Ranger
Base Class: Ranger

Mystic Wanderers are elite combatants and only the most skilled archers with a deep elvish heritage are able to undergo the rigorous selection process. These select few are able to infuse more advanced magic into their archery causing them to become an army of one. Those who can withstand the training and become master Mystic Wanderers learn that their techniques aren't just made for combat but can excel in scouting, social situations and information gathering. 

Mystic Wanderer Magic

3rd-level Mystic Wanderer feature

You learn an additional spell when you reach certain levels in this class, as shown in the Mystic Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Mystic Wanderer Spells

Arcane Quiver

3rd-level Mystic Wanderer feature

The magical quiver is a long standing tradition Passed drown trough your elvish heritage. once you reach 3rd level in this class you have learned to craft a quiver that stores ethereal arrows. These ethereal arrows power your sylvanic techniques. Due to the unpredictable nature of these ethereal arrows supercharging them with the sharpshooter feat will result in an arrow that always misses their target.

Sylvanic Techniques. You learn five sylvanic techniques of your choice, which are detailed under “Sylvanic Techniques" below. These sylvanic techniques can have a variety of effects that can change the course of any encounter. You can unleash one sylvanic technique from your bow per attack.

You learn two additional sylvanic techniques of your choice at 7th, 10th, and 15th level. Each time you learn new sylvanic techniques you can also replace one sylvanic techniques you know with a different one.

Ethereal Arrows. You have 2 ethereal arrows, which are d4s. An ethereal arrow is expended when you use it. You regain all of your expended ethereal arrows when you finish a long rest. Each of these special arrows glows a different color depending on the sylvanic techniques used.

At the start of the day the number of arrows the quiver is holding is equal to half your ranger level rounded up. By taking 1 minute and spending spell slots as a bonus action you can create new arrows proportional to the level of spell slot used.

When spending spell slots to resupply the quiver a level 1 slot is equal to 2 arrows. The amount of arrows created increases by 2 per spell slot above 1st.

The damage for these arrows are d4's and increases to a d6 at 5th level, a d8 at 11th level and a d10 at 17th level.

Saving Throws. Some of your sylvanic techniques require your target to make a saving throw to resist the sylvanic techniques ’s effects. The saving throw DC is calculated as follows:

Sylvanic Techniques save DC = 8 + your proficiency bonus + your Wisdom modifier.

Magical Scope

3rd-level Mystic Wanderer feature

Through a painstaking ritual you sacrifice one of your eyes to a deity of your choosing and in exchange you are given an artificial eye imbued with magical properties. This eye takes the appearance of what ever you choose. When u activate this ability you are granted the following abilities.

  • Advantage on perception checks that require sight and gain a bonus.
  • +1d4 to your ranged attack rolls.
  • This ability doesn’t require concentration and lasts for 1 hour.
  • You can activate this ability a number of times equal to your proficiency bonus.

Sylvanic Techniques

The sylvanic techniques are presented in alphabetical order.

Barrage Arrow

When knocking a barrage arrow additional arrows appear in an unoccupied space within 5ft of the user. The amount of arrows summoned is equal to your proficiency bonus. You can select creatures up to that bonus to target with this ability within a 20ft sphere of the first target. Use of this arrow counts as your action.

Controlling Arrow

A creature struck with this arrow must make a WIS saving throw or become charmed for the duration.

Cover Arrow

Any surface that is hit with this arrow erects a barricade with the dimensions 3ft tall 15ft wide. theses structures have a hp of 3 x your ranger level. As a reaction up to three friendly creatures can hide behind that barricade giving them partial cover.

Disruption Arrow

This arrow has the ability to disrupt the senses of a target. Any creature hit with this arrow must make a CON save against your DC or become blinded, silenced or deafened.

Distracting Arrow

When a hostile creature with in range targets an allied creature with an attack of spell as a reaction you can choose to fire this arrow at them and either give disadvantage on the attack or advantage of the saving throw.

Healing Arrow

Instead of taking damage a creature stuck with this arrow recovers Hp equal to the would be damage.

Impaling Shot

Every creature hit by these arrows must make a DEX saving throw against your spell DC or become restrained and have their speed reduced to zero.

Magnetic Arrow

When this arrow makes contact with a surface that isn't worn or carried it disappears and a powerful magnetic field 5 by 5 and a 10ft radius with hp of 8 is erected. If any enemy is wearing or carrying anything metal withing the radius then that item is pulled towards the arrow at the start of their turn. If the item is worn or carried than the target must make a STR saving throw to avoid the effects for every turn the are within the radius. on a success than no other effects are applied.

Piercing Shot

This arrow has the ability to travel through enemies, walls and floors of 5ft thickness. All creatures in a 5 ft width 30ft line must make a CON save against you spell DC. For each enemy or surface this arrow is able to passes through increase the damage die by 1. If the creatures hit by the arrow are more that 5ft in depth than the arrow doesn't pierce and has no other effects.

Scrying Arrow

When this arrow is deployed you choose either sight, hearing or vocal. Depending on your choice you can either hear, see or speak from the position of this arrow.

Teleportation Arrow

This arrow has the ability to teleport a creature between two or more points marked with teleportation arrows. Any creature is within touch of one of these arrows as a bonus action can teleport to an unoccupied space closest to another teleporting arrow of their choosing as long as there is three or more. If there is only two teleportation arrows then they creature is automatically teleported to the remaining arrow.

Turret Arrow

This arrow has the ability to create a tiny turret whos' appearance is up to your choosing with an AC of 8 and HP of 5 upon impact with any inanimate surface excluding worn or carried items. The turret uses your chance to hit when it makes attacks. Every round as a bonus action you may command these turrets target a enemy creature dealing 1 die of your ethereal arrow damage. (requires concentration to maintain the turret)

Improved Magical Scope

7th-level Mystic Wanderer feature

Time seems to come to a stand still with your Magical scope is active gaining you the following abilities.

  • If one of your ethereal arrows would miss its target as a reaction can ricochet it off a surface that isn't worn or carried and make another attack roll against a different creature within 15ft of the first target.
  • Your eye gives you a small bit foresight into your enemy's next attack. because of this you gain a plus 1 to armor class.

Advanced Arcane Quiver

11th-level Mystic Wanderer feature

By honing your skills in sylvanic magic your Arcane Quiver undergoes a overhaul gaining the following effects:

  • Add your Wisdom modifier to the damage made by your ethereal arrows.
  • On a critical hit with a Ethereal arrow that arrow isn't expended.

Sylvan Mastery

15th-level Mystic Wanderer feature

 By pushing your training to it's upmost limits you have learned how to immediately follow one ethereal arrow with another. When using this feature you gain the following effects.

  • When you use an sylvanic technique you can fire one additional ethereal arrow immediately after the first for no resource cost unless specified otherwise in the technique as long as you have the required amount of ethereal arrows remaining.
  • you can use this ability as many time as your wisdom modifier times per day. (minimum of 1)
  • This feature resets on a long rest.

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