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.
Starting at 3th level you gain the ability to infuse your shots with elemental energy. For the next minute while concentrating on the effect you can choose one of the following damage types to your arrows: Cold, Fire, Lighting. Doing so adds 1d6 damage of the chosen type. The elemental energy does not remain after the shot is expended. You can activate this ability a number of times equal to your Wisdom modifier (minimum of 1). 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.
Mobile Turret
Starting at 15th level you have become a master of both mobility and rapid fire attacks. While you are conscious, you move as though under the effect of the Freedom Of Movement spell. You can attack three times, instead of twice, whenever you take the Attack action on your turn. At the start of each turn you get a +1 to your attack roll for every subsequent shot fired from a different location. You must move at least 10 feet for each shot and the bonus is lost if you double back. The bonus is rest to zero at the end of your turn.
[Note]: If you are grappled or restrained while unconscious or incapacitated you do not automatically break free when awoken. You must make the appropriate skill check or saving throw to escape if it is even possible to escape.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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8/24/2021 3:45:03 AM
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19
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2
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0.5
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8/28/2021 9:16:57 AM
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31
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2
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0.6
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Coming Soon
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