Ranger
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 AttackDashDisengage, 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

Name Date Modified Views Adds Version Actions
8/24/2021 3:45:03 AM
19
2
0.5
Coming Soon

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