Ranger
Base Class: Ranger

The Mystical Marksman subclass is that of a proficient long-ranged fighter blending with both the mind of a tinkerer and ability to strength your allies around you. This subclass focuses around enhancing and customizing ranged ammunition of a small variety to give your party- or yourself- the chance to create chaos on the field or an organized effort to swiftly fell your enemies.

[Spells Granted] Catapult [1], Faerie Fire [1], Grease [1], Melf's Acid Arrow [2], Pyrotechnics [2], Elemental Weapon [3], Vitriolic Sphere [4], Animate Objects [5].

Tool Proficiency

At 3rd level you gain proficiency with Tinker’s Tools. If you already have this proficiency, you gain proficiency with one other artisan’s tools of your choice.

Mystical Fletcher

At 3rd level you gain the ability to enhance arrows, crossbow bolts, and/or javelins. At the end of a long rest you can enhance arrows, crossbow bolts, or javelins up to half your level (rounded up) with the use of Tinker's Tools. These enhancements last until your next long rest or when activated and can be used by any creature with an Intelligence of 5 or higher. When you enhance an object with this feature, you can choose any of the listed effects below.

 

If an option requires a saving throw, your DC is equal to that of your spell save DC.

 

  • Acid; The projectile deals an extra 1d6 acid damage.
  • Cold; The projectile deals an extra 1d6 cold damage.
  • Fire; The projectile deals an extra 1d6 fire damage.
  • Necrotic; The projectile deals an extra 1d6 necrotic damage.
  • Thunder; The projectile deals an extra 1d6 thunder damage and must make a STR saving throw or be pushed back 5 feet.
  • Lightning; The projectile deals an extra 1d6 lightning damage.
  • Poison; The target must make a CON saving throw or suffer an extra 1d4 poison damage and become poisoned.
  • Radiant; The projectile deals an extra 1d6 radiant damage.
  • Force; The projectile deals an extra 1d6 force damage.
  • Serrated; The projectile deals an extra 1d6 piercing damage.
  • Blunted; The projectile’s damage is now bludgeoning, dealing an extra 1d6 bludgeoning damage. If the target is hit, they must make a CON saving throw or gain disadvantage on weapon attacks until the beginning of your next turn.
  • Forked; If the projectile hits, you can choose up to two other different creatures within 10 feet of the original target. The creatures must each make a DEX saving throw, suffering the weapon’s damage on a hit or half as much on a save.

Tinker's Tricks

At 7th level you can further enhance projectiles that are either mundane, magic, or already enhanced. When you use your Mystical Fletcher trait, you can also apply Tricks equal to your proficiency modifier to arrows, crossbow bolts, and javelins as well. These can be done to the listed projectiles regardless if they are mundane, magical, or already enhanced by Mystical Fletcher.

 

    • Hook Shot; If the projectile hits a creature, it deals an extra 1d4 piercing damage. The creature must then make a STR saving throw against your spell save DC if it is within one category size of the creature using the projectile. If the creature fails, they can be pulled 10 feet in the direction of the attacker. The creature may contest this throw against the attacker at the end of each of its rounds, or use its action to make a contested Athletics (Strength) check.
    • Rope Shot; The projectile is infused with a magic, if brief, rope that stretches up to 90 feet. If the projectile hits a surface, it will create a tether between the user and the surface it struck for 1 hour. The rope can hold up to your WIS modifier times 15 and gives advantage on Athletics (Strength) checks to those using it to climb or hang from the line.
    • Tangle; If the projectile hits a target within one size category of the creature using it, the creature must make a DEX saving throw or be restrained. The creature may make a STR saving throw at the end of its turns to try and break free each round after that. The snare dissolves after 1 hour.
    • Gateway; If the arrow strikes a creature, it must make a CHA saving throw. If the creature fails, the attacker and creature hit swap places but the creature takes no damage. On a success, the creature takes the weapon’s normal damage. If the projectile misses and strikes a surface within the weapon’s range, the attacker is teleported to that location.
    • Phasing; The projectile blinks into the ethereal realm 10 feet after being launched and blinks back into the current plane 2 feet from the target. This effect causes the projectile to nullify cover.
    • Sleep; A simple enhancement that causes the projectile to cast the Sleep spell at 3rd level around the creature or surface struck.
    • Explosive; An explosive enhancement that causes all creatures within a 30 foot radius of the target or surface struck to make a DEX saving throw. On a failure, each creature takes 2d6 fire damage and 2d6 force damage or half as much on a successful save.
    • Mage-Hunter; If the target is struck, the creature must make a INT saving throw. On a failure, they are afflicted by the Silence spell for 10 minutes.
    • Flare; The projectile is equipped with a volatile flammable powder or liquid, shedding light in a 60 foot radius; the closest 30 feet is bright light, and the farthest 30 feet is dim light when launched. If fired into a creature, it must make a CON saving throw or be blinded until the end of the attacker’s next turn. If the projectile strikes a surface, the light will burn for 10 minutes.

 

Spiteful Construction

At 11th level you can now enhance projectiles to target specific creatures. When you use your Mystical Fletcher trait, you can enhance two arrows, crossbow bolts, or javelins to do more damage against enemies of the favored enemies list [aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or humanoid- if you select humanoid you must pick a specific type, i.e. orc, goblin, gnolls, etc].

The enhancement turns the projectile magical and causes it to deal an extra 8d6 damage against the corresponding creature type. You can stack this effect with Tinker’s Tricks but not the Mystical Fletcher enhancements. In addition, these two projectile enhancements do not count against your Mystical Fletcher enhancements.

Masterwork Utilitarian

At 15th level your talents for your tools are unmatched by others. When you use any projectile affected by your Mystical Fletcher and/or Tinker’s Tricks traits- all damage done by the enhancements and time limits are doubled. In addition, Spiteful Construction damage cannot be resisted when you use the projectile.

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