Base Class: Ranger
While other Rangers explored the world, You studied the arrow. You infuse your ammunition with the power of nature to yield very interesting results. A Primordial Archer makes for a truly tough opponent with their versatility and expertise with ranged weapons.
Tools of the Trade
At 3rd level, you master the tools needed to make your ammunition. You gain proficiency in Woodcarver's Tools and Tinker's tools.
Mystical Ammunition
At 3rd level, you gain four Mystical ammunition options of your choice.
Once per turn when you fire a ranged attack as part of the Attack action, you can expend a spell slot to apply one Mystical Ammunition option of your choice to that shot.
You gain two additional Mystical Ammo options of your choice when you reach 7th and 11th levels in this class.
If an option requires a saving throw, your Alchemical Ammunition save DC equals 8 + your proficiency bonus + your Dexterity modifier.
Cold infused Ammo
You use a piece of ammunition infused with the element of ice. All damage made with this attack is converted to cold damage. A creature hit with this ammo must succeed on a constitution saving throw or be slowed by ice for a number of rounds equal to the spell slot expended. The creature's speed is reduced to half every turn it starts with this effect, and it can perform a constitution saving throw each turn to be freed of the cold. Being hit by fire damage also removes this effect.
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
If aimed on the ground, a 5-foot-square area freezes over for a number of rounds equal to the spell slot expended. Any creature that starts it's turn in the area or enters it for the first time must roll a dexterity saving throw or fall prone.
Flame Infused Ammo
You use a piece of ammunition infused with the element of fire. All damage made with this attack is converted to fire damage. A creature hit with this ammo must succeed on a dexterity saving throw or be coated in fire for a number of rounds equal to the spell slot expended. The creature takes 2d6 fire damage every turn it starts with this effect, and it can perform a dexterity saving throw each turn to put itself out. Being hit by cold damage also removes this effect.
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
If aimed on the ground, a 5-foot-square area bursts into flames for a number of rounds equal to the spell slot expended. Any creature that starts it's turn in the area or enters it for the first time must roll a dexterity saving throw or be dealt 1d6 fire damage.
Force Infused Ammo
You use a piece of ammunition infused with raw magical power. All damage made with this attack is converted to force damage. A creature hit with this ammo must succeed on a strength saving throw or be knocked back by 5 ft.
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6, and the target is knocked back an additional 5 ft for each slot level above 1st.
Grappling Vine Ammo
This ammo grows into stretchy vines. A vine connects your weapon and the creature it hits. The creature must succeed on a strength saving throw or be pulled 10 ft towards you. If used on an inanimate object, it is also pulled towards you as long as it is size medium or smaller. If the object is larger than medium, you are pulled towards it. (The ground or any structures also classify as a larger than medium object in this case)
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6, and the target (or you) is pulled an additional 10 ft for each slot level above 1st. You can also choose to do no damage to the creature.
Lightning Infused Ammo
You use a piece of ammunition infused with the element of lightning. All damage made with this attack is converted to lightning damage. If another creature is within 5ft, it must succeed on a dexterity saving throw or the lightning jumps to it and deals 2d6 lightning damage. It can keep jumping this way for a number of times equal to the spell slot expended.
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
Restorative Mist Ammo
This ammo is infused with healing energy. You target a space with your ammo and create a sphere of restorative mist with a radius of 10 ft that lasts until the start of your next turn. Creatures in the sphere's radius have 2d6 HP per spell slot expended restored when they start their turn there or enter it for the first time.
Shadow Ammo
This ammo is infused with magical darkness. All damage made with this attack is converted to psychic damage. A creature hit by this arrow must succeed on a wisdom saving throw or be unable to see anything farther than 10 feet away for a number of turns equal to the spell slot expended.
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
Webbed Ammo
This ammo is enchanted with the spider goddess' blessing. You target a space with your ammo and create a web that fills a 10 ft square for 2 rounds per spell slot expended. The web is difficult terrain and each creature that starts its turn in the webs or that enters them during its turn must succeed on a strength saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
Magical Enchantment
At 7th level, you gain the ability to magically enhance your ammunition. Whenever you fire a nonmagical piece of ammo you can make it magical for the purpose of overcoming resistance and immunity, but the magic fades from the ammunition on a hit or miss.
Trick Shot
Starting at 11th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with a Mystical Ammunition shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Magical Conduit
At 15th level, your affinity with ranged weapons has given you the ability to enchant your ammunition on the fly. Whenever you cast a spell, you may choose to expend a spell slot of one level higher instead and cast it through your ranged weapon. The spell's range now extends to the range of your ranged weapon. If the spell's range was self, the spell takes effect as if the target casted it. (The target does not have to expend any spell slots for this)
Previous Versions
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1/8/2022 1:35:46 AM
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1/8/2022 4:03:18 PM
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