Ranger
Base Class: Ranger


Level 3: Your knowledge of arrows allows you to split one arrow into two. As a bonus action, you
can ready an arrow to hit two targets. This has 3 charges before a short rest.


Level 3: You gain an arrow that flies around you and attacks any creature that attacks you. It
has a mind of its own, and has its own stats. A creature that attacks you has to make a dexterity
saving throw with a DC of 14, on a fail that creature takes 1d4 piercing damage. Your arrow(s)
attack on your turn at no cost.


Level 7: You have gained the ability to conjure arrows. You can get 1d10 arrows by expending a
level 1 spell slot. Any level spell slot after this will grant an additional 1d6 to the total.
Additionally, you can enlarge an arrow with any spell slot, turning it into an AoE attack. It turns
into a 5 feet wide line that goes 20 feet in front of you. A target must make a dexterity saving
throw, on a success the target takes half damage.


Level 11: You can turn a miss of an arrow into a hit. Once per short or long rest you can reroll an
attack with an arrow. Attacks with arrows made against you have disadvantage.
Level 15: You gain 3 other arrows that fly around you. Your arrows attack all at once.


Pet Arrows:
AC 18
Hit Points 5
Speed Always follows master
STR: 1(-5)
DEX: 18(+4)
CON: 9(-1)
INT: 3(4)
WIS: 16(+3)
CHA: 3(-4)
Senses: None
Traits: If they die, get them back after long rest
Actions
Pierce: All your arrows attack at once dealing 1d4 for each one.

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