Ranger
Base Class: Ranger

These rangers have achieved uncanny mastery with a bow and arrow. Inspired by the abilities of the Arcane Archer, they seek for a greater variety of arrows without the use of magic, they explored new options of arrows through more scientific means. Unlike other rangers who focus more on their magical abilities these archers attempt to overwhelm enemies with a variety of different trick arrows and their uncanny accuracy, being well known amongst the realms for almost never missing a shot with their bows.

Trick Arrows

   Starting at 3rd level you gain the ability to specialize your arrows. After you finish a long rest, you can modify a number of non-magical arrows equal to 20 plus your Intelligence modifier, changing them to one of the trick arrow options available to you. You learn 4 trick arrow options upon gaining this feature and learn 2 for every level you take beyond level 3. If an arrow has a level requirement you must be that level in this class in order to take that option. You can replace one of your trick arrows options with another one every time you level up. This effect disappears after the effect is triggered unless the arrow description says otherwise. For every arrow you modify using this feature you must have a set of smiths' tools which you have proficiency with, and at least 1 ep worth of scraps or non-magical mechanisms. You can only have a number of different types of trick arrows in use at a time equal to your proficiency bonus plus your Intelligence modifier. If this limit is exceeded than you choose one of the arrow types you are currently using, all arrows of that type revert back to being normal pieces of ammunition. An arrow cannot have more than one of your modifications active at a time. These effects can not effect creatures which are incorporeal.

   Creatures that do not have this ability must make a DC 15 Intelligence (Sleight of Hand) check in order to pull out the correct ammunition from a quiver containing multiple of your arrows. On a failure they pull a different arrow from the quiver randomly determined by the DM. Arrows modified by this feature take up less space when stored in a quiver, taking up half of the usual space when stored in a quiver.

   If an arrow has an effect's point of origin originating where the arrow lands the point depends on whether the arrow hits or misses, on a hit it originates at the target of the attack, on a miss the effect originates at a point a number of feet away equal to the targets armor class minus the attack roll with modifiers, (minimum of 0), in a randomly determined horizontal direction. If there is ever an increase in elevation it moves vertically up the surface. If there is a decrease in elevation this has no effect on the arrow, and it simply lands below where it would have landed normally. If the target uses the deflect missile's ability, it follows the same rule however travels a distance from the target equal to the amount of damage negated. If they attempt to throw it back the effect's point of origin is centered on them as normal and if the ammunition is destroyed as part of the effect, they cannot use their reaction to throw it. If the target of an attack which you hit moves before this effect is finished the effects point of origin follows them unless an Interact with Object action is used to remove the arrow. This does not apply if the arrow is used to make an improvised melee weapon attack. If an arrow's effect relies on an area of effect this area does not include creature behind full cover. This ability replaces the Spellcasting ability.

Acid Arrow

Attacks with this arrow deal an extra 1d10 acid damage.

Airbag Arrow

When used to make a ranged attack all creatures within a 10-foot sphere originating from the point the arrow lands are knocked back 5-feet, knocked prone, and take 1d4 bludgeoning damage. Creatures brought to 0 hit points as part of this effect are knocked unconscious and are instantly stabilized.

Ballistic Arrow

Ranged attacks with this arrow ignores 1/2 cover, treats 3/4 cover as 1/4 cover, and full cover as 1/2 cover as long as there is at least 15 feet of open space above both you and the target and there are no objects or creatures obstructing this space directly between you.

Boomerang Arrow

Ranged attacks with this arrow can reroll misses, and a creature cannot take a reaction in response to taking damage or being targeted by this arrow so long as there is at least 10 feet of open space behind the target. In addition, attacks with this arrow deal 1d4 bludgeoning damage instead of the normal weapon damage. Creatures brought to 0 hit points as part of this effect are knocked unconscious and instantly stabilized.

Burst Shot Arrow

After being used to make a ranged attack all creatures within a 15-foot line, centered on the point the arrow lands, must make 3 DC 12 Dexterity saving throws. For every failure they take 1d6 piercing damage. You determine the direction of this line.

Data Arrow

If you're campaign is in a more modern setting with electronic technology available you may want to consider choosing this arrow option, however you should talk it over with your DM first before choosing this option. When you create this arrow, you choose its effect from one of the options listed below. Attacks with this arrow, (using any of the effects), must target a data port.

Data Extraction. On a hit it extracts all data contained on the connected device into the arrow. This effect last until the data is viewed. It can be removed using the Interact with Object action while the data port is within a creature's reach. It can be inserted into another data port in order to view this data on that device.

Hacking. If there is an artificial intelligence existing within the device the data port is attached to, it must make a DC 18 Constitution saving throw. On a failure they are stunned, until another creature uses an Interact with Object action to reboot it or until it takes lightning damage, after which the effect ends.

Upload. You upload a set of commands into the device the data port is attached to. This effect lasts until the commands are fulfilled. They must be less than 30 words and be easy to comprehend. You determine the command when you create this arrow. The device does it's best to achieve these commands. The effect ends instantly if the device is not capable of fulfilling the commands.

Download. If there is an artificial intelligence existing within the device the data port is connected to it is uploaded into the arrow. This effect lasts until the artificial intelligence successfully resists, or it is uploaded into another device. If it wishes to it can make a DC 15 Constitution saving throw to resist the effect, and if they succeed the effect ends. Once uploaded into the arrow it can be removed using the Interact with Object action while the data port is within a creature's reach. If you use it to attack again, the artificial intelligence is uploaded into the device which is targeted. The second attack made with this arrow can target any mechanical item connected to the internet, or a data port. If there is already an artificial intelligence within the target it must make a DC 25 Constitution saving throw or be destroyed. On a sucess the effect ends and the artificial intelligence previously uploaded into the arrow is destroyed.

Drone Arrow

Attacks with this arrow deal 0 damage. Creatures hit by this arrow are brought 5 feet into the air and restrained. In addition, they must succeed on a DC 10 Strength saving throw or drop 1 object they are holding in their hands. This effect lasts until the rope is destroyed. The creature can attempt to grab onto something if there is something which the DM determines could hold their weight within reach, making a Strength (Sleight of Hand) check of 13 or above successfully prevents the creature from being lifted into the air. The rope has a 17 AC, 1 hit point, immunity to poison, psychic, and necrotic damage, and resistance to piercing damage. On subsequent turns while the target is still restrained you can use your movement to move the effected creature.

Electric Arrow

Attacks with this arrow deal 1d4 bludgeoning damage and 1d6 lightning damage instead of the normal weapon damage. Creatures brought to 0 hit points as part of this effect are knocked unconscious and instantly stabilized.

Electromagnetic Arrow

If this arrow is used to attack an object or creature made out of metal the object or creature is magnetized on a hit. This effect lasts for a number of rounds equal to half your Intelligence modifier, minimum of 1 round. Metallic objects not being worn or carried and metallic creatures within 5 feet of a magnetized object are magnetized as well. Magnetized creatures are stunned, and they take 1d4 lightning damage for every round they remain magnetized. Any metallic objects not being worn or carried within 20 feet of a magnetized object are brought as close as possible to the closest magnetized object, however these objects are not magnetized as well. These objects require a Strength (Athletics) check of 18 or higher in order to successfully remove. Any metallic objects being carried within 20 feet the creature carrying them must make a DC 15 Strength saving throw and, on a failure, they drop the object they are carrying. Metallic object being word, or creatures made of metal within 20 feet of a magnetized object must use twice the normal amount of movement to attempt to move away from a magnetized object and metallic objects being worn cannot be taken off. Creatures brought to 0 hit points as part of this effect are knocked unconscious and are instantly stabilized.

EMP Arrow

If you're campaign is in a more modern setting with electronic technology available you may want to consider choosing this arrow option, however you should talk it over with your DM first before choosing this option. After being used to make a ranged attack, this arrow temporarily disables all electronics within a 30-foot sphere. This effect lasts for a number of minutes equal to your Intelligence modifier. Any creature wearing an electronic item or are metallic within this sphere must succeed on a DC 16 Constitution saving throw or take 1d4 lightning damage and be stunned. Creatures brought to 0 hit points as part of this effect are knocked unconscious and intantly stabilized.

Explosive Arrow

When this arrow is used to make an attack you can choose to detonate it so all creatures and objects that are not being worn or carried within a 15-foot sphere originating from the point the arrow lands, must succeed on a DC 14 Dexterity saving throw or take 2d8 piercing damage, 1d6 fire damage, and get knocked prone. On a sucess they take half as much damage and aren't knocked prone. The arrow is destroyed as part of this attack. You can choose to knock a creature unconscious and instantly stabilize them if a creature is brought to 0 hit points as part of this effect. You determine this when you create this arrow. If you choose not to detonate it the effect remains until you use a bonus action on your turn to detonate it. If you have multiple arrows set to detonate you can choose to detonate them all at once or one at a time. When you make a improvised melee weapon with this arrow you can choose to let go of the arrow as part of the attack on a hit. You lose the arrow from your inventory and the arrow remains attached to the target for the purposes of determining the effects point of origin.

Flare Arrow

Attacks with this arrow deal 1d4 bludgeoning damage in place of the normal damage. After being used to make a ranged attack this arrow creates a sphere of bright light in a 20-foot radius originating from the spot the arrow lands and, assuming the area is not already brighter it creates a 40-foot sphere of dim light originate from the spot the arrow lands.

Forecefield Arrow

When used to make a ranged attack, at a point exactly halfway between you and the target of the attack a forcefield is created in a 60-foot sphere originating at that point. This forcefield has a width of one foot and is in an axis opposite the direction the arrow took to reach its target. This effect ends immediately if the forcefield isn’t anchored by two points such as a wall or a tree. This field counts as a solid object; however, it does not obstruct line of sight. This effect lasts for 1d4 rounds plus your Intelligence modifier, minimum of 1 round.

Freeze Arrow

Attacks against creatures with this arrow have one of the additional effects below, which you choose when you make the attack. In addition, this arrow deals 1d6 cold damage instead of the normal weapon damage. This effect lasts for 3d4 rounds in cold weather, 2d4 rounds in normal weather, and 1d4 rounds in hot weather. The effect ends immediately if the ice is destroyed. The ice has a 10 AC, 6 hit points, immunity to cold, poison, psychic, and necrotic damage, and vulnerability to fire and radiant damage. The effect is negated if the target has immunity to fire or cold damage. Creatures brought to 0 hit points as part of this effect are knocked unconscious and are instantly stabilized.

Arm. The creature loses use of one of its arms determined by you. In addition, anything they are holding in that arm cannot be dropped.

Leg. The creature's speed is reduced to 0.

Grappling Hook Arrow

This arrow releases a 150-foot rope behind it arrow and has a grapple hook on the end. This effect lasts until you either let go of the arrow or use it to make an attack against an object or creature.

This arrow deals 1d4 bludgeoning damage when used to make a ranged attack instead of the normal weapon damage. On a hit the target must make a Strength (Athletics) and you must make a Strength (Sleight of Hand) check. They are brought a number of feet closer to you equal to the amount you rolled minus the amount the defender rolled. This has no effect once they are within 5 feet of you. If the total is less than one, they are not pulled towards you. If they would hit the space of an object as part of this move, they take an additional 1d4 bludgeoning damage, are stopped, and are knocked prone. If they hit a creature it must succeed on a DC 14 Constitution saving throw or be knocked prone. Creatures brought to 0 hit points as part of this effect are knocked unconscious and instantly stabilized.

If used to target a location it acts as a normal grapple hook. You can shoot this arrow targeting a location above you as a reaction to falling more than 30 feet. You must roll a Dexterity (Sleight of Hand) check. You fall a number of feet equal to 30 minus the number you rolled before you can make this attack. You stop falling immediately after making this attack. If the location, you target is not directly above you begin to swing every round you travel 1 foot down and 5 feet horizontally directly towards the arrow. You continue this until you reach the arrow. Once you are under the location you do the same thing except you go 1 foot up and 5 feet horizontally away from the arrow each round. You stop once you have traveled a number of feet equal to how far you were originally minus 1 foot. You then repeat this swing until you lose momentum. If the 5 foot of horizontal movement goes directly under the location and still has movement left it begins moving away from the location. You can disconnect from the arrow as a free action on your turn or immediately after being within 1 foot of a surface. If you impact an object or creature as part of this movement you take 1d4 bludgeoning damage and must make a DC 15 Dexterity saving throw or the arrow is disconnected, and you are knocked prone. Objects you hit as part of this movement are destroyed. Creatures you hit as part of this movement must succeed on a DC 11 Constitution saving throw or be knocked prone. If you disconnect while swinging your fall continues at a rate of 1 foot down and 5 feet horizontally in the direction you were moving at the time of the disconnection. If you stopped moving due to how far you were from the location during the round you disconnected, you fall straight down as normal.

A creature can attempt to destroy this rope to end this effect early. It is in a line directly between you and the location, if there are any obstructions then it travels around them as tightly as possible and has a width of 1 foot. It has 19 DC, 3 hit points, immunity to psychic, poison, lightning, thunder, and necrotic damage, resistance to piercing, bludgeoning, and cold damage, and vulnerability to fire, slashing, and acid damage. If the effect is ended in this way you are knocked prone after you fall from your current location. If the mending spell is cast on the rope, it is brought back to 3 hit points if it is not already destroyed.

Incendiary Arrow

When used to make an attack this arrow does an extra 8d6 fire damage to the target. If this reduces a creature or objects to 0 hit points, they are disintegrated, along with anything being worn or carried by the target and are unable to make Death saving throws. The arrow is destroyed as part of this effect. You can only have one of this arrow in use at a time.

Luminous Arrow

After being used to make a ranged attack, all creature within a 60-foot sphere originating from the point the arrow lands who can see the point must succeed on a DC 16 Constitution saving throw or be stunned and blinded for 1 round. This has no effect on constructs.

Messenger Arrow

This arrow can be used to store a small piece of paper with a message on it as an Interact with Object action. While this arrow is within reach a creature can use an Interact with Object action to take out the paper and read it. This effect lasts until the message is removed from the arrow.

Mind-Warping Arrow

Attacks with this arrow deals 1d4 lightning damage instead of the normal weapon damage. On a hit the target must make a DC 15 Constitution saving throw or be Stunned for one round. You can attempt to attack with this arrow as a reaction to being targeted by an effect which uses the attackers Constitution, Intelligence, Wisdom, or Charisma, on a failure the effect automatically fails. You must make this decision before knowing what the effect and the result of the effect is. You can only have one of this arrow in use at a time. Creatures brought to 0 hit points as part of this effect are knocked unconscious and are instantly stabilized.

Multi-Tip Arrow

Attacks with this arrow double the damage die.

Needle Arrow

After being used to make a ranged attack all creatures within a 15- foot sphere originating from the point the arrow lands must succeed on a DC 13 Dexterity saving throw or take 3d4 piercing damage. On a success they take half as much damage. Creatures brought to 0 hit points as part of this effect are knocked unconscious and are instantly stabilized.

Net Arrow

After being used to make a ranged attack all creatures within a 20-foot square originating from the spot the arrow lands are hit by a net as a large net descends over the area. This net has the same statistics as the weapon from the Player’s Handbook, however if one part of the net is destroyed this effect does not carry over to the other portions of the net.

Onto-Grabber Arrow

After being used to make a ranged attack, all objects and creatures within a 40-foot sphere originating from the point the arrows land are attached to the arrow by a 40 foot rope until said ropes are destroyed. Every round they remain attached to the object they are pulled 10 feet towards the point the arrow lands and knocked prone. This only affects objects and creatures which are an axis opposite the way the arrow took to reach its target.

Pepper Spray Arrow

After being used to make a ranged attack all creatures within a 20-foot line centered on the point the arrow lands must succeed on a DC 14 Constitution saving throw or be stunned. You determine the direction of this line. This has no effect on undead or constructs or creatures with immunity to the poisoned condition.

Pulse Arrow

When used to make a ranged attack it makes a sonic charge. All creatures within a 90-foot sphere on the same elevation as the arrow must succeed on a DC 18 Strength saving throw or take 1d12 thunder damage and be knocked prone. On a success they are not knocked prone. You can only have one of this arrow in use at a time. Creatures brought to 0 hit points as part of this effect they are knocked unconscious and are instantly stabilized.

Putty Arrow

After being used to make a ranged attack, it creates a 5-foot area of difficult terrain originating from the point the arrow lands. This area counts as heavily obscured.

Pym Particles Arrow

Attacks with this arrow have one additional effect that you determine when creating this arrow and deal 0 damage. This effect lasts for 1d4 hours. You can only have one of this arrow in use at a time.

Enlarge. The target is enlarged and its increase by three size categories with its weight and height adjusting appropriately. If there is not enough room to enlarge the target increases too as large as possible. If you use this arrow as part of an Extra Attack and the other attack is made with a ranged or thrown weapon you can choose to target the ammunition used in the other attack. The ammunition has 15 AC and on a hit the ammunition could reroll its attack if it missed, and this rerolls ignores all cover. On a hit this attack deals 1d12 bludgeoning damage instead of the normal weapon damage.

Shrink. The target is shrunk and decreases by three size categories with its height and weight adjusting appropriately. If this targets a vehicle creature within the vehicle are shrunken as well.

Restraining Arrow

On a hit using this arrow for a ranged attack, the target must succeed on a DC 15 Dexterity saving throw or be restrained and take 1d4 lightning damage instead of the weapons normal damage. This effect ends if the attack miss, the target succeeds their Dexterity saving throw, or the restraints are destroyed. The restraints have 10 hit points, an AC of 16, and immunity to all non-magical damage except acid. Once brought to 0 hit points the restraints are destroyed and the effect ends. If the mending spell is cast on these restraints, they regain 2d6 hit points if it is not already destroyed. It cannot be brought to above 10 hit points in this way. Creatures brought to 0 hit points as part of this effect are knocked unconscious and are instantly stabilized.

Rocket Arrow

Attacks with this arrow does 0 damage instead of the normal weapon damage. After being used to make an attack all creatures within a 60-foot sphere originating from the point the arrow lands must succeed on a DC 19 Dexterity saving throw. On a failure they take 5d8 fire damage and on a success, they take half as much damage. The arrow is destroyed as part of this effect.

Scatter Arrow

When you make a ranged attack with this arrow, the arrow splits into 6 pieces. Each of these arrows makes a separate attack roll and must target the same creature. On a hit they do 1d4 piercing damage in place of the weapon's normal damage.

Smoke Arrow

After being used to make a ranged attack the arrow releases smoke in a 15-foot sphere originating from where the arrow lands, causing the area to be heavily obscured. This effect lasts until the smoke is dispersed. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. If there is no wind it dispersed after a number of rounds equal to double your Intelligence modifier, (minimum of 4).

Sonic Arrow

After being used to make a ranged attack all creature within a 5-fot sphere originating from the point the arrow lands must make a DC 19 Constitution saving throw. On a failure they take 2d8 thunder damage, are knocked back 5 feet, and are knocked prone. On a success they take half as much damage, are not knocked back, and are not knocked prone. Creatures brought to 0 hit points as part of this effect are knocked unconscious and are instantly stabilized.

Stun Arrow

Attacks with this arrow deal 1d6 bludgeoning damage instead of their normal damage. Upon reducing a creature to 0 hit points they are knocked unconscious and are instantly stabilized.

Suction Cup Arrow

When used to make an attack this arrow does 1 bludgeoning damage instead of the normal weapon damage. If used to target a location it creates a point that can be grabbed onto as a bonus action while it is within a creature's reach. While grabbing onto it a creature has advantage on checks and saving throws to avoid being moved against their will so long as the location where the arrow was aimed at remains stable. Creatures brought to 0 hit points as part of this effect are knocked unconscious and are instantly stabilized.

Tranquilizer Arrow

When this arrow is used for a ranged attack all creatures within a 20-foot sphere must succeed on a DC 14 Constitution saving throw or be knocked unconscious with all of their hit points. This effect lasts for a number of minutes equal to your Intelligence modifier, minimum of 1. You can only have one of this arrow in use at a time.

Trap Arrow

You must have 2 of this arrow in order to use it effectively. If you set up two of this arrow across from each other, with a gap of at least 5 feet. There cannot be any objects directly between the arrow for the effect to work. This effect lasts until the trap is destroyed. The first creature to enter the area directly between the two arrows, must succeed on a DC 17 Constitution saving throw or take 1d6 lightning damage and they are restrained until the effect ends. On a success they take half as much damage and are not restrained. In order to end this effect, a creature can attempt to destroy one of the arrows. They have 15 AC, 1 hit point, immunity to piercing, poison, and necrotic damage, and resistance to piercing damage. Once an arrow is brought to 0 hit points it is destroyed and the effect ends. A creature can locate the arrows before they are triggered with a Wisdom (Perception) check of 18 or higher. Creatures brought to 0 hit points as part of this effect are knocked unconscious and are instantly stabilized.

Tri-Blade Arrow

Attacks with this arrow triples the damage die.

Zip-Line Arrow

After being used to make a ranged attack its creatures a zip-line from the point the arrow lands in a line to the point the arrow was shot from. This effect lasts until the rope is destroyed. While it is within reach and the zip-line has a downward trajectory a creature can make a DC 21 Strength (Sleight of Hand) check to slide down it with their hands with a speed equal to the creatures walking speed. Otherwise, they can attempt the same check toc climb across it however doing so uses a creature climbing speed. A creature can attempt to use an object to slide down it instead of using their hands which the DM determines appropriate, in which case they go double the speed while sliding down it and the DC for the Strength (Sleight of Hand) check decreases by a number equal to the creature's proficiency bonus if they have proficiency with that object. If a creature fails to make it the full length across, they must continue making the check with a +1 increase to the DC for every round they remain climbing, cannot take any action that requires their hands without falling, must retain concentration to avoid falling, and have their speed decreases to 5 feet. If the rope is destroyed all creatures climbing it fall. The rope has 1 hit point, a 23 AC, immunity to poison, psychic, and necrotic damage, resistance to piercing damage, and if the distance between the two ends of the rope increases for any reason the rope is destroyed. A creature can attempt to let go of this rope as a free action in which case they fall from their current position.

Non-Lethal Shot

Starting at 7th level your accuracy when shooting is unparalleled, to the point that you can use even the deadliest weapons for non-lethal purposes. When you reduce a creature to 0 hit points with a ranged weapon attack you can choose to knock them unconscious and instantly stabilize them, as if you were making a melee attack. In addition, when you attack a creature with an arrow, and they have a solid object at least half their height directly behind them you can choose to restrain in exchange for dealing only half of the attacks damage. This effect lasts until the Interact with Object action is taken to remove the arrow.

Skilled Reflexes

Starting at 11th level your reflexes are so attuned from your archery, that you are able to reach levels previously thought unattainable to anyone but monks. When you are hit with a thrown weapon which deals 1d4 damage or less you can attempt to catch it. If you make a Dexterity (Sleight of Hand) check of 18 or higher you can catch it as a reaction negating all damage from the attack. As part of this reaction, you can attempt to throw it back at a target of your choice, however you suffer a -1 penalty to the attack roll.

Triple Attack

Starting at 15th level your skills have advanced to the point you can shoot 3 arrows at once. Once per long rest you can make 3 attacks with any ranged weapon using arrows for ammunition. All the targets of these attacks must be within a 150-foot cone originating from yourself. These attacks are all made with disadvantage.

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