Ranger
Base Class: Ranger

You have obtained a magical arrow that is psychically linked to you, the user can control the arrow with their mind making it fly around piercing its targets with great precision. The arrow was made be a Legendary Githyanki Clan years ago. The arrow is Silver and engraved with Rubys. The arrow is thicker and longer than a normal arrow. 

(ABOVE VTT IS RECOMENDED FOR SOME FEATURES OF THIS SUBCLASS)

The Psi Arrow

Any ranger who picks this subclass can no longer use any type of bow, instead it is replaced by a magical arrow that is controlled by the mind of its attuned user. While using this arrow you will deal a 1d8 instead of a 1d10 piercing damage.

The arrow is unbreakable by physical standards, no amount of strength can snap or crush this arrow. However if the person holding it is strong enough, they can keep the arrow restrained in their hand, you must make a contested role against the target (Your int vs their strength) as a bonus action to return the arrow to you. You can telepathically control this arrow while out of combat, you can move it 30ft above you and 45ft in any direction. 

When dispel magic is casted on the arrow, it becomes unusable until you spend an action picking it up and reconnecting it to your mind reawakening it. 

Chain Hit

After you hit an attack with your arrow, you can target one additional creature that is within 5-20 feet of each other and hit them both with the arrow in 1 attack, this requires no action. You must role to hit each enemy that you are targeting and if hit with a chain shot they take 1d6 piecing damage plus 1d4 of psychic damage, if you miss you must make a concentration saving throw and beat 10, if passed you remain control over the arrow preventing it from getting stuck in any walls. If failed you must spend a bonus action to return the arrow. 

 

Psi Arrow Maneuvers

At 3rd level, you learn different types of maneuvers for the Psi arrow to preform. You gain 10 Psi charges that replenish after a long rest. You regain 2 on a short rest.

Maneuvers can only be used once, you can not activate maneuvers on chain hits.

Any checks required to be made by a targeted creature is made at disadvantage if the creature is your favored enemy.

Air Piercing Shot

As an action, you can shoot out your arrow with such mental power that it pierces the air itself. You must spend 5 Psi Arrow Points to use this, this a 20ft long 5ft wide line, anything that is in this line must make a INT saving throw and beat your spell save dc, if passed they take half damage. Targets will take the normal arrow hit damage + your Int modifier (Psychic damage) + Half your ranger level. When you use this chain shot can not be used on that attack.

Arrow Block

As a reaction you can spend 3 Psi Arrow points to use this Maneuver, your arrow comes flying back to you attempting to block an attack from a enemy. When you use this Maneuver you can temporarily add your  proficiency bonus to your ac, this lasts until the end of the reaction.

Arrow Swirl

You spend 5 Psi arrow points to make the arrow fly round in a circular motion hitting everyone that is on the perimeter of a 10ft circle, it does not matter how many people are on his line, they will all be hit. Any creature who is hit by this takes the normal arrow hit damage.

Crippling shot

As a free action, you can spend 4 Psi arrow points to attempt to Incapacitate a creature, they must make a Dex Save and beat your spell save dc or be incapacitated until their next turn. 

Disarming Shot

As a free action, you can spend 3 Psi Arrow points to attempt to disarm a creatures held weapon. When you hit a target with the disarming shot they must make a dex save and beat your Spell Save DC, if failed, they drop their weapon and have to spend an action to pick it back up.

Im Mary Poppins Yall!

If you are falling, you can use this maneuver and spend One Psi Arrow point to call the arrow to your hand, allowing you to grab onto the arrow and float down. Using this gives you the effects of the spell feather fall. 

Prolonged Morph

You can spend 4 Ki points to prolong the the "Arrow Morph" Class feature into 2 actions instead of one.

Psionic Pull

As action, you can spend 6 Psi Arrow Points to pull any 4 creature of your choice withing a 50ft radius towards the arrow. These enemy's will be withing 5 ft of the arrow surrounding it, they must make a Dex saving throw and beat your spell save dc or take 1d8+ your INT modifier of psychic damage and be prone until their next turn.

Psychic Boom

You can spend 7 Yaka Points to cause the arrow to create an explosion of psychic energy, This only happens on one hit and you can choose which creature it procs on during your chain shot. When triggered, it makes a 30ft circle explosion of psychic damage, anyone in this explosion must make a strength saving throw and beat a 10 plus your INT modifier. If they fail they will take your character level of d4's and be pushed back 10ft away from the explosion leaving them prone. After this is used, you can no longer continue the chain shot. 

Transmute Arrow

You can spend 1 Yaka points to change the arrows damage type as a bonus action, you can switch it to any damage besides Necrotic and Radiant. You must role a d4 to determine how many hits the element change lasts, if you wish you can choose to dispel the element early. You can choose to spend an additional Yaka point to prolong the damage change once it has ended, if you choose to do this you must role an additional D4.

Psi Arrow Improvement

At 7th level, Your bond to the psi arrow strengthens and you gain the following benefits.

Your damage die for the Arrow Hit increases from a d8 to a d10 .

You learn 2 more Psi arrow Maneuvers.

Your Chain shot damage is increased to a d8 from a d6.

Attunement Share

At 7th level, any ability from a magical bow that you attune to is transferred to the Psi arrow, for example if you attune to the Oath bow, the oathbows effects will happen when you use the Psi arrow. You must be attuned to this in order to use the effects. The arrow can only gain the effects of the first attuned bow in your attunement slots, it cannot have more then 1 attunement abilities.

Arrow Morph

At 7th Level, If you have a magic arrow in your inventory (For example arrows of slaying) you can spend free action at the start of your turn to morph the Psi arrows form and gain the effects of the magical arrow for 1 action (including that arrows chain hit). Once that turn is done, the arrow turns to its original state and the Magical arrow is no longer usable.

Psi Arrow Improvement

At 11th level, You gain the following benefits.

You gain 1 more Chain hit attack, now you can target 3 enemy's in one attack. the second chain hit target takes 2d4s of psychic damage instead of one.

You gain 1 more Maneuver

You can now change your Psi arrow maneuvers on a long rest.

Strike of Opportunity

At level 15, If you hit a enemy that is within 5ft of you with the last attack of your Chain shot you can use a bonus action to catch the arrow mid air and plunge the psi arrow at the enemy dealing 1d12 + your Intelligence modifier, if hit they must make a strength saving throw and beat a 16 or be pushed 10ft back and knocked prone.

Psi Arrow Improvement

At 15th level, you the final improvements of the Psi Arrow.

You Gain 1 last Maneuver

You get a 3rd chain hit, the 3rd target takes 3d4s of psychic damage

Your arrows damage dice increases to 1d12

 You now have 15 Psi arrow points 

Previous Versions

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