonmagical piece of ammunition from a ranged weapon, you can make it magical for the purposes of overcoming resistance and immunity to nonmagical damage - the magic then fades after you hit or miss the target.

Enchanted Munitions

At 11th level, you learn how to augment your ammunition to better strike your targets.

As an action, you can enchant a number of your remaining ammunition equal to twice your Proficiency bonus, and modify it so that it deals extra Fire, Cold, Lightning, or Psychic damage equal to your proficiency bonus, in any combination. Only one piece of ammunition can have this enchantment at a time - keep track of which ammunition does which type of damage. Whether this ammunition hits or misses its target, it shatters and is destroyed. The ammunition lasts for a number of days equal to your Proficiency bonus before its enchantment fades. 

Once you enchant ammunition in this way, you cannot do it again until you finish a long rest.

Eldritch Mark

At 15th level, you learn to create enchanted marks that focus your own magic while draining your target's resistance to your magical effects.

As a bonus action, choose one creature you can see. The target is marked for 1 minute. The mark ends early if the target dies, you die, or you are Incapacitated. Until the mark fades, you gain the following benefits.

  • The marked target has disadvantage on saving throws against your Eldritch Shots or Ranger spells.
  • You have advantage on saving throws against spells and other magical effects generated by the marked target.
  • If the marked target forces you to make a saving throw against a spell or magical effect, you can use your reaction to end the mark pre-emptively and empower yourself with the remaining magic, causing you to automatically succeed on the saving throw. You can use this reaction after you have rolled for the saving throw, but before you know its outcome.

You can use this twice, and you regain any expended uses after you finish a short or long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes