Base Class: Ranger
The Spellbow mixes touches of arcane knowledge and magic with the traditional wilderness expertise of other rangers. These rangers are often associated with monster hunting mercenaries, or mage-hunting guilds rather than wandering the a forest, or hunting wild animals. They have an expanded spell repertoire, can gain the aid of an otherworldly creature, and can infuse their arrows with arcane energy.
Arcane Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spellbow Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Spellbow Spells
Ranger Level | Spell |
---|---|
3rd | identify |
5th | levitate |
9th | counterspell |
13th | dimension door |
17th | wall of force |
Arcane Arrows
At 3rd level, you learn to channel arcane magic through your arrows. Choose two magic arrow abilities. You can use them a number of times equal to your proficiency bonus. If you have no uses remaining you can expend one spell slot of first level or higher to use one of these abilities again. If your arcane arrow requires a saving throw it uses your spell save DC.
You must use a weapon that uses ammunition to use this feature.
You regain all uses of these arrows when you finish a long rest. You gain an additional arrow option at 7th, and 11th level.
Dominating Arrow
(requires 7th level ranger)
When you hit an enemy with a ranged weapon attack you expend one use of your Arcane Arrows feature to magically influence the creature's mind. The target makes a Wisdom saving throw, on a failure it is charmed by you until the end of its next turn or until you or one of your allies harms it. While charmed in this way it obeys your spoken commands as long as those commands won't obviously cause it to come to harm.
Duplicating Arrow
When you make ranged weapon attack, you can expend one use of your Arcane Arrows feature as a bonus action to cause the arrow to magically duplicate. Choose one creature within 5ft of the original target, you can make an additional attack against this target the damage type of this attack is force damage.
Ethereal Arrow
When you make a ranged weapon attack you can expend one use of your Arcane Arrows feature to cause the arrow to shift into the Ethereal Plane until it reaches it's target. You can target any creature within range of your bow ignoring all cover that does not extend into the Ethereal Plane.
Feezing Arrow
When you hit a target with a ranged weapon attack, you can expend one use of your Arcane Arrows feature to freeze the target in a block of ice. The target makes a Constitution saving throw against your spell save DC, on a failure the target:
- gains 50 temporary hp,
- gains resistance to all damage,
- has their movement speed reduced to 0
- is incapacitated
These effects last until the end of your next turn.
Flaming Arrow
When you hit an enemy with a ranged weapon attack you expend one use of your Arcane Arrows feature to cause the arrow to burst into flames. The target takes 1d10 fire damage and is set on fire. While the target is on fire it takes 1d10 fire damage at the start of its turn until a creature spends and action to douse the flames.
Flash Arrow
When hit a target with a ranged weapon attack, you can expend one use of your Arcane Arrows feature to cause the arrow to erupt with a brilliant light. All creatures within 10ft of the target must make a Constitution saving throw, on a failure the creature is blinded until the start of its next turn.
Life Drain Arrow
When you hit a creature with a ranged weapon attack, you can expend one use of your Arcane Arrows feature to deal an addition 2d6 necrotic damage to the target. You gain temporary hit points equal to the necrotic damage dealt.
Psionic Arrow
(requires 7th level ranger)
When you hit a creature with a ranged weapon attack, you can expend one use of your Arcane Arrows feature to deal an additional 3d6 psychic damage and the creature has disadvantage on the next attack roll, ability check or saving throw it makes.
Shocking Arrow
(requires 7th level ranger)
When you hit an enemy with a ranged weapon attack you expend one use of your Arcane Arrows feature to cause lightning to jump from the arrow to up to two additional targets within 30ft of the target of your attack. The original target and each additional target take 2d6 lightning damage.
Teleporting Arrow
(requires 7th level ranger)
When the arrow hits a solid surface or creature, you can expend one use of your Arcane Arrows feature to use a bonus action to teleport to within 5ft of the arrow.
Conjured Companion
By 7th level, you learned to channel your magic to conjure unique and unusual creatures to accompany you in battle. Choose spell to learn, these spells count as ranger spells for you but don't count against your known spells:
Find Familiar
You learn find familiar, the tressym, flying snake and pseudodragon are added to the list of creatures you can conjure.
Find Steed
You learn find steed the worg and giant goat are added to the list of creatures you can conjure with this spell.
Blink
At 11th level, you gain the ability to use your arcane magic to dodge out of the way of danger. When you are hit by an attack or affected by spell, you can use your reaction to magically teleport 10ft to an unoccupied space you can see. If you move to a space beyond the range of the original attack or spell it automatically misses you.
Arcane Mastery
Starting at 15th level, you have mastered your arcane abilities allowing you to use them at will. Choose one first level ranger spell that you know and one of your Arcane Arrow options that does not have any prerequisites. You can cast this spell without expending a spell slot, and use that Arcane Arrow option without expending a use of that feature.
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