Ranger
Base Class: Ranger

 Some Rangers aren't satisfied with using spells simply to hinder their foes. Some want to use their magic to utterly destroy their enemies. Some believe that this increases their knowledge of magic, those who believe this choose to expand their repertoire by infusing the arrows they use to hunt foes. These people are known as an Elite group called the Arcane Archers.

 

Infused Attack

you may choose from these effects:

Fire: you deal an additional 1d6 fire damage and the target suffers an additional 1d4 on EVERY turn until the target takes an action to put itself out

Lightning: you deal an additional 1d6 lightning damage and the target cant take reactions until the start of your next turn 

Acid :your next attack deals an addition 1d8 acid damage and decreases the targets Ac by 2 (doesn't stack)

Frost: your next attack deals an additional 1d6 cold damage and decrease the targets movement by 15 feet and the 15 foot radius around the foe becomes difficult terrain

 

-the damage or effects of these arrows grow at level 6, 12 , 15, and 20

- at level 5 you may choose to prepare two arrows per bonus action

- at level 12 you may choose to prepare three arrows per bonus action

at each of these levels the increase is as follows:

 

Fire: the initial damage deals an additional dice at every level described(d6)

- at level 69, 15, 20 the fire damage per turn increases by an additional dice

- at level 9 the DoT goes from a extra d4 every turn to an extra d6 every turn

- at level 12 the creature is frightened from being set ablaze

- at level 20 the DoT goes from an extra d6 every turn to an extra d8 every turn

Lightning: the initial damage deals an additional dice at every level described(d6)

- at level targets within a 10ft radius of the target are struck by chain lightning and also take the damage equal to the initial arrow strike

- at level 9 the target cant take reactions for an additional turn and targets struck by the chain lightning also cant take reactions. the lightning also now reaches a 15ft radius

- at level 15 the target makes a Constitution saving throw or is stunned (10+Wisdom modifier+ proficiency)

- at level 20 your chain lightning reaches 30ft away and the closest creature to the target being shot also must make a constitution saving throw or be stunned as well

Acid: the initial damage deals an additional dice at every level described

- at level creatures with armour must make a dexterity saving throw or have their armour dissolved (10+wisdom modifier+proficiency)

- at levelthe attack deals 2d6 poison, and the poison increases by two dice at level 15 and 20

- at level 12 the creature is poisoned after being struck for 1 minute and the AC reduction increases to 3

- at level 20 the AC reduction increases to 5

Frost: the initial damage deals an additional dice at every level described

- at level creatures struck by a frost arrow have to make a strength saving throw or be pinned to the ground and will be unable to move until they take an action to break free

(10+wisdom modifier+proficiency)

- at level 9 the creatures movement decreases by an additional 15 feet and the area around the creature that is frozen increases by 15 feet as well

- at level 12 the arrow even freezes the vapour around the target freezing the liquid in their eyes, blinding them and dealing an addition 2d6 cold damage

- at level 15 frost arrows you fire produce an icy path for you and your allies up to 100 ft away that doubles movement speed. the path lasts until your next turn before evaporating

-at level 20 frost arrows you fire produce an icy path for you and your allies up to 100 ft away that doubles movement speed. the path lasts until the caster dispels the frost

 

Arcane Adept

you are resistant to psychic damage and are proficient in Wisdom saving throws as well as gaining immunity to being charmed

Arcane Boost

Starting at level 11, you can use your bonus action to activate one of the following effects:

Spell Shield: for 1 minute you gain a bonus to your Ac equal to your wisdom modifier (max 3)

Arcane Vision: for 10 minutes, you can see through dim light within 60 feet of you as though it was bright light, and in darkness as if it were bright light. Dim light does not impose Disadvantage on your wisdom (perception) checks, and you have advantage on Dexterity saves

Spell Sniper: for 1 minute, you gain advantage on attack rolls and your attacks deal an additional 2d6 force damage.

 

Once you use this feature you may only  use it again after a long or short rest. 

 

you gain an additional use at 20th Level

Spell Ward

Your experience with magic has given you an edge against casters. At 15th Level when you are the target of a spell or within a spell's range of effect and fail a saving throw, you can use a reaction to reroll your saving throw and take the higher result. In Addition you are resistant to all magic and if you make a saving throw against a spell you take no damage at all compared to taking half.

Previous Versions

Name Date Modified Views Adds Version Actions
8/26/2018 5:41:22 AM
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8/26/2018 5:46:21 AM
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10/21/2020 6:52:06 AM
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10/21/2020 7:05:44 AM
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