Ranger
Base Class: Ranger

Infusers have found an ancient weapon that can be imbued with the powers of the elements, taking the essences of creatures to make your weapon stronger. Seeking out information as to where these ancient weapons have come from as well as how to make their own variants of the technology. These rangers are naturally curious and can often be found in libraries and ancient ruins looking for answers.

 

Infuser Features

Ranger Level Feature
3rd Curious Soul, Reload Infusion, Artifact from a Time Long Gone
7th Experimental Augments
11th Tinkering Mastery
15th  Critical Infused Strike

 

Curious Soul

At 3rd level, you gain proficiency with Tinker's Tools. By doing a tinker check you may infused an melee weapon with the element of the essence found.
Additionally, while looting the corpse of an enemy you may make an arcana check, in an attempt to harvest essences from the target.

Reload Infusion

At 3rd level, you may attempt to reload an infusion slot as a bonus action. By making the Tinker's Tool check, corresponding to the chart.

At 14th level, you may now reload two slots as a bonus action.

Artifact from a Time Long Gone

At 3rd level, you have finally discovered how to use the weapon that you found. Tapping into its abilities you may now infuse your strikes with elemental powers. By using your reaction you may now activate the element within your sword to do an additional 1d6 of that element, provided that your sword has the correct amount of essences infused into it. You gain additional reactions at the following levels, [5th], [11th], [18th].

By doing a tinker check you may infuse a melee or ranged weapon with the element of the essence found. Failing a Infusing check twice will cause the essence to become unstable and fade away forever.

Tinker DC Elemental Essence Quality
5 Elemental Essences that are found to be of Poor Quality   [Damage 1d2] (Common)
9 Elemental Essences that are found to be of Decent Quality   [Damage 1d4] (Uncommon)
13 Elemental Essences that are found to be of Good Quality   [Damage 1d8] (Rare)
17 Elemental Essences that are found to be of Excellent Quality   [Damage 2d8] (Very Rare)
23 Elemental Essences that are found to be of Exalted Quality   [Damage 4d6] (Legendary)

 

Experimental Augments

Beginning at 7th level, your research with your ancient weapon has begun the process of innovation. By reading, ancient texts you have a good idea of how to create Infused weaponry and have decided to augment your own weapon(s). Over the course of a short to long rest you make make a Tinker's Tools check to augment your weaponry.

 You may choose two of the following infusion techniques to your weapon, choosing an additional two at 14th level and 18th level:
Augments are presented in alphabetical order.

All In

Available at 14th level
All In: By studying your own weapon(s) and how it functions you now able to set all of your infusion to activate at once. Making a DC 19 Tinker's Tools check, you may connect your reaction trigger to all your infusion slots on one weapon. Failing this check causes all your infusion slots to become damaged, needing a DC 15 Tinker's check to repair each.

Double Capacity

Available at 7th level

Double Capacity: By making a DC 13 tinker's tool check. you expand one of your weapon's infusion slot, you are able to infuse two quality essences into one slot to allow for two charges of infused strike in that strike. Failing this check twice causes the attempted infusion slot to become damaged, requiring a DC 16 Tinker's check to repair.

 

The weapon must have the core infusion slot.

Double Infusion Slot

Available at 7th level

Double Infusion Slot: By making a DC 12 tinker's tool check. you  Add a secondary infusion slot in the core of your weapon you may infuse a second essence within your weapon to be activated alongside your other infusion separately. Failing this check twice causes the weapon to become damaged, gaining a permanent -1 to hit until fixed.

 

The Weapon must have the core infusion slot.

Empowered Infusions

Available at 18th level:
Empowered Infusions: Your knowledge regarding the art of infusions has grown to such a degree that you can now empower your infusions. Making a DC 25 Tinker's check, you may enchant your infusion slots to empower them. Upon activating you may now add your intelligence modifier to your infusion strikes for every slot activated. Failing this check two times causes the slot to become heavily damaged requiring a DC 19 tinker's check to fix.

Essence Drain

At 18th Level:
Essence Drain: During your time, extracting the essences from fallen foes you decide experiment with extracting essences while a target is still alive. Making a DC 25 Tinker's Tools check, you may enhance an infusion slot to become able to steal essences from a living target. On hit you may use one of your reactions to drain an essence directly into the enhanced slot, quality of the essence is based off how well you beat the target's AC. Failing this check twice will result in the weapon's infusion slots becoming heavily damaged, requiring a DC 19 Tinker's check to fix it.

Essence Synergy

Available at 14th Level
Essence Synergy: Having studied the essences' properties, you now have a great understanding of the composition of the essences. By making a Tinker's check DC 16. You can now combine essences of similar types to increase their quality. Failing this check will cause the essences to become unstable and fall apart.

Materials Needed:

Poor to Decent [4 Poor]

Decent to Good[6 Decent]

Good to Excellent[6 Good]

Excellent to Exalted[4 Excellent]

Life Steal

Available at 18th level
Life Steal: Understanding that things must decay to bring life, you now know the secrets to the cycle of energy. Making a DC 24 Tinker's Tools check, you may consume the core infusion slot to become infused with this energy permanently. On hit you may us one of your reactions to steal hit points equal to the number of damage done to your target. Failing this check twice will result in the weapon becoming incredibly unstable until it withers away and is destroyed.

Permanent Infusion

Available at 18th level
Permanent Infusion: You may make a permanent infusion in one of your weapons by making a DC 22 tinker's tool check. The weapon become permanently infused with the elemental essence dealing that elemental damage with each strike, no Reaction Required. This consumes the weapon's core infusion slot. Failing this check twice will lock the core infusion slot making it unable to receive any augments.
The Weapon must have the core infusion slot.

Quadruple Infusion Slot

Available at 14th Level
Quadruple Infusion Slot: By making a DC 23 tinker's tool check. you  Add a fourth infusion slot in the core of your weapon you may infuse a fourth essence within your weapon to be activated alongside your other infusion(s) separately. Failing this check twice causes the weapon to become damaged, gaining a permanent -1 to hit until fixed.
The Weapon must have the triple infusion slot.

Radiant Light

Available at 7th level

Radiant Light: By Making a DC 12 Tinker's Tool check. You add a secondary infusion slot specifically for an radiant essence. When filled, you may raise your weapon up towards the sky to light your weapon with divine light. when you are targeted by an attack, as a reaction you may raise your AC by 4 until the start of your next turn. The weapon continues shedding bright light within a 30 foot radius, and remaining active for 1 minute. Failing this check three times causes the secondary infusion slot to become locked, making it unable to hold infusions.


The Weapon must have the core infusion slot.

Reach Strike

Available at 7th level

Reach Strike: By making a DC 13 tinker's tool check. you alter your weapon's core infusion slot, Allowing yourself to use your reaction to use the essence's power to propel yourself 5 feet forward when you make a melee strike. Failing this check three times causes the core infusion slot to become unstable and become locked.

 

Recreation (Melee)

At 7th level:
Recreation (Melee): By studying your own weapon and how it functions you are now able to do add this to other weaponry. Making a DC 15 Tinker's Tools check, you may add the core infusion slot to any melee weapon. Failing this check three times causes the weapon to be destroyed.

Recreation (Ranged)

Available at 14th level:
Recreation (Ranged): By studying your own weapon(s) and how it functions you are now able to do add this to other weaponry. Making a DC 17 Tinker's Tools check, you may add the core infusion slot to any ranged weapon. Failing this check three times causes the weapon to be destroyed.

Soul Forge

Available at 18th level
Soul Forge: Your knowledge of essences has grown to the point that you know how to infuse a soul into a weapon.  By making a DC 25 tinker's tool check, you may now bond a soul to a weapon. While the bonded is within 20 feet of you, the weapon gains advantage on attack rolls. Upon the bonded's death, they will be sucked into the weapon and continue to live within the weapon. If the bonded was friendly to the wielder they will do additional damage equal to their half their level(minimum one) or half their CR(minimum one). Failing this check two times will cause the weapon to crumble to dust.

Triple Infusion Slot

Available at 14th Level
Triple Infusion Slot: By making a DC 16 tinker's tool check. you  Add a third infusion slot in the core of your weapon you may infuse a third essence within your weapon to be activated alongside your other infusion(s) separately. Failing this check twice causes the weapon to become damaged, gaining a permanent -1 to hit until fixed.

The Weapon must have the double infusion slot.

Tinkering Mastery

Starting at 11th level, your practice augmenting your weapon(s) has allowed you become an expert in the art of infusing. You gain expertise in your Tinker's Tools. Additionally, while looting the corpse of an enemy you now have advantage on arcana checks, when attempting to harvest essences from the target.

Critical Infused Strike

Beginning at 15th level, the amount of souls that you have handled, has allowed you to create a bond with the cosmic forces of the multiverse. Whenever you score a critical hit on an attack with your melee weapon and use your reaction to activate your infused strike you do not expend the essences with the weapon.

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