Base Class: Ranger
To those who think they can keep your distance, show them the error of their ways.
Angler Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Angler Spells
| Ranger Level | Spell |
|---|---|
|
Cantrip 3rd |
|
| 5th | Melf’s Acid Arrow, Rime’s Binding Ice |
| 9th | Vampiric Touch, Call Lightning |
| 13th | Watery Sphere, Charm Monster |
| 17th | Planar Binding, Hold Monster |
Level 3: In Any Weather
You can see Lightly Obscured objects & creatures with full as if not Lightly Obscured & see Heavily Obscured objects & creatures with full as if were Lightly Obscured. This include through light refractions in water but not if it's obscured through magic unless you make a successful Arcana Check against a DC = spell level x 3 or if not spell based magic, DM decides.
Level 7: Reel Them In
When you make a Ranged Attack, you can attach a thin cord to the end of the weapon or ammunition. The cord is 5ft x your ranger level & can only be broken with a strength check against your Spell DC & can hold weight up to 10ft x spell DC x number of cords attached. You must add the cord before you roll for attack. You can substitute any attack to pull a cord. You can make a number of cords = to your ranger divided by 4 (rounded up) + 1 & regain all expended uses after a long rest, at which time all existing cords vanish.
Level 11: Barbed Strike
As a bonus action, you can cause barbs to appear on the head/blade of one of your weapons of ammunition piece currently piercing a creature or object. This deals additional piercing damage = to your WIS MOD. The weapon is stuck & can only be removed with a STR check against your spell DC, the attempt deals slashing damage = to the STR check.
Level 15: Pin Them Down
Whenever a creature takes damage from one of your ranger spells, its speed is reduced by 5ft per level of the spell until the start of your next turn. While a creature's speed is reduced by this feature, it can't be further reduced by this feature.
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