Ranger
Base Class: Ranger

You have become a master of crafting ammunition using different alchemical compounds. No one knows what to expect when you reach into your quiver. Why shoot someone with an arrow when you can shoot them with an arrow and douse them in alchemical fire at the same time?

Tools of the Trade

At 3rd level, you master the tools you use to create alchemical items and ammunition. You gain Proficiency in Alchemist's Supplies and Tinker's Tools.

Alchemical Ammunition

At 3rd level, you learn to how to craft alchemical ammunition. When you gain this feature, you learn four Alchemical Ammunition options of your choice (see “Alchemical Ammunition Options” below).

Once per turn when you fire a ranged attack as part of the Attack action, you can expend a spell slot to apply one Alchemical Ammunition option of your choice to that shot. You decide to use the option when the piece of ammunition hits a creature, unless the option doesn’t involve an attack roll. You can transform any number of pieces of ammunition into alchemical ammunition during a long rest using 5 pieces of gold per piece of ammunition.

You gain two additional Alchemical Ammo options of your choice when you reach 7th and 11th level. 

Alchemical Ammunition Options

The Alchemical Ammunition feature lets you choose options for it at certain levels. The options are presented here.

If an option requires a saving throw, your Alchemical Ammunition save DC equals 8 + your proficiency bonus + your Dexterity modifier.

Acid Flask Ammo

You use a piece of ammunition topped with a flask of acid. The creature hit by the ammo must also succeed on a Constitution saving throw or be coated in acid a number of rounds equal to the spell slot expended. While coated in acid the target takes 1d6 acid damage at the start of each of their turns. The target also loses 2 point of AC while coated in acid if they are wearing metallic armor.

Alchemist's Fire Flask Ammo

You use a piece of ammunition topped with a flask of alchemist's fire. The creature hit by the ammo must also succeed on a Dexterity saving throw or be coated in alchemist's fire a number of rounds equal to the spell slot expended. While coated in alchemist's fire the target takes 2d6 fire damage at the start of each of their turns.

Euphoria Gas Ammo

You use a piece of ammunition topped with a smoke bomb containing euphoria gas. A creature hit by the arrow must also succeed on a Charisma saving throw or be charmed until you or an ally damage it. While charmed it will use it's turn to move it's full speed in a random direction then make the Charisma saving throw again at the end of it's turn.

Holy Water Flask Ammo

You use a piece of ammunition topped with a flask of holy water. The creature hit by the ammo must also succeed on a Dexterity saving throw or be coated in holy water a number of rounds equal to the spell slot expended. While soaked in holy water the target cannot cast illusion spells and they are vulnerable to lightning damage. If a fiend, undead, or fey creature are struck with the holy water they are not coated in water as the water ignites in holy flame dealing 2d6 radiant damage per spell slot expended.

Oil Flask Ammo

You use a piece of ammunition topped with a flask of oil. The creature hit by the arrow must also succeed on a Dexterity saving throw or be coated in oil a number of rounds equal to the spell slot expended. While coated in oil, the target has disadvantage on Dexterity saves, and it is vulnerable to fire damage. 

 

Poison Coated Ammo

You use a piece of ammunition coated with a dangerous poison. The creature hit by the ammo takes an extra 1d10 poison damage per spell slot expended and must also succeed on a Constitution saving throw or be poisoned a number of rounds per spell slot expended. While poisoned the target takes 1d10 poison damage at the start of each of their turns. 

Pugilist's Fist Ammo

You use a piece of ammunition topped with a giant fist. A creature hit by your ammo takes an extra 3d6 bludgeoning damage per spell slot expended and must also succeed on a Strength saving throw or be knocked prone. 

If a 4th level spell slot or higher is expended and the target fails the save it is also stunned until the end of your next turn.

 

Restorative Mist Ammo

This ammo is topped with a vial of restorative alchemical fluid. You target a space with your ammo and create a sphere of restorative mist with a radius of 10 ft that lasts until the start of your next turn. Creatures in the sphere's radius have 2d6 HP per spell slot expended restored when they start their turn there or enter it for the first time.

Winter's Breath Flask Ammo

This ammo is topped with a flask of winter's breath alchemical fluid. You target a space with your ammo and create a sphere of icy air with a radius of 10 ft that lasts a number of rounds equal to the spell slot expended. This sphere's area is difficult terrain and any creature that starts their turn there or enters it for the first time in a turn takes 2d8 cold damage.

Wonder Glue Flask Ammo

This ammo is topped with a vial of expanding wonder glue. You target a space with your ammo and create a web of sticky glue that fills a 20 ft square for 2 rounds per spell slot expended. The webs are difficult terrain and each creature that starts its turn in the webs or that enters them during its turn must make a Strength saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

Alchemical Enhancement

At 7th level, you gain the ability to alchemically enhance your ammunition. Whenever you fire a nonmagical piece of ammo you can make it magical for the purpose of overcoming resistance and immunity, but the magic fades from the ammunition on a hit or miss.

Trick Shot

Starting at 11th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with a Alchemical Ammunition shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ballistics Mastery

Starting at 15th level, you have learned how to craft masterwork ammunition. Whenever you hit a creature with a ranged attack, the creature takes an extra 1d8 piercing damage.

Previous Versions

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