Base Class: Ranger
Fletchers rely on specialized ammunition for hunting and defense. They can craft a wide variety of projectiles depending on the techniques they study. Some crafting techniques add special effects, often with a damage increase, especially to their favored enemies. Others modify the fundamental ways in which ranged attacks work, allowing the fletcher to ignore typical drawbacks that others may suffer.
Arrowcraft
Masterwork Munition. During a long rest, you may spend one hour of strenuous work crafting ammunition that is tailored to your shot. You produce a number of masterwork arrows or bolts at the end of the hour equal to 3 times your proficiency bonus. When you fire masterwork ammunition, it is considered magical for the purpose of overcoming resistance and immunity to nonmagical damage. The amount of Masterwork Munition you can carry at one time is listed below with the Custom Arrows.
This meticulous craftsmanship only lasts for the projectile’s maiden flight. The masterwork ammunition is rendered mundane immediately after it hits or misses its target. If recovered, it functions as normal ammunition of the same type.
Custom Arrows. Starting at 1st level you know how to craft custom made arrows using your tinker's tools. At 1st level, you can craft up to 2 of these arrows per short/long rest. The number of arrows you can craft per rest increases as you gain levels in this class. The number of arrows that can be crafted at certain levels can be seen below. And since arrows don't just magically disappear, and it would be stupid of a character was allowed to make an infinite amount of a certain arrow, therefore there is a max amount custom arrows you can carry.
Using your smarts, your ingenuity, and a component pouch, you can craft arrows with certain effects. One of the tables below shows which arrows you can craft at what level, what their effects are, and how they work. Custom Arrows are expended after use, returning them to normal arrows, and Custom Arrows given to other creatures also count towards your own "Max Custom Arrows", although you are not carrying them. You gain additional arrow options at 7th and 15th level.
Saving Throws
Some of your arrows require your target to make a saving throw to resist, weaken, or end the effects. The saving throw DC is calculated as follows:
Saving throw DC = 8 + your proficiency bonus + your Wisdom modifier
Below is a table to track how many Custom Arrows can be carried at one time.
| Character Level | Custom Arrows/Masterwork Munition |
| 3rd | 5/10 |
| 4th | 5/10 |
| 5th | 5/10 |
| 6th | 5/10 |
| 7th | 10/20 |
| 8th | 10/20 |
| 9th | 10/20 |
| 10th | 10/20 |
| 11th | 10/20 |
| 12th | 15/20 |
| 13th | 15/20 |
| 14th | 15/20 |
| 15th | 15/30 |
| 16th | 15/30 |
| 17th | 20/30 |
| 18th | 20/30 |
| 19th | 20/30 |
| 20th | 20/30 |
This is a table with the level required to craft custom arrows, as well as descriptions of their effects.
| Level | Arrow | Effect |
| 3rd | Silent Arrow | When you are hidden from a creature and miss it with this Custom Arrow, making the attack doesn't reveal your position. Additonally, the Custom Arrow critically hits on surprised enemies. |
| 3rd | Forceful Arrow | When this Custom Arrow hits an enemy, they must succeed a strength saving throw, or be pushed 20 ft in the direction of the attack. |
| 3rd | Fire Arrow | When this arrow makes contact with an enemy it deals an extra 1d10 fire damage and catches fire. Every turn the enemy is on fire it takes an extra 1d6 fire damage at the start of their turns. They can put out the fire by going prone and succeeding a DC 10 Dexterity check |
| 3rd | Elemental Arrow | These arrows are infused with either Cold, Fire, Lightning, Necrotic, or Radiant, making them deal an additional 2d6 of the chosen damage type. |
| 3rd | Spectral Arrow | These arrows can traverse trough solid matter, making it possible to shoot enemies behind cover, or behind a wall. Any attacks made with these arrows ignore half, three-quarters, and full cover. |
| 3rd | Intoxicating Arrow | These arrows are coated in a poisonous toxin, granting the enemy disadvantage on attack rolls until the end of their next turn. |
| 3rd | Healing Arrow | These arrows deal no damage, but instead they heal the creature hit by them for the half of the "damage" dealt. |
| 7th | Vigorous Arrow | These arrows deal no damage, but instead they give the target temporary HP equal to your Wisdom modifier + your proficiency bonus, and also increases the targets AC by +2 for 1 minute. Multiple arrows does not increase AC further. |
| 7th | Paralytic Arrow | These arrows are coated in a stiffening toxin, rendering an enemy completely unable to move for a period of time. The enemy must succeed a Constitution saving throw. On a failed save the enemy is paralyzed until the end of their next turn. |
| 7th | Shattering Arrow | When this arrow hits an enemy, all enemies in a 10 ft cone behind the target are also hit. If everyone in the cone must make a Dexterity saving throw. If they succeed, they take half the damage. |
| 7th | Smokescreen Arrow | You create a 20-foot-radius sphere of fog centered on the point/enemy the Custom Arrow hits. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration of 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. |
| 7th | Light Arrow | This Custom Arrow is so light, it can be shot on a bonus action. The Custom Arrow deals as much damage as a normal attack would, and also ignores the reload property for ranged weapons. |
| 7th | Snipers Arrow | double range. (imagine the possibilities) |
| 7th | Cursed Arrow | These arrows are cursed, making them deal 1d8 necrotic damage and will make an enemy unable to regain health until the start of your next turn. |
| 7th | Seeking Arrow | These arrows never miss, and will always hit your opponent, as long as you can see them. |
| 7th | Toxic Cloud Arrow |
These arrows explode and create a 15ft poisonous gas cloud on impact for 1 minute. A creature that ends its turn within the cloud must succeed a Constitution saving throw or take 1d10 poison damage and become stunned until the start of its next turn. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses the cloud after 1 round.
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| 7th | Furious Arrow | These arrows are coated in a fury causing toxin. They must succeed a Wisdom saving throw, or the creature hit by this arrow will attack the closest creature with an attack of the DM's choice. |
| 7th | Anti-Healing Arrow | These arrows are cursed, and will make an enemy unable to regain health for 1 minute. |
| 7th | Adrenaline Arrow | These arrows deal no damage, but instead the target shot by this arrow gains 15 ft. of movement and advantage on all attack and saving throws until the end of their next turn. |
| 15th | Piercing Arrow | Can pierce up to 20 ft of enemies, unless resistant to pierce |
| 15th | Blinding Arrow | After 10 to 30 ft of flight, this Custom Arrow lights up in a big bright explosion, blinding all creatures within 30 ft that can see the arrow. A creature must succeed a Constitution saving throw, or be blinded until the end of thier next turn. |
| 15th | Explosive Arrow | The Custom Arrow explodes on impact and breaks, dealing 5d6 force damage to the target, and each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes on a failed save takes 5d6 force damage, or half as much damage on a successful one. |
| 15th | Knockdown Arrow | The hit target creature must make a Strength saving throw. On a failed save, the target is knocked prone. |
| 15th | Shifter Arrow | When this arrow hits something, the person who last touched the arrow will be teleported to it's location. The arrow looses it's effect if it is shot further than 50 ft. |
| 15th | Sleeping Arrow | These arrows are coated in a sleep inducing toxin. Roll any number of d6 equal to half the damage dealt by the attack. If the total of the rolls are above the current health of the enemy, the enemy falls into a deep sleep for 1 minute, or until a creature performs the awaken action on it. |
| 15th | Affection Arrow | An Arrow full of love. The creature hit by this arrow must succeed a Wisdom saving throw, or the creature hit by this arrow will be charmed for 1 minute. |
Masterwork Magic
At 7th level, masterwork projectiles that you create with your Arrowcraft feature grant a +1 bonus to your attack and damage rolls. This bonus increases to +2 at 11th level and +3 at 15th level.
Detailed Tooling
At 11th level, your fletching skills grant you tool proficiencies based on your favored enemies. When you gain a new favored enemy at 14th level, you also gain the tool proficiency associated with that creature type. Your DM might allow you to gain a proficiency other than the one listed at their discretion.
| Favored Enemy | Tool Proficiency |
| Aberrations | Cartographer’s Tools |
| Beasts | Leatherworker’s Tools |
| Celestials | Carpenter’s Tools |
| Constructs | Mason’s Tools |
| Dragons | Jeweler’s Tools |
| Elementals | Glassblower’s Tools |
| Fey | Painter’s Supplies |
| Fiends | Calligrapher’s Supplies |
| Giants | Brewer’s Supplies |
| Humanoids | Cobbler’s Tools |
| Monstrosities | Alchemist’s Supplies |
| Oozes | Potter’s Tools |
| Plants | Herbalism Kit |
| Undead | Smith’s Tools |
By working this new tool proficiency into your crafting technique, your masterwork ammunition deals an additional 2d6 damage when you hit your favored enemy, or an additional 1d6 damage when you hit any other target.
Focus Fire
Beginning at level 15, your masterwork projectiles are destined to hit their target. When you make an attack with a masterwork projectile, you may use a bonus action to make the attack roll with advantage, ignoring half cover and three-quarters cover.
You may use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.
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