Base Class: Ranger
Whilst most rangers try to at least in part mimic the fighting styles of their prey to better understand them, rangers of the arcane infuser conclave take things one step further, and have chosen to alter both their arrows and their bodies to mimic the effects of certain flora and fauna alike. However, altering ones own body is a dangerous game and any arcane infuser that does so permanently risks becoming as dangerous as the creatures they once swore to fight.
Infused Arrows
At 3rd level, your extensive knowledge of flora allows you to extract certain useful properties from the plants you come across and infuse your arrowheads with them. You gain proficiency with the Herbalism Kit and the Poisoner’s Kit (if are already proficient with these kits then your proficiency is doubled), which you can use to craft one of five types of infused arrows.
- Healing Arrow – The tip of this arrow is very small, with a soft rubbery material around the rim of the arrowhead, designed to stop it from delivering any more than a pin-prick to its target. When using this arrow, make a ranged attack with your bow against the target and do so with advantage if the target is friendly towards you. On a hit, the target regains 3d4+3 hit points.
- Poison Arrow – The tip of this arrow is coated in poison. When using this arrow, make a ranged attack with your bow against the target; on a hit, the arrow deals whatever piercing damage an arrow fired from the bow you are using normally would, as well as an additional 1d6 poison damage. Any creature hit by a poison arrow must make a constitution saving throw at the start of each of its turns for the next 3 rounds, taking an additional 1d4 poison damage on a failed save.
- Tracer Arrow – The tip of this arrow contains a small amount of a volatile arcane substance that decays over time. Sprinkling a small amount of this substance on your eyes allows you to temporarily see traces of it decaying in the air as glowing particles. When using this arrow, make a ranged attack with your bow against the target; on a hit, the arrow deals whatever piercing damage an arrow fired from the bow you are using normally would and the tracer enters the target’s bloodstream. For the next hour, the target appears to you as if it is glowing and wherever it goes it leaves behind a glowing trail; any attacks you make against the target, as well as any attempts you make to track or perceive it, are made with advantage.
- Sleep Arrow – The tip of this arrow is coated in a potent sleeping draught. When using this arrow, make a ranged attack with your bow against the target; on a hit, the arrow deals whatever piercing damage an arrow fired from the bow you are using normally would. In addition, the target is rendered unconscious for the next 30 seconds (5 rounds of combat). This target wakes up if it is hit with an attack.
- Biotic Arrow – The tip of this arrow is coated in a substance designed to neutralise healing potions When using this arrow, make a ranged attack with your bow against the target; on a hit, the arrow deals whatever piercing damage an arrow fired from the bow you are using normally would. In addition, the target can no longer regain hit points by any means for the next 30 seconds (5 rounds of combat).
Crafting a single infused arrow takes 1 hour and requires a successful DC10 check with the herbalism or poisoners kit as well as a normal arrow to infuse. When you successfully hit a target with an infused arrow, the arrow is destroyed.
Self-Infusion
At 7th level, you begin to experiment on yourself by injecting yourself with your own infused arrowheads to force your body to start naturally producing infusions by itself. You gain different benefits depending on which arrow you infuse yourself with.
- Healing Arrow – You can now heal yourself for 3d4+3 hit points as a bonus action without the need of a healing arrow. You lose this feature upon completing a long rest.
- Poison Arrow – You have advantage on saving throws against being poisoned. You lose this feature upon completing a long rest.
- Tracing Arrow – You can now see the magical essence left by a tracer arrow without the need to sprinkle the substance onto your eyes. In addition, your eyes now glow faintly. You lose this feature upon completing a long rest.
- Rest Arrow – You have advantage on saving throws against being put to sleep. You lose this feature upon completing a long rest.
- Biotic Arrow – Spells or attacks that would normally stop you from regaining hit points have no effect on you. You lose this feature upon completing a long rest.
Once you inject yourself with an infused arrow, the arrow is destroyed.
Disabling Shot
Beginning at 7th Level, you have gained enough experience with your arcane tracers that, if a target has some present in their bloodstream, you can tell exactly what part of the body blood is flowing to whenever they perform a particular action.
On your first turn after a target that has been hit by one of your tracer arrows within the last hour takes an action, bonus action, or reaction; you can choose to fire an arrow into the exact part of their body they used to perform said action, reaction, or bonus action (you must specify which before making the attack roll). Make a ranged attack with your bow, on a hit, the target takes whatever damage they normally would from the bow and are unable to repeat the action, bonus action, or reaction you chose until they complete a short or long rest.
(NOTE: This feature only works if the action taken by the target is something it can do naturally, effects produced by items do not count.)
Improved Self-Infusion
Starting at 11th level you can now infuse yourself with an arrow used for your disabling shot, provided you have retrieved said arrow. By injecting yourself in the exact place on your own body that the arrow was pulled from your opponent’s body, you gain the ability to perform whatever action, bonus action, or reaction that that arrow disabled until the end of your next turn.
Permanent Effects
Starting at 15th level the effects of your arrows become permanent.
- When you retrieve an arrow used for a disabling shot, you pull it out with such force that you destroy whatever part of the body it was embedded in, dealing 1d8+5 slashing damage. The target (assuming they are still alive) losses the ability to perform whatever action, bonus action, or reaction the arrow disabled permanently.
- When you inject yourself with an arrow as part of your self-infusion or improved self-infusion feature, your body is forever altered and you gain the ability to use whatever features the arrows grant you permanently.
Previous Versions
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