Ranger
Base Class: Ranger

Magick Arrow Table

Level Spells Known
3rd Flamefang Flechette, Frostseekers Arrow
5th Sedative Shot, Healing Harpoon
7th Bloody Barb, Sparkchain Stake
13th Martyr's Munition

Magick Arrows

At 3rd level, you gain the ability to use Magick Arrows from the Magick Arrow table. These arrows are endless.

  • Flamefang Flechette: Fires an arrow of magickal flame that explodes on impact. The arrow follows walls and curves as the user wills, sticking in a target before exploding. The target takes 2d6 fire damage, and at 6th level and every 3 levels thereafter (9th, 12th, 15th, 18th), the damage increases by 1d6. The target must succeed on a Dexterity saving throw or take an additional 1d6 fire damage (scaling as above).
  • Frostseekers Flick: Fires a bolt of magickal ice that pursues hostile targets of its own accord, inflicting frost damage. The target takes 2d6 cold damage, and at 6th level and every 3 levels thereafter (9th, 12th, 15th, 18th), the damage increases by 1d6. The target must succeed on a Constitution saving throw or be slowed for 1 round.

In addition, at 5th level, you gain the following Magick Arrows.

  • Sedative Shot: Tranquilizes the target, applying the Sleep condition for 3 turns. The target must succeed on a Wisdom saving throw or fall unconscious for up to 3 rounds. The effect ends if the target takes damage. At 6th level, the Sleep duration increases to 4 rounds; at 12th level, it increases to 5 rounds.
  • Healing Harpoon: Looses an arrow blessed with magick that revives fallen friends, requiring a full action to pull back. If loosed too early, the arrow instead restores 2d8 Health to any allies it strikes. The healing increases by 1d8 at 6th level and every 3 levels thereafter (9th, 12th, 15th, 18th).

In addition, at 7th level, you gain the following Magick Arrows.

  • Bloody Barb: Looses an arrow hexed with magick that saps the Health of hostile targets over time. The target takes 2d6 necrotic damage initially and 1d6 necrotic damage at the start of its next turn. Both the initial and ongoing damage increase by 1d6 at 6th level and every 3 levels thereafter (9th, 12th, 15th, 18th)
  • Sparkchain Stake: Looses a stake imbued with magickal lightning, piercing a hostile target or the ground. If two stakes are in a target or the ground, they create an arc of lightning between them, shocking and damaging anyone in the path for 2d6 lightning damage. More stakes increase the length and intensity of the chain. The damage increases by 1d6 at 6th level and every 3 levels thereafter (9th, 12th, 15th, 18th).

In addition, at 13th level, you gain the following Magick Arrow.

  • Martyr's Munition: You can unleash the ultimate magickal bolt in exchange for a temporary decrease to your maximum Health. As an action, you fire a devastating magickal arrow that deals 8d8 damage of your choice (fire, cold, lightning, or necrotic) in a 30-foot radius. Your maximum Health is reduced by 50% for 1 minute after using this ability. You can use this feature once per long rest.

 

Scout

At 7th level, as a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your proficiency bonus + your ranger level, per long rest. At 14th level, the distance increases to 60 feet.

In addition, you also gain expertise in Dexterity checks related to your favored environment, such as stealth and acrobatics.

Quickfire

At 11th level, you gain Quickfire, allowing you to fire two arrows in one action. These cannot be Magick Arrows. You may split the arrows between multiple targets.

At 14th level, you gain three arrows in one action

at 17th level, you gain four arrows in one action

Turret

At 15th level, you gain Turret. If you stand still for more than 2 turns, you begin to regain health. At the end of each turn you remain stationary, you regain 1d10 Health.

Magick Archer Image

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