Base Class: Ranger
Many rangers have more than a natural bond to the terrain around them. The Dominion Archer Rangers are not just at home in their favored terrain but they become a part of the terrain themselves. Through the use of their magic they are able to weave unique terrain elements into their arrows or bolts.
Terrain Shot
At 3rd level, you learn to use your magic and understanding of your favored terrain to weave elements of the terrain into your arrows or bolts.
- When you choose a favored terrain at levels 1, 6, and 10 you gain access to “Terrain Shots” associated with that terrain.
- Your number of shots equals your ranger level
- You must be using a shortbow, longbow, light crossbow, or heavy crossbow.
- You must be in the favored terrain to use these shots.
- You expend the number of shots noted on each shot type.
- You regain all shots at the end of a short or long rest.
- Must activate the Terrain Shot with the Attack action.
- You cannot use the terrain shot with the extra attack feat.
- You cannot stack your Terrain Shot with a spell such as Hail of Thorns or similar spells.
Arctic Shot Types
- Ice shard: your arrow/bolt becomes a shard of ice and does an extra 1d6 cold damage. Cost 1 shot.
- Frozen in place: when you hit a hostile creature within range, the creature must make a Dex save throw against your Ranger spell save DC or become frozen in place (restrained). Cost 2 shots.
- Blizzard shot: you fire an arrow/bolt into an object or point within range and create a blizzard in a 20ft sphere that deals 3d8 cold damage to any creature that starts its turn within the sphere. Cost 3 shots.
Coast Shot Types
- Hurricane: when you hit a hostile creature your arrow/bolt explodes into a cloud of water and is struck by lighting, causing an extra 1d6 thunder damage. Cost 1 shot.
- Eye in the sky: you can fire one arrow/bolt into the air and your magic gives it one lens for you to see through. You gain a plus 10 to a Wisdom(Perception) check to see through this arrow out to 100ft. Cost 2 shots.
- Thunder storm: using your attack and extra attack, you fire 3 arrows into air, centered on a point within range, summoning a violent storm, this storm erupts in thunder and lightning causing any creature within a 10ft radius to make a Dex save throw, against your Ranger spell save DC, or take 3d10 thunder damage, on success they take half as much damage. Cost 3 shots.
Desert Shot Types
- Sand Blast: when you hit a hostile creature, your arrow explodes into a cloud of sand and the target is blinded until the start of your next turn. Cost 1 shot.
- Tremors: you fire 2 arrows/bolts into the ground, using your attack and extra attack, the arrows/bolts seek out the nearest hostile creature, the creature must make a Dex save throw against your Ranger spell save DC. On a fail the creature takes 2d8 force damage or half as much on a save. Cost 2 shots.
- Dust Nader: you center your shot on a point within ranger, on that point a dust tornado appears, every creature in a 10 ft radius must make a Strength saving throw, against your Ranger spell save DC, on a fail each creature takes 2d10 force damage and is thrown 10ft from where they were standing and are knocked prone, on a success a creature takes half damage and is moved 5ft away from the tornado. Tornado disappears at the end of your turn. Cost 3 shots.
Forest Shot Types
- Vine shot: you fire one shot at a target within range and a vine appears allowing you to climb up, swing across a gap or grapple an enemy. The enemy must succeed a Str save throw against your Ranger spell save DC on a fail the target is grappled, on a success the vine falls to ground and disappears. Cost 1 shot.
- Canopy sonar: you fire an arrow/bolt into a target that is above you in the forest canopy and within range, for the next 10 minutes you can sense any creature that is hostile towards you or your group (not just any creature that is within the radius) within a 60ft radius from the arrow. You do not know exactly what or how many but you do know which direction and how far. Cost 2 shots.
- Paul Bunyon: you fire an arrow with the might of Paul Bunyon’s axe and on a hit, the target must make a strength saving throw, against your Ranger spell save DC, on a fail the target takes an extra 3d8 force damage and is knocked prone, on a success the target does not fall prone and takes half damage. Cost 3 shots.
Grassland Shot Types
- Wildfire: you center your shot on a point within ranger, on that point the grass or dry land erupts in flames in a 5ft radius, each creature in the radius takes 1d6 fire damage at the start of their turn. Cost 1 shot.
- Don't go into the tall grass: you fire one arrow centered on a point, the arrow magically enhances the ground around it in a 5ft radius, any creature that enters the radius must succeed a Dex save throw, against your Ranger spell save DC, or become grappled from tall thick blades of grass that come out from the ground and grab the creature. Cost 2 shots.
- Stampede: a 15ft wide 30ft long herd of magical elephants moving in a straight line comes from your bow and every creature in that line must make a Dex save throw, against your Ranger spell save DC, on a fail the targets take 3d8 bludgeoning damage or half as much on success. Cost 3 shots.
Mountain Shot Types
- Frostbite: your arrow/bolt becomes coated with a liquid Nitrogen, and on a hit the arrow/bolt melts away the creature's flesh causing an extra 1d6 necrotic damage. Cost 1 shot.
- Unrelenting force: your arrow strikes with the strength of the Dovahkiin. On a hit the creature must make a strength saving throw, against your Ranger spell save DC, or be knocked back 10ft and prone, on a success the creature is knocked back 5ft. Cost 2 shots.
- Avalanche: a 15ft wide 30ft long straight line of hurling snow comes from your bow and every creature in that line must make a Dex save throw, against your Ranger spell save DC, on a fail the targets take 3d8 cold damage or half as much on success. Cost 3 shots.
Swamp Shot Types
- Amphibious Poison: your bow spits this awful smelling projectile and on a hit it causes an extra 1d6 poison damage. Cost 1 shot.
- Croc bite: you target a creature within range, on a hit an ethereal crocodile head appears and bites this creature. The bite does an extra 1d6 piercing damage, and the creature must succeed a Dex save throw, against your Ranger spell save DC, or become stunned until the start of your next turn. Cost 2 shots.
- Drain the swamp: you target a creature within range, on a hit the creature is struck with all the heat radiation of the swamp and takes an extra 1d8 force damage, the creature must succeed a Con save throw, against your Ranger spell DC, or suffer 1 level of exhaustion. Cost 3 shots.
Underdark Shot Types
- Let there be light: You center your shot on a point within ranger, on that point an arrow/bolt erupts in gleaming light. This light sheds bright light for 30ft and dim light for another 30ft. Cost 1 shot.
- Daunting arrow: you weave a dark purple magic into your arrow/bolt, on a hit the creature takes an extra 1d6 psychic damage. The creature must succeed a Con save throw, against your Ranger spell save DC, or be frightened of you until the start of your next turn. Cost 2 shots.
- Dathomir Magic: you imbue bright green undead magic into your arrow/bolt, for the cost of your attack and extra attack, when you hit a creature with this shot, it deals an extra 1d8 necrotic damage, and the creature must succeed a Con save throw, against your Ranger spell save DC or become paralyzed. Cost 3 shots.
Expert Marksman
Beginning at 7th level, you can add your spell casting ability modifier to the total number of Terrain Shots you can use.
Dominion Sniper
Starting at 11th level, you can choose one terrain type that is not one of your favored terrains (arctic, coast, desert, forest, grassland, mountain, swamp, or underdark) and gain access to those Terrain Shots. Because this is not your favored terrain it costs twice the amount of shots noted on each shot. You can choose an additional non-favored terrain at level 14 and 18.
Terrain Maturity
At 15th level, you're no stranger to these terrains, and are always alert, whenever you roll initiative and have no terrain shots remaining, you regain half of your max number of shots, rounded down.
Comments