Base Class: Ranger
Attempt to make the arcane archer good. Prerequisite: Archery fighting style.
This is an Arcane Archer build. Not being an archer would be counter intuitive.
Elemental Arrows
Starting at 3th level you gain the ability to infuse your shots with elemental energy. When you take the attack action you can choose to infuse one arrow with either cold, fire, or lighting damage. Doing so adds 1d6 damage of the chosen type. This requires concentration and can last up to 1 minute. The elemental energy does not remain after the shot is expended. You can do this a number of times equal to your Wisdom modifier. You regain all expended uses after a long rest. The number of dice increases by one at 7, 11, and 15.
Bonus Cantrips
Starting at 3rd level you gain the cantrips Light and Message.
Magic Arrow
Starting at 7th level your arrows count as magical for the purpose of bypassing magical resistance.
Spell Shooter
Starting at 7rd level when you cast a spell with the range of touch using a ranger spell slot you can choose to fire it like an arrow from your bow. You can choose to replace the range of the spell with the range of the bow. You still use your spell attack modifier if the spell requires a roll to hit (The DM may or may not choose to make you roll regardless). The spell still behaves as it would once it reaches it's destination (Example: Cure Wounds would heal the intended target). Yes... this means you can heal your friends by shooting them in the face.
Piercing Arrows
Starting at 11th level you gain the chance to pierce your target. If you roll a critical hit on a target you can select a second target provided on is in the path of the arrow. Make an additional attack roll to hit the second target. This effect only works once per arrow.
Warden's Hound
Starting at 15th level you can mold natural materials into a construct that obeys your commands. The construct can be made in the image of a beast that is CR 1/2 or lower with a size of tiny, small, or medium. The process takes 1 minute for tiny, 5 minutes for small, and 10 minutes for medium. During which time you collect the vines, sticks, wood, rocks, or other materials and infuse your magic into them as you shape the beastly construct. It lasts for 1 hour, it is dismissed, or its HP is reduced to zero. After which it slumps into a pile of the material is was made of. The construct uses the stat block of the beast it is modeled after and acts like a beast companion.
The construct obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the construct takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the construct to take the Attack action.
If you are incapacitated or absent, the construct acts on its own, focusing on protecting you and itself. The construct never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the construct, you can move stealthily at a normal pace.
After an hour has passed if the construct was not destroyed you can take 1 action, If undamaged, or half the creation time, if damaged, to refresh the time for another hour.
Previous Versions
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8/24/2021 3:45:03 AM
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0.5
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Coming Soon
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Elemental arrow has a typo. When I changed it I made it so you can shoot every arrow for the next minute as the selected type. I'll fix that in the next one. That is why the number of times was reduced from ranger level to wisdom modifier. That is also why D6. Makes you have to pick between hunter's Mark or shooting element arrows.
I picked the cantrips for their utility. You can cast light on an arrow and shoot it down the dark hallway or use it like a signal flair at night and now you can see what you're shooting at. Message you can use for coordinating with the party without talking. I imagine like a sniper in a tree reporting on the enemies location or spotting a flock of owlbears and wanted to avoid it.
I can't make Magic Arrow level6. DNDBeyond wont let me. If I do then it wont let me publish it.
I love piecing arrow too. If you are Will Wheaton then yull never get to use it. Maybe giving you a 19 criti range could help. You are half archer archetype.
Warden's Hound doesn't fit at all. I agree. Think I'll make it feat some day. It's better then eternal archer though. I'm having a hard time coming up with a 15. 15 tends to be very powerful and while I could easily just give some bat shit crazy power boost I'm trying to come up with something... with utility to it. dik. It's all a work in progress.
Not bad but since this is still WIP please allow me to make a few comments:
1) Using the Elemental Arrow feature as written means that you're doing an additional D6 per shot. If your intent is to limit this to once per turn you might want to reword it. BTW, I would alter it slightly to add an additional die of whatever the weapon does base (so 1D6 for short bows, 1D8 for Longbows, etc). Most of the subclasses I've seen that d this use a D8 so it wouldn't be OP and it would reward using the heavier weapon.
2) Not sure about the Cantrip choices. They may be fine as-is. I just don't see them being overly useful.
3) Magic Arrow is similar to the Monk feature at lvl 6. I don't think it would be OP to make it a lvl 6 feature just to remain consistent.
4) I think the Piercing Arrow feature is unique and cool but it's pretty situational in that if there are no other targets behind the guy in front then one of the coolest parts of the subclass is wasted. Not sure how it could be fixed mechanically but I'd like to see it stay in some form because it's SO thematic. As a suggestion: The PC has the option of either striking a second target in a straight line behind the first one (as described) OR they can expand their Crit chance to 19+. The second option would have to be chosen before the shot is fired of course.
5) I really don't like Warden's Hound because in a small way it turns the Fighter into a Beast-Master and that's stepping on another sub's toes. It doesn't feel like it belongs in the subclass at all IMHO because nothing else in the sub says 'uses companion to help in combat'. I would replace this with something else if it were me.
I think the fact that you're putting forth the effort to try and fix the subclass is laudable. Keep up the good work.