Base Class: Ranger
Arcane Shot Rangers combine their mastery of ranged weaponry with the mystical arts, infusing their ammunition with magical energy. Through the study of arcane forces and alchemical techniques, these Rangers can alter the properties of their projectiles, unleash elemental devastation, debilitate enemies, and manipulate the battlefield with extraordinary precision.
Level 3: Arcane Adapt
You gain proficiency in the Arcana skill and with Alchemist's Supplies.
Additionally, you learn the Prestidigitation cantrip.
Magic Ammunition
You have learned to infuse your ammunition with magical energy, allowing you to unleash a variety of supernatural effects through your ranged attacks.
Magical Ammunition. Whenever you finish a Long Rest, choose three ammunition types from the Magic Ammunition options below. These options remain prepared until you finish another Long Rest.
When you hit a creature with a ranged attack using a weapon, you can expend one Arcane Die to apply one of your prepared ammunition effects to the attack. Roll the die and add the result to the attack's damage. This additional damage is of the chosen ammunition's damage type.
You can apply only one Magic Ammunition effect per attack.
Arcane Dice. You have three Arcane Dice, which are d6s. You expend one Arcane Die whenever you use your Magic Ammunition feature. You regain all expended Arcane Dice when you finish a Short or Long Rest.
Saving Throws. If a Magic Ammunition effect requires a saving throw, the DC equals your Ranger spell save DC (8 + your Proficiency Bonus + your Wisdom modifier).
Acid Shot
At the end of the target's next turn, it takes an additional 2d4 Acid damage.
Bludgeoning Shot
The target must succeed on a Strength saving throw or have the Prone condition.
Cold Shot
The target's Speed is halved until the end of its next turn.
Fire Shot
Roll 1d4. On a 3 or 4, the target catches fire and suffers the effects of the Burning hazard described in the Player's Handbook.
Force Shot
The target has Disadvantage on the next saving throw it makes against a spell or magical effect before the end of your next turn.
Lightning Shot
The target can't take Reactions until the end of its next turn.
Necrotic Shot
You regain Hit Points equal to the Necrotic damage dealt by your Arcane Die. Additionally, the target can't regain Hit Points until the end of its next turn.
Piercing Shot
When you hit a creature with this ammunition, you can make another ranged attack roll against a different creature within 5 feet of the original target. On a hit, the second creature takes Piercing damage equal to one roll of your Arcane Die plus your Wisdom modifier.
Poison Shot
The target must succeed on a Constitution saving throw or have the Poisoned condition until the end of its next turn.
Psychic Shot
The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of its next turn.
Radiant Shot
The target sheds Dim Light in a 5-foot radius until the end of your next turn. The next attack roll made against the target before the end of your next turn has Advantage.
Slashing Shot
The target takes a deep gash and has Disadvantage on the next attack roll it makes before the end of its next turn.
Thunder Shot
The target is pushed up to 10 feet directly away from you.
Level 7: Advanced Ammunition
Your mastery of arcane energy allows you to infuse your ammunition with increasingly complex forms of magic.
You gain access to the Necrotic, Radiant, Psychic, and Force Magic Ammunition options. You can prepare these options whenever you finish a Long Rest, following the normal rules of your Magic Ammunition feature.
Additionally, the number of ammunition types you can prepare increases to four, and you gain a fourth Arcane Die. Your Arcane Dice become d8s.
Level 11: Magical Recovery
When you gain Temporary Hit Points from your Tireless feature, you regain one expended Arcane Die. You can't regain an Arcane Die if you already have your maximum number.
Additionally, the number of ammunition types you can prepare increases to five, and you gain a fifth Arcane Die. Your Arcane Dice become d10s.
Level 15: Empowered Shots
When you expend an Arcane Die as part of your Magic Ammunition feature, you can expend one spell slot to empower the attack. The attack deals additional damage equal to one roll of your Arcane Die for each level of the expended spell slot. This additional damage is of the same type as your Magic Ammunition.
You can empower a shot in this way only once per turn.
Additionally, the number of ammunition types you can prepare increases to six, you gain a sixth Arcane Die, and your Arcane Dice become d12s.
Previous Versions
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