Base Class: Ranger
This ranger subclass is one that focuses on real life arrows and some fantasy arrows that allow for new effects for the ranger to use alongside their spells and other abilities. This subclass will allow for more tool proficiencies and for several ways to focused on ranged combat through use of the trick arrows. It will allow for several effects including bleeding, shrapnel, bludgeoning, exploding, fire, trick shots, marked shots, spell shots and some others.
Rely on Yourself
At 3rd level, you gain proficiency with smithing tools and two of the following tool sets of your choice: woodcarving tools, glassblowing tools, jewelers tools, tinkerers tools, alchemist tools, or the herbalist kit
Alchemist tools
you gain proficiency with alchemist tools.
Glassblowing tools
You gain proficiency in glassblowing tools
Herbalism kit
you gain proficiency with the herbalism kit.
Jewelers tools
You gain proficiency in jewelers tools.
Tinkerer's tools
you gain proficiency with tinkerers tools.
Woodcarver's tools
you gain proficiency with woodcarver's tools.
Trick Shots
You gain the ability to create the following arrowheads to use in battle:
Curving Shot
This arrowhead is crafted to curve around obstacles. This negates half cover, treats three-quarters cover as half cover, and treats full cover as three-quarters cover. If there is no legitimate way to hit the target (in another room, behind a wall of force, etc.), this arrow cannot negate that.
Piercing Shot
This arrowhead is crafted to pierce through enemies. On a hit, roll another attack, if the attack succeeds the arrow pierces through the target and has the chance to hit another target in a line between the shooter and the first target (this arrow does not curve to hit the second target). Roll another attack roll to see if you hit the second target. This arrow cannot hit more than two people.
You also gain the ability to craft the following arrowheads if you have proficiency with the toolset connected to that arrow and have the tools required for the arrowhead. You can take a maximum of 2 of these options at level 3.
Flaming Shot (Alchemist Tools)
Arcane Shot (Jewelers tools)
Ensnaring Shot (Herbalism Kit)
Punching Shot (Tinkerers Tools)
Shrapnel Shot (Glassblowing Tools)
Marked Shot (Woodworking Tools)
On a short Rest, you can make 2 arrows of the curving or piercing shots and you can make 2 additional arrows from the optional arrows in this section. On downtime, you can spend a day making arrows at a rate of 4 arrows an hour, given you have the materials needed to make the arrows.
Arcane Shot
You create an arrowhead using jewelers tools that permit you to store one spell in them. The spell lasts in the arrow until you take a long rest. The spell put into the arrow cost one spell slot equal to the level of spell that you input. When the arrow is shot, whether it hits or misses, the spell detonates, causing the effect of said spell to occur along with the damage of the arrow (on a hit). You can possess a maximum of your proficiency bonus of these arrows at any given time. The arrow is destroyed on spell detonation.
Ensnaring Shot
You create an arrow filled with herbs that, on a hit, attempt to ensnare the target. On a hit, the target rolls an athletics or acrobatics check against your spell save DC. On a fail, the target is grappled. They can attempt to break out of the grapple on their turn. If they are still grappled after one minute, the vines wither away and the target is no longer grappled.
Flaming Shot
You place a small amount of alchemical fire in the head of your arrow. On a hit, the target must make a dex save equal to your spell save DC. On a fail, the target takes an additional 1d8 fire damage. On a success, they take half damage.
Marked Shot
This barbed arrowhead is meant to break off into the target on a hit. On a hit, the target must make a dexterity saving throw against your spell save DC. On a failure, the arrow breaks off into the target's body. They now have disadvantage on stealth checks and cannot gain the benefits of the invisibility spell. You also have advantage on survival checks when tracking this target should it run.
Punching Shot
This arrowhead is made with a blunt head. The arrow deals bludgeoning damage. On a hit, the target rolls a strength save against your spellcasting save DC. On a failure, the target takes an additional 1d8 damage and shoves the target 5 feet away from the shooter. On a success, the target takes half of the 1d8 additional damage and is not shoved.
Shrapnel Shot
This arrowhead is made of thinly blown glass. Whether the arrow hits the target or not, the arrow shatters on impact of what it hits. On a hit, the target must roll a constitution save against your spell save DC. On a failure the target takes an additional 1d8 piercing damage and has the bleed effect. The target can attempt to succeed the constitution save at the end of each of their turns. After the target rolls an attack roll, roll 1d8 and subtract that from their total. This debuff is active until the target beats the constitution save. The target also takes 1d4 piercing damage each turn until they succeed the constitution save.
Knowing your Craft
When using your trick arrows, you can gain advantage on your shot a number of times equal to your proficiency bonus.
Master your Craft
At 11th level, you become proficient in two more sets of tools from the following list that you are not already proficient in, and thus gain access to the trick shots associated with those arrows: woodcarving tools, glassblowers tools, alchemist tools, herbalism kit, tinkerers tools, jewelers tools.
Solonor's Hunter
Along with your six trick arrows from Trick Shots and Master your Craft, you gain the ability to make the following two shots:
Scattering Shot
This arrowhead is made of several partial arrowheads. When shot, this arrow splits into several parts. All targets within a 10 foot radius of where you fire the arrow must make a dexterity save against your spell save DC. On a failure they take the damage of the weapon that fired the arrow. On a success they take no damage. If a target in the area takes up multiple squares of the area of effect, the damage multiplies by the amount of squares the target occupies in the area on a failure.
Staggering Shot
This arrowhead is especially wide and thin. On a hit, the target throws a constitution throw against your spell save DC. On a failure, the target has injured by the arrow. The target takes an additional 2d8 piercing damage and loses 10 feet of movement speed. They can retry the constitution save at the end of each of their turns and regain their movement speed once they succeed. On a success, the target takes half of the 2d8 piercing damage and experience no additional effects.
You also gain access to 4 of the following trick shot arrows, based on your tool proficiencies from Rely on Yourself and Master your Craft.
Exploding Shot (alchemist tools)
Elemental Shot (jewelers tools)
Burgeoning Shot (herbalism kit)
Locking Shot (tinkerers tools)
Potion Shot (Glassblowers tools)
Impaling Shot (Woodcarvers tools)
These arrows are more difficult to make. On a short rest, you can make one arrow of either scattering shot or staggering shot and one arrow of the four optional ones. When taking downtime you can take time of 2 arrows per level if you have the supplies to make the arrows.
Burgeoning Shot
This arrowhead is filled with specialized herbs from the herbalism kit. This arrow when shot activates a 7th level spiky growth to form wherever it hits. Damage is immediately applied to those within the space of the spells area of effect. No spell slot is spent on this arrow. You can have up to 2 of these arrows at any time. If you make a third one, it is a mundane arrow until one of the two other burgeoning shots is used. It then becomes a burgeoning shot. The arrow can only be used once.
Elemental Shot
This arrow is tipped with a gemstone. Each gemstone listed below deals a different damage type. Each arrow can have one gemstone on it. Each arrow cost 250 gold pieces to make. You can have a maximum of your proficiency of these arrows at any given time. If you try to make more than your proficiency bonus of these arrows, your most recent arrow made does not hold any magic, and is not special. If you use another elemental arrow, you can spend one hour to cause the mundane arrow to become elemental in nature. On a hit with the elemental arrow, the target must make a wisdom saving throw against your spell save DC. On a failure the target takes an additional 5d8 damage of the elemental damage type of the arrow. On a success, the target takes half damage. If the target is vulnerable to this damage type, it rolls the save at disadvantage. The arrow is destroyed on impact. The following list states what gemstones create what elemental damage types.
Acid: Amber
Cold: Lapis Lazuli
Fire: Fire Opal
Force: Chrysoberyl
Lightning: Quartz
Necrotic: Onyx
Poison: Turquoise
Psychic: Emerald
Radiant: Diamond
Thunder: Jade
Exploding Shot
You have created an arrowhead that holds a level of alchemical reagents in it that makes it extremely volatile. On a hit or a miss, the arrow explodes violently. Everyone within 15 foot radius of the arrow upon the arrows impact must make a dexterity saving throw against your spell save DC. On a failure, the target takes an additional 2d8 fire damage and 1d8 force damage. On a success the target takes the force damage, but not the fire damage. The arrow is destroyed upon any impact.
Impaling shot
This arrowhead is carved with special runes in the shaft of the arrow. This arrow cost a fourth level spell slot (no action) to use. On a hit, the target makes a wisdom saving throw against your spell save DC. On a failure, the arrow begins to grow into the veins and openings of the body and the target is petrified as wood for one minute. It can roll the wisdom save on each of its turn to attempt for a success and lose the petrified condition. While petrified the target is vulnerable to fire damage. Also while petrified, the target takes 1d6 piercing damage for every turn that it is petrified.
Locking Shot
The locking shot is an arrowhead that appears to be clockwork in nature. On a hit, the target makes a strength save against your spell save DC. On a failure, the target is incapacitated. At the end of each of the target's turns it can attempt the strength saving throw again, and will no longer be incapacitated on a success. On a success, the target is not incapacitated and just takes normal damage from the attack. The arrow can only be used once.
Potion Shot
This arrowhead is a hollow glass arrowhead that you can fill with a potion. On a hit, the target is exposed to the potion and it takes effect in any way that the potion acts. The attack resolves and then the potion takes effect, thus still allowing for charming potions. On a miss or impact with the ground. The potion is thrown in a 5 foot radius around where it impacts. If the potion affects health points and misses in this way, it deals half damage or heals half rolled hit points. Saving throws can be thrown if applicable. You must possess the potion you intend to use to put it in the potion shot. The whole potion is used when put into one of these arrowheads. Poisons can also be put in these arrowheads, following the same rules.
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