https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Narutoharem&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T11:37:40ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025767Arcane Ranger (5e Class)2018-03-29T08:12:58Z<p>Narutoharem: /* Arcane Invocation List */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating an Arcane Archer variant ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer variant, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make an arcane archer variant quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A mixture of ranger and wizard.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Gathos Blessing<br />
|classfeatures19=<br />
|classfeatures20=All Seeing Eye<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 5 Arcane Invocations slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== All Seeing Eye ====<br />
By 20th level, you have the blessings of god. You gain the ability to use true sight.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot. When you finish a short rest you regain half your slots and when you finish a long rest you regain all slots.<br />
<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025766Arcane Ranger (5e Class)2018-03-29T08:12:34Z<p>Narutoharem: /* Arcane Invocation List */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating an Arcane Archer variant ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer variant, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make an arcane archer variant quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A mixture of ranger and wizard.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Gathos Blessing<br />
|classfeatures19=<br />
|classfeatures20=All Seeing Eye<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 5 Arcane Invocations slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== All Seeing Eye ====<br />
By 20th level, you have the blessings of god. You gain the ability to use true sight.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot. When you finish a short rest you regain half your slots and when you finish a long rest you regain all slots.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025765Arcane Ranger (5e Class)2018-03-29T08:10:23Z<p>Narutoharem: /* Gathos Blessing */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating an Arcane Archer variant ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer variant, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make an arcane archer variant quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A mixture of ranger and wizard.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Gathos Blessing<br />
|classfeatures19=<br />
|classfeatures20=All Seeing Eye<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 5 Arcane Invocations slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== All Seeing Eye ====<br />
By 20th level, you have the blessings of god. You gain the ability to use true sight.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025764Arcane Ranger (5e Class)2018-03-29T08:09:14Z<p>Narutoharem: </p>
<hr />
<div>{{stub|Incomplete.}}<br />
== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating an Arcane Archer variant ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer variant, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make an arcane archer variant quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A mixture of ranger and wizard.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Gathos Blessing<br />
|classfeatures19=<br />
|classfeatures20=All Seeing Eye<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 5 Arcane Invocations slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 4d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== All Seeing Eye ====<br />
By 20th level, you have the blessings of god. You gain the ability to use true sight.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025763Arcane Ranger (5e Class)2018-03-29T08:05:01Z<p>Narutoharem: /* Creating an Arcane Archer variant*/</p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating an Arcane Archer variant ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer variant, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make an arcane archer variant quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A mixture of ranger and wizard.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Gathos Blessing<br />
|classfeatures19=<br />
|classfeatures20=All Seeing Eye<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 5 Arcane Invocations slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 4d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== All Seeing Eye ====<br />
By 20th level, you have the blessings of god. You gain the ability to use true sight.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025762Arcane Ranger (5e Class)2018-03-29T08:03:20Z<p>Narutoharem: /* Creating an Arcane Archer variant */</p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating an Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Gathos Blessing<br />
|classfeatures19=<br />
|classfeatures20=All Seeing Eye<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 5 Arcane Invocations slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 4d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== All Seeing Eye ====<br />
By 20th level, you have the blessings of god. You gain the ability to use true sight.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025761Arcane Ranger (5e Class)2018-03-29T07:58:14Z<p>Narutoharem: /* Arcane Invocations */</p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating an Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Gathos Blessing<br />
|classfeatures19=<br />
|classfeatures20=All Seeing Eye<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 5 Arcane Invocations slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 4d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== All Seeing Eye ====<br />
By 20th level, you have the blessings of god. You gain the ability to use true sight.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025754Arcane Ranger (5e Class)2018-03-29T07:42:01Z<p>Narutoharem: /* Creating a Arcane Archer */</p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating an Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Gathos Blessing<br />
|classfeatures19=<br />
|classfeatures20=All Seeing Eye<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 4d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== All Seeing Eye ====<br />
By 20th level, you have the blessings of god. You gain the ability to use true sight.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025753Arcane Ranger (5e Class)2018-03-29T07:41:08Z<p>Narutoharem: /* Arcane Archer variant */</p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Gathos Blessing<br />
|classfeatures19=<br />
|classfeatures20=All Seeing Eye<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 4d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== All Seeing Eye ====<br />
By 20th level, you have the blessings of god. You gain the ability to use true sight.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025752Arcane Ranger (5e Class)2018-03-29T07:39:58Z<p>Narutoharem: /* Singular Focus */</p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 4d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== All Seeing Eye ====<br />
By 20th level, you have the blessings of god. You gain the ability to use true sight.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025750Arcane Ranger (5e Class)2018-03-29T07:37:36Z<p>Narutoharem: /* Arcane Invocation List */</p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 4d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025749Arcane Ranger (5e Class)2018-03-29T07:36:56Z<p>Narutoharem: /* Gathos Blessing */</p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, gathos the god of elements bless you with this powers. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 4d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025748Arcane Ranger (5e Class)2018-03-29T07:35:55Z<p>Narutoharem: /* Elemental Fury */</p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Gathos Blessing====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025747Arcane Ranger (5e Class)2018-03-29T07:27:36Z<p>Narutoharem: /* Arcane Invocation List */</p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025745Arcane Ranger (5e Class)2018-03-29T07:23:33Z<p>Narutoharem: /* Arcane Archer variant */</p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025740Arcane Ranger (5e Class)2018-03-29T07:20:10Z<p>Narutoharem: </p>
<hr />
<div>== Arcane Archer variant ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our DM game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating a Arcane Archer ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025739Arcane Ranger (5e Class)2018-03-29T07:18:33Z<p>Narutoharem: /* Arcane Ranger */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our DM game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025738Arcane Ranger (5e Class)2018-03-29T07:12:10Z<p>Narutoharem: /* Creating a Arcane Ranger */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025737Arcane Ranger (5e Class)2018-03-29T07:10:44Z<p>Narutoharem: /* Creating a Arcane Ranger */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=5<br />
|extra3_3=5<br />
|extra3_4=5<br />
|extra3_5=5<br />
|extra3_6=5<br />
|extra3_7=5<br />
|extra3_8=6<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=8<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025736Arcane Ranger (5e Class)2018-03-29T07:05:18Z<p>Narutoharem: Undo revision 1024630 by Blobby383b (talk)</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=4<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=5<br />
|extra3_18=5<br />
|extra3_19=5<br />
|extra3_20=5<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025735Arcane Ranger (5e Class)2018-03-29T07:03:03Z<p>Narutoharem: /* Arcane Invocation List */</p>
<hr />
<div>{{needsbalance|See the {{t}}.}}<br />
{{delete|18:38, 25 March 2018 (MDT)|This class needs to be reworked to not just copy of an already existing class and make its features extremely overpowered. Currently this class is unusable.}}<br />
<br />
== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=4<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=5<br />
|extra3_18=5<br />
|extra3_19=5<br />
|extra3_20=5<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will. These invocation all use a bonus action and uses an invocation slot rather than a spell slot.<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Talk:Arcane_Ranger_(5e_Class)&diff=1025733Talk:Arcane Ranger (5e Class)2018-03-29T06:59:15Z<p>Narutoharem: </p>
<hr />
<div>This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our DM game and where just using this site so its easier for us to edit things. The arcane archer was originally like this until it got changed which is fine but where currently just trying out things with this version and testing it with our DM.</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Talk:Arcane_Ranger_(5e_Class)&diff=1025732Talk:Arcane Ranger (5e Class)2018-03-29T06:56:41Z<p>Narutoharem: /* What is this class? */</p>
<hr />
<div>This class is a work in progress with my DM for our game. Where creating this version of the arcane archer to what we want for our DM game and where just using this site so its easier for us to edit things.</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1025730Arcane Ranger (5e Class)2018-03-29T06:49:38Z<p>Narutoharem: /* Creating a Arcane Ranger */</p>
<hr />
<div>{{needsbalance|See the {{t}}.}}<br />
{{delete|18:38, 25 March 2018 (MDT)|This class needs to be reworked to not just copy of an already existing class and make its features extremely overpowered. Currently this class is unusable.}}<br />
<br />
== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=3<br />
|extra3_8=3<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=4<br />
|extra3_13=4<br />
|extra3_14=4<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=5<br />
|extra3_18=5<br />
|extra3_19=5<br />
|extra3_20=5<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019569Arcane Ranger (5e Class)2018-03-13T07:20:24Z<p>Narutoharem: /* Creating a Arcane Ranger */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=4<br />
|extra3_8=5<br />
|extra3_9=5<br />
|extra3_10=5<br />
|extra3_11=5<br />
|extra3_12=6<br />
|extra3_13=6<br />
|extra3_14=6<br />
|extra3_15=6<br />
|extra3_16=7<br />
|extra3_17=7<br />
|extra3_18=7<br />
|extra3_19=7<br />
|extra3_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019135Arcane Ranger (5e Class)2018-03-12T09:15:19Z<p>Narutoharem: /* Arcane Archer Spell List */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=4<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=5<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=7<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=8<br />
|extra3_17=8<br />
|extra3_18=8<br />
|extra3_19=9<br />
|extra3_20=9<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''[[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]],[[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019133Arcane Ranger (5e Class)2018-03-12T09:12:49Z<p>Narutoharem: /* Elemental Fury */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=4<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=5<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=7<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=8<br />
|extra3_17=8<br />
|extra3_18=8<br />
|extra3_19=9<br />
|extra3_20=9<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 8d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019131Arcane Ranger (5e Class)2018-03-12T09:10:34Z<p>Narutoharem: /* Arcane Foresight */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=4<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=5<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=7<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=8<br />
|extra3_17=8<br />
|extra3_18=8<br />
|extra3_19=9<br />
|extra3_20=9<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019130Arcane Ranger (5e Class)2018-03-12T09:00:52Z<p>Narutoharem: /* Singular Focus */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=4<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=5<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=7<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=8<br />
|extra3_17=8<br />
|extra3_18=8<br />
|extra3_19=9<br />
|extra3_20=9<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks and saving throw against the target of Singular Focus. This last for 24 hours and if the target drops to 0 hit points within the time you can use a bonus action to transfer this to another creature. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019126Arcane Ranger (5e Class)2018-03-12T08:39:17Z<p>Narutoharem: /* Enchanted Projectiles */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=4<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=5<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=7<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=8<br />
|extra3_17=8<br />
|extra3_18=8<br />
|extra3_19=9<br />
|extra3_20=9<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019122Arcane Ranger (5e Class)2018-03-12T08:14:26Z<p>Narutoharem: /* Enchanted Projectiles */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=4<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=5<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=7<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=8<br />
|extra3_17=8<br />
|extra3_18=8<br />
|extra3_19=9<br />
|extra3_20=9<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier rounding down.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019121Arcane Ranger (5e Class)2018-03-12T08:13:04Z<p>Narutoharem: /* Arcane Invocations */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=4<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=5<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=7<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=8<br />
|extra3_17=8<br />
|extra3_18=8<br />
|extra3_19=9<br />
|extra3_20=9<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain 3 [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to half your Intelligence modifier rounding down.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019115Arcane Ranger (5e Class)2018-03-12T08:10:25Z<p>Narutoharem: /* Creating a Arcane Ranger */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=3<br />
|extra3_3=3<br />
|extra3_4=4<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=5<br />
|extra3_10=6<br />
|extra3_11=6<br />
|extra3_12=6<br />
|extra3_13=7<br />
|extra3_14=7<br />
|extra3_15=7<br />
|extra3_16=8<br />
|extra3_17=8<br />
|extra3_18=8<br />
|extra3_19=9<br />
|extra3_20=9<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to half your Intelligence modifier rounding down.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Spiderfolk_(5e_Race)&diff=1019109Spiderfolk (5e Race)2018-03-12T08:03:10Z<p>Narutoharem: /* Spiderfolk Traits */</p>
<hr />
<div><br />
==Spiderfolk==<br />
<br />
===Physical Description===<br />
Spiderfolk are a Beast Race that differ from many others. Arachnid blood flows in their veins. At first glance they appear to be humanoid though they are clearly different. Based on the few sightings of Spiderfolk, they are described as being pale skinned with tones of white or grey, one sighting even stated that Spiderfolk can be translucent in appearance. They are rumoured to have dark hair. Their frames appear to be frail but it's hard to judge whether they are structurally different from other fleshy beings. They have a set of human-like arms and legs and a set of four spider-like legs attached to their backs which are described as being arm length. Normally the face of a spiderfolk looks just like a human's, but when consuming their prey their mouths open up to reveal fangs of a beast. Other than the hair which grows on their heads and is on their spider-like legs, they don't appear to have any body hair.<br />
<br />
===History===<br />
Many believe that Spiderfolk may be related to the Underdark-dwelling 'Driders'. The Blood of a dead Spiderfolk was once examined and it was said to be Drider blood. It is simply believed that the Spiderfolk underwent a different ritual than that of the Druids when rejected by the spider queen. But it is unclear as to whether Humans were involved at any point during their development.<br />
<br />
===Society===<br />
The current state of Spiderfolk 'society' is currently unknown to the vast majority as only a few individuals have made any attempt to learn anything of the Spiderfolk in the first place. <br />
It is believed that their society is female dominant as unconfirmed evidence of outside Spiderfolk activity has shown that various Male subjects have had sections of their head bitten out in the same way that some breeds of Spiders either eat the heads or the whole of their mates. It is unknown if Female Spiderfolk are physically bigger in scale compared to Male Spiderfolk but it is believed so if other examples of spider breeds are to by. According to most theories they form their societies deep in the underdark.<br />
<br />
===Spiderfolk Traits===<br />
{{5e Racial Traits<br />
|summary= Attractive deceptive humanoids with the blood of the mighty Driders.<br />
|abilities= Your Dexterity increases by 1 and your Charisma increase by 2.<br />
|age= Reach Adulthood at 8. Your Max Age can reach 150<br />
|alignment= Most spiderfolk are evil in nature, given their reputation. This is not always true, but it is the majority case.<br />
|size= Medium <br />
|speed= Your base walking speed is 30 feet.<br />
|trait1=Natural Surviver<br />
|description1= You gain proficiency in the Survival skill<br />
|trait2=Humanoid features<br />
|description2= Because of your humanoid features this grants you a proficiency in one skill of your choice.<br />
|trait3=Spider Climb<br />
|description3= You have a climb speed equal to your movement speed. You can move in any direction, and on most surfaces with your hands being free. <br />
|trait4= Darkvision<br />
|description4=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait5= Spider Web<br />
|description5=You can produce up to 60' radius of Web per day from your mouth. It can remain sticky, become rubbery or be made to dry as a hard bone-like material depending on how long it sits. You also can walk over webs unaffected and can tell where any creature on a web is located. Creatures walking on the web must make a dexterity saving throw. On a fail save the creature is restrained or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. <br />
|languages= You can read, write, speak Undercommon and Common.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Spiderfolk Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 5,0 || +2d6 || 115 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Anthropomorphic]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Spiderfolk_(5e_Race)&diff=1019107Spiderfolk (5e Race)2018-03-12T08:00:55Z<p>Narutoharem: /* Spiderfolk Traits */</p>
<hr />
<div><br />
==Spiderfolk==<br />
<br />
===Physical Description===<br />
Spiderfolk are a Beast Race that differ from many others. Arachnid blood flows in their veins. At first glance they appear to be humanoid though they are clearly different. Based on the few sightings of Spiderfolk, they are described as being pale skinned with tones of white or grey, one sighting even stated that Spiderfolk can be translucent in appearance. They are rumoured to have dark hair. Their frames appear to be frail but it's hard to judge whether they are structurally different from other fleshy beings. They have a set of human-like arms and legs and a set of four spider-like legs attached to their backs which are described as being arm length. Normally the face of a spiderfolk looks just like a human's, but when consuming their prey their mouths open up to reveal fangs of a beast. Other than the hair which grows on their heads and is on their spider-like legs, they don't appear to have any body hair.<br />
<br />
===History===<br />
Many believe that Spiderfolk may be related to the Underdark-dwelling 'Driders'. The Blood of a dead Spiderfolk was once examined and it was said to be Drider blood. It is simply believed that the Spiderfolk underwent a different ritual than that of the Druids when rejected by the spider queen. But it is unclear as to whether Humans were involved at any point during their development.<br />
<br />
===Society===<br />
The current state of Spiderfolk 'society' is currently unknown to the vast majority as only a few individuals have made any attempt to learn anything of the Spiderfolk in the first place. <br />
It is believed that their society is female dominant as unconfirmed evidence of outside Spiderfolk activity has shown that various Male subjects have had sections of their head bitten out in the same way that some breeds of Spiders either eat the heads or the whole of their mates. It is unknown if Female Spiderfolk are physically bigger in scale compared to Male Spiderfolk but it is believed so if other examples of spider breeds are to by. According to most theories they form their societies deep in the underdark.<br />
<br />
===Spiderfolk Traits===<br />
{{5e Racial Traits<br />
|summary= Attractive deceptive humanoids with the blood of the mighty Driders.<br />
|abilities= Your Dexterity increases by 1 and your Charisma increase by 2.<br />
|age= Reach Adulthood at 8. Your Max Age can reach 150<br />
|alignment= Most spiderfolk are evil in nature, given their reputation. This is not always true, but it is the majority case.<br />
|size= Medium <br />
|speed= Your base walking speed is 30 feet.<br />
|trait1=Natural Surviver<br />
|description1= You gain proficiency in the Survival skill<br />
|trait2=Humanoid features<br />
|description2= Because of your humanoid features this grants you a proficiency in one skill of your choice.<br />
|trait3=Spider Climb<br />
|description3= You have a climb speed equal to your movement speed. You can move in any direction, and on most surfaces with your hands being free. <br />
|trait4= Darkvision<br />
|description4=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait5= Spider Web<br />
|description5=You can produce up to 60' radius of Web per day from your mouth. It can remain sticky, become rubbery or be made to dry as a hard bone-like material depending on how long it sits. You also can walk over webs unaffected and can tell where any creature on a web is located. Creatures walking on the web must make a dexterity saving throw. On a fail save the creature is restrained or until it breaks free.<br />
|languages= You can read, write, speak Undercommon and Common.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Spiderfolk Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 5,0 || +2d6 || 115 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Anthropomorphic]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019099Arcane Ranger (5e Class)2018-03-12T07:45:33Z<p>Narutoharem: /* Arcane Invocation List */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to half your Intelligence modifier rounding down.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d8 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d6 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 8d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 8d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d8 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 8d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d8 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d8 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 8d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d8 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 8d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 8d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019093Arcane Ranger (5e Class)2018-03-12T07:32:27Z<p>Narutoharem: /* Extra Attack */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 14th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to half your Intelligence modifier rounding down.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d6 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d4 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 4d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 4d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d6 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 4d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d6 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d6 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 4d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 4d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 4d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019092Arcane Ranger (5e Class)2018-03-12T07:31:30Z<p>Narutoharem: /* Enchanted Projectiles */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 11th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attacks with ranged weapons also deal additional damage equal to half your Intelligence modifier rounding down.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d6 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d4 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 4d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 4d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d6 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 4d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d6 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d6 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 4d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 4d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 4d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1019088Arcane Ranger (5e Class)2018-03-12T07:26:51Z<p>Narutoharem: /* Arcane Invocations */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] slots. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 11th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to half your Intelligence modifier rounding down.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d6 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d4 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 4d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 4d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d6 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 4d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d6 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d6 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 4d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 4d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 4d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Spiderfolk_(5e_Race)&diff=1018644Spiderfolk (5e Race)2018-03-11T06:24:59Z<p>Narutoharem: /* Spiderfolk Traits */</p>
<hr />
<div><br />
==Spiderfolk==<br />
<br />
===Physical Description===<br />
Spiderfolk are a Beast Race that differ from many others. Arachnid blood flows in their veins. At first glance they appear to be humanoid though they are clearly different. Based on the few sightings of Spiderfolk, they are described as being pale skinned with tones of white or grey, one sighting even stated that Spiderfolk can be translucent in appearance. They are rumoured to have dark hair. Their frames appear to be frail but it's hard to judge whether they are structurally different from other fleshy beings. They have a set of human-like arms and legs and a set of four spider-like legs attached to their backs which are described as being arm length. Normally the face of a spiderfolk looks just like a human's, but when consuming their prey their mouths open up to reveal fangs of a beast. Other than the hair which grows on their heads and is on their spider-like legs, they don't appear to have any body hair.<br />
<br />
===History===<br />
Many believe that Spiderfolk may be related to the Underdark-dwelling 'Driders'. The Blood of a dead Spiderfolk was once examined and it was said to be Drider blood. It is simply believed that the Spiderfolk underwent a different ritual than that of the Druids when rejected by the spider queen. But it is unclear as to whether Humans were involved at any point during their development.<br />
<br />
===Society===<br />
The current state of Spiderfolk 'society' is currently unknown to the vast majority as only a few individuals have made any attempt to learn anything of the Spiderfolk in the first place. <br />
It is believed that their society is female dominant as unconfirmed evidence of outside Spiderfolk activity has shown that various Male subjects have had sections of their head bitten out in the same way that some breeds of Spiders either eat the heads or the whole of their mates. It is unknown if Female Spiderfolk are physically bigger in scale compared to Male Spiderfolk but it is believed so if other examples of spider breeds are to by. According to most theories they form their societies deep in the underdark.<br />
<br />
===Spiderfolk Traits===<br />
{{5e Racial Traits<br />
|summary= Attractive deceptive humanoids with the blood of the mighty Driders.<br />
|abilities= Your Dexterity increases by 1 and your Charisma increase by 2.<br />
|age= Reach Adulthood at 8. Your Max Age can reach 150<br />
|alignment= Most spiderfolk are evil in nature, given their reputation. This is not always true, but it is the majority case.<br />
|size= Medium <br />
|speed= Your base walking speed is 30 feet.<br />
|trait1=Natural Surviver<br />
|description1= You gain proficiency in the Survival skill<br />
|trait2=Humanoid features<br />
|description2= Because of your humanoid features this grants you one feat, and proficiency in one skill of your choice.<br />
|trait3=Spider Climb<br />
|description3= You have a climb speed equal to your movement speed. You can move in any direction, and on most surfaces with your hands being free. <br />
|trait4= Darkvision<br />
|description4=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait5= Spider Web<br />
|description5=You can produce up to 60' radius of Web per day from your mouth. It can remain sticky, become rubbery or be made to dry as a hard bone-like material depending on how long it sits. You also can walk over webs unaffected and can tell where any creature on a web is located<br />
|languages= You can read, write, speak Undercommon and Common.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Spiderfolk Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 5,0 || +2d6 || 115 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Anthropomorphic]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Spiderfolk_(5e_Race)&diff=1018640Spiderfolk (5e Race)2018-03-11T05:56:51Z<p>Narutoharem: /* Spiderfolk Traits */</p>
<hr />
<div><br />
==Spiderfolk==<br />
<br />
===Physical Description===<br />
Spiderfolk are a Beast Race that differ from many others. Arachnid blood flows in their veins. At first glance they appear to be humanoid though they are clearly different. Based on the few sightings of Spiderfolk, they are described as being pale skinned with tones of white or grey, one sighting even stated that Spiderfolk can be translucent in appearance. They are rumoured to have dark hair. Their frames appear to be frail but it's hard to judge whether they are structurally different from other fleshy beings. They have a set of human-like arms and legs and a set of four spider-like legs attached to their backs which are described as being arm length. Normally the face of a spiderfolk looks just like a human's, but when consuming their prey their mouths open up to reveal fangs of a beast. Other than the hair which grows on their heads and is on their spider-like legs, they don't appear to have any body hair.<br />
<br />
===History===<br />
Many believe that Spiderfolk may be related to the Underdark-dwelling 'Driders'. The Blood of a dead Spiderfolk was once examined and it was said to be Drider blood. It is simply believed that the Spiderfolk underwent a different ritual than that of the Druids when rejected by the spider queen. But it is unclear as to whether Humans were involved at any point during their development.<br />
<br />
===Society===<br />
The current state of Spiderfolk 'society' is currently unknown to the vast majority as only a few individuals have made any attempt to learn anything of the Spiderfolk in the first place. <br />
It is believed that their society is female dominant as unconfirmed evidence of outside Spiderfolk activity has shown that various Male subjects have had sections of their head bitten out in the same way that some breeds of Spiders either eat the heads or the whole of their mates. It is unknown if Female Spiderfolk are physically bigger in scale compared to Male Spiderfolk but it is believed so if other examples of spider breeds are to by. According to most theories they form their societies deep in the underdark.<br />
<br />
===Spiderfolk Traits===<br />
{{5e Racial Traits<br />
|summary= Attractive deceptive humanoids with the blood of the mighty Driders.<br />
|abilities= Your Dexterity increases by 1 and your Charisma increase by 2.<br />
|age= Reach Adulthood at 8. Your Max Age can reach 150<br />
|alignment= Most spiderfolk are evil in nature, given their reputation. This is not always true, but it is the majority case.<br />
|size= Medium <br />
|speed= Your base walking speed is 30 feet.<br />
|trait1=Natural Deception<br />
|description1= You gain proficiency in the Survival skill<br />
|trait2=Hard Carapace<br />
|description2= While wearing light or no armor your AC equals 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor<br />
|trait3=Spider Climb<br />
|description3= You have a climb speed equal to your movement speed. You can move in any direction, and on most surfaces with your hands being free. <br />
|trait4= Darkvision<br />
|description4=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait5= Spider Web<br />
|description5=You can produce up to 60' radius of Web per day from your mouth. It can remain sticky, become rubbery or be made to dry as a hard bone-like material depending on how long it sits. You also can walk over webs unaffected and can tell where any creature on a web is located<br />
|languages= You can read, write, speak Undercommon and Common.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Spiderfolk Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 5,0 || +2d6 || 115 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Anthropomorphic]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1018639Arcane Ranger (5e Class)2018-03-11T05:46:18Z<p>Narutoharem: /* Arcane Invocation List */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 11th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to half your Intelligence modifier rounding down.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d6 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d4 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 4d8.<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 4d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d6 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 4d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d6 for the attack and the burn when you reach 18th level.<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d6 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 4d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 4d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 4d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1018638Arcane Ranger (5e Class)2018-03-11T05:45:32Z<p>Narutoharem: /* Arcane Invocation List */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 11th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to half your Intelligence modifier rounding down.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d6 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d4 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 4d8.<br />
<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 4d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d6 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 4d8 when you reach 18th level.<br />
<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d6 for the attack and the burn when you reach 18th level.<br />
<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d6 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 4d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 4d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 4d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1018634Arcane Ranger (5e Class)2018-03-11T05:37:07Z<p>Narutoharem: /* Enchanted Projectiles */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 11th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to half your Intelligence modifier rounding down.<br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d6 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d4 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 4d8.<br />
<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 4d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d6 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 4d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d6 for the attack and the burn when you reach 18th level.<br />
<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d6 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 4d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 4d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 4d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1018628Arcane Ranger (5e Class)2018-03-11T05:26:07Z<p>Narutoharem: /* Creating a Arcane Ranger */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 3 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 11th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier. <br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d6 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d4 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 4d8.<br />
<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 4d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d6 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 4d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d6 for the attack and the burn when you reach 18th level.<br />
<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d6 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 4d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 4d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 4d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1018625Arcane Ranger (5e Class)2018-03-11T05:18:09Z<p>Narutoharem: /* Arcane Invocation List */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 2 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 11th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier. <br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Arcane Barrier<br />
<br />
You can cast Mage Armor on yourself at will, without expending a spell slot or material Components. <br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d6 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d4 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 4d8.<br />
<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 4d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d6 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 4d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d6 for the attack and the burn when you reach 18th level.<br />
<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d6 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 4d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 4d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 4d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Spiderfolk_(5e_Race)&diff=1018618Spiderfolk (5e Race)2018-03-11T04:33:45Z<p>Narutoharem: /* Spiderfolk Traits */</p>
<hr />
<div><br />
==Spiderfolk==<br />
<br />
===Physical Description===<br />
Spiderfolk are a Beast Race that differ from many others. Arachnid blood flows in their veins. At first glance they appear to be humanoid though they are clearly different. Based on the few sightings of Spiderfolk, they are described as being pale skinned with tones of white or grey, one sighting even stated that Spiderfolk can be translucent in appearance. They are rumoured to have dark hair. Their frames appear to be frail but it's hard to judge whether they are structurally different from other fleshy beings. They have a set of human-like arms and legs and a set of four spider-like legs attached to their backs which are described as being arm length. Normally the face of a spiderfolk looks just like a human's, but when consuming their prey their mouths open up to reveal fangs of a beast. Other than the hair which grows on their heads and is on their spider-like legs, they don't appear to have any body hair.<br />
<br />
===History===<br />
Many believe that Spiderfolk may be related to the Underdark-dwelling 'Driders'. The Blood of a dead Spiderfolk was once examined and it was said to be Drider blood. It is simply believed that the Spiderfolk underwent a different ritual than that of the Druids when rejected by the spider queen. But it is unclear as to whether Humans were involved at any point during their development.<br />
<br />
===Society===<br />
The current state of Spiderfolk 'society' is currently unknown to the vast majority as only a few individuals have made any attempt to learn anything of the Spiderfolk in the first place. <br />
It is believed that their society is female dominant as unconfirmed evidence of outside Spiderfolk activity has shown that various Male subjects have had sections of their head bitten out in the same way that some breeds of Spiders either eat the heads or the whole of their mates. It is unknown if Female Spiderfolk are physically bigger in scale compared to Male Spiderfolk but it is believed so if other examples of spider breeds are to by. According to most theories they form their societies deep in the underdark.<br />
<br />
===Spiderfolk Traits===<br />
{{5e Racial Traits<br />
|summary= Attractive deceptive humanoids with the blood of the mighty Driders.<br />
|abilities= Your Dexterity increases by 1 and your Charisma increase by 2.<br />
|age= Reach Adulthood at 8. Your Max Age can reach 150<br />
|alignment= Most spiderfolk are evil in nature, given their reputation. This is not always true, but it is the majority case.<br />
|size= Medium <br />
|speed= Your base walking speed is 30 feet.<br />
|trait1=Natural Deception<br />
|description1= You gain proficiency in the Survival skill<br />
|trait2=Hard Carapace<br />
|description2= While wearing light or no armor your AC equals 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor<br />
|trait3=Spider Climb<br />
|description3= You have a climb speed equal to your movement speed. You can move in any direction, and on most surfaces with your hands being free. <br />
|trait4= Darkvision<br />
|description4=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait5= Spider Web<br />
|description5=You can produce up to 30' radius of Web per day from your mouth. It can remain sticky, become rubbery or be made to dry as a hard bone-like material depending on how long it sits. You also can walk over webs unaffected and can tell where any creature on a web is located<br />
|languages= You can read, write, speak Undercommon and Common.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Spiderfolk Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 5,0 || +2d6 || 115 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Anthropomorphic]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1018614Arcane Ranger (5e Class)2018-03-11T04:10:58Z<p>Narutoharem: /* Arcane Invocation List */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 2 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 11th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier. <br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
<br />
Invocation - Invocations Spells<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d6 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d4 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 4d8.<br />
<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 4d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d6 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 4d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d6 for the attack and the burn when you reach 18th level.<br />
<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d6 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 4d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 4d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 4d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1018613Arcane Ranger (5e Class)2018-03-11T04:09:54Z<p>Narutoharem: /* Arcane Archer Spell List */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 2 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 11th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier. <br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
Invocation - Invocations Slots<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d6 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d4 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
<br />
— Marked Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
<br />
Once you reach 18th level the damage is increased to 4d8.<br />
<br />
<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
<br />
Once you reach 18th level the damage is increased to 4d8. <br />
<br />
— Fanning Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d6 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 4d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d6 for the attack and the burn when you reach 18th level.<br />
<br />
<br />
— Seeking Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d6 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 4d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 4d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
<br />
After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
<br />
— Mind-Scrambling Arrow<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
<br />
— Brute Bane Arrow<br />
<br />
Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 4d8 when you reach 18th level. <br />
<br />
====References====<br />
<br />
<references /><br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
<br />
'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharemhttps://www.dandwiki.com/w/index.php?title=Arcane_Ranger_(5e_Class)&diff=1018612Arcane Ranger (5e Class)2018-03-11T04:07:29Z<p>Narutoharem: /* Extra Attack */</p>
<hr />
<div>== Arcane Ranger ==<br />
<br />
An Arcane ranger studies an unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, arcane archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.<br />
<br />
=== Creating a Arcane Ranger ===<br />
What motivated your character into choosing this occupation? Did your charter first develop talent for magic or archery? Think about what goals your character have in mind when creating a arcane archer, whether it is to become an unparalleled archer, in pursuit of vengeance, or some other goal.<br />
<br />
;Quick Build<br />
You can make a arcane ranger quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|int}}. {{5a|con}} is a good stat as well. Second, choose the folk hero background. <br />
<br />
{{5e Image|float:right|https://s14.postimg.org/3zax1d8kh/CHAos.png|[https://postimg.org/image/5r3vw9rx9/]}}<br />
{{5e Class Features<br />
|name=Arcane ranger<br />
|summary=A ranger trained to imbue arrows with spells.<br />
|hd=10<br />
|spellcasting=half<br />
|armor=Medium and light armor<br />
|weapons=Simple melee weapons, ranged martial weapons<br />
|tools=None<br />
|saves={{5a|dex}}, {{5a|Int}}<br />
|skills=Choose 2 from {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Medicine}}, {{5s|Perception}}, and {{5s|Survival}}.<br />
|item1a=leather armor and a dagger<br />
|item1b=hide armor and a dagger<br />
|item2a=<br />
|item2b=simple weapon<br />
|item3a=a longbow and 20 arrows<br />
|item3b=a heavy crossbow and 20 bolts<br />
|item4a=an explorer's pack<br />
|item4b=a scholar's pack<br />
|classfeatures1=Fighting Style, Conjured Arrows<br />
|classfeatures2=Spell Casting, Arcane Augments<br />
|classfeatures3=Arcane Augments<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Arcane Foresight<br />
|classfeatures7=Conjured Arrows Improvement<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=Enchanted Projectiles<br />
|classfeatures11=Additional Fighting Style<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=Extra Attack<br />
|classfeatures15=Arcane Foresight<br />
|classfeatures16=<br />
|classfeatures17= <br />
|classfeatures18=Elemental Fury<br />
|classfeatures19=<br />
|classfeatures20=Singular Focus<br />
|extra2_name=cantrips<br>Known<br />
|extra2_1=2<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=3<br />
|extra2_5=3<br />
|extra2_6=3<br />
|extra2_7=3<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=4<br />
|extra2_11=4<br />
|extra2_12=4<br />
|extra2_13=4<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
|extra3_name=Invocations<br>Slots<br />
|extra3_1=&mdash;<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=3<br />
|extra3_5=3<br />
|extra3_6=3<br />
|extra3_7=4<br />
|extra3_8=4<br />
|extra3_9=4<br />
|extra3_10=4<br />
|extra3_11=4<br />
|extra3_12=5<br />
|extra3_13=5<br />
|extra3_14=5<br />
|extra3_15=5<br />
|extra3_16=5<br />
|extra3_17=6<br />
|extra3_18=6<br />
|extra3_19=6<br />
|extra3_20=6<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. At 11th level, you may choose another.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Close Quarters Shooter<br />
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
==== Conjured Arrows ====<br />
At 1st level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Spellcasting ====<br />
<br />
At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.<br />
<br />
;Preparing Spells<br />
<br />
The Arcane Archer table shows how many spell slots you have to cast your spells. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. <br />
<br />
You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer [[Arcane_Archer_(5e_Class)#Arcane_Archer_Spell_List|spell list]]. When you do so, choose a number of arcane archer spells equal to your {{5a|int}} modifier + half your arcane archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. <br />
<br />
For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an {{5a|int}} of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. Casting the spell doesn’t remove it from your list of prepared spells. <br />
<br />
You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane archer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spells Known<br />
Your spells known equals your {{5a|int}} modifier + half your arcane archer level rounded down(minimum of 1).<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is the spellcasting ability for your arcane archer spells.<br />
<br />
Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier <br />
<br />
Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier<br />
<br />
;Spellcasting Focus<br />
You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.<br />
<br />
==== Arcane Invocations ====<br />
<br />
In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects. <br />
<br />
At 2nd level, you gain two [[Arcane_Archer_(5e_Class)#Arcane_Invocation_List|Arcane Invocations]] of your choice. Your invocation options are detailed at the end of the class description. When you gain certain arcane archer levels, you gain additional invocations of your choice, as shown in the Arcane Invocations column of the arcane archer table.<br />
<br />
You can change what Arcane Invocations you know by spending a total of 24 hours studying for every 1 Invocation you change. You must complete the 24 hours of studying within one week of when you started. If you spend more than 8 hours in one day studying, you must roll a d20 at the end. The DC is equal to the amount of hours spent studying. If you fail the DC check you lose all progress for that day. No modifiers can be added to the roll.<br />
<br />
====Arcane Augments====<br />
At 3rd level, you create an extra-dimensional space where you can store 1 weapon you are proficient with. When to perform the ritual on your weapon to tie it to the extra-dimensional space the weapon becomes infused with arcane magic. As long as the weapon is your arcane weapon it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The arcane weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.<br />
<br />
====Ability Score Increase====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you<br />
reach 11th level.<br />
<br />
====Arcane Foresight====<br />
Through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack roles. Starting at 6th level, whenever you you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. <br />
<br />
====Enchanted Projectiles====<br />
By 10th level, your attack rolls with ranged weapons ignore any bonuses provided to AC through magic. Your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier. <br />
<br />
====Additional Fighting Style====<br />
At 11th level you can choose a second option from the Fighting Style class feature. <br />
<br />
====Elemental Fury====<br />
By at 18th level, you gain the ability to enchant a ranged weapon attack with the force of the elements. You may spend 1 charge to make a ranged weapon attack deal elemental energy. This attack deals an additional 5d8 cold, fire, lightning, wind or earth damage if the attack hits. This features has 4 charges. You regain one expended charge after you finish a short rest and you regain all expended charges after you finish a long rest.<br />
<br />
==== Singular Focus ====<br />
By 20th level, you can readily focus down a single target with the help of others. As an action, you can single out the target of Singular Focus within 120 feet of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120 feet of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.<br />
<br />
=== Arcane Archer Spell List ===<br />
<br />
;Cantrips<br />
''[[5e_SRD:Dancing_Lights|dancing lights]], [[5e_SRD:Light|light]], [[5e_SRD:Mage_Hand|mage hand]], [[5e_SRD:Minor_Illusion|minor illusion]], [[5e_SRD:Message|message]], [[5e_SRD:Prestidigitation|prestidigitation]], [[5e_SRD:Mending|mending]]''<br />
<br />
;1st Level<br />
''absorb elements<ref>D&D 5e XGtE pp.150</ref>, [[5e_SRD:Alarm|alarm]], [[5e_SRD:Detect Magic|detect magic]], [[5e_SRD:Hunter%27s_Mark|hunter's mark]], [[5e_SRD:Identify|identify]], [[5e_SRD:Entangle|entangle]], [[5e_SRD:Expeditious_Retreat|expeditious retreat]], [[5e_SRD:Faerie_Fire|faerie fire]], [[5e_SRD:Fog_Cloud|fog cloud]], [[5e_SRD:Grease|grease]], zephyr strike<ref>D&D 5e XGtE pp.171</ref>''<br />
<br />
;2nd Level<br />
''[[5e_SRD:Acid Arrow|acid arrow]], [[5e_SRD:Arcane Lock|arcane lock]], [[5e_SRD:Blindness/Deafness|blindness/deafness]], [[5e_SRD:Darkness|darkness]], [[5e_SRD:Gust of Wind|gust of wind]], [[5e_SRD:Invisibility|invisibility]], [[5e_SRD:Misty Step|misty step]], [[5e_SRD:Pass_without_Trace|pass without trace]], [[5e_SRD:Silence|silence]], [[5e_SRD:Suggestion|suggestion]], [[5e_SRD:Web|web]]''<br />
<br />
;3rd Level<br />
''[[5e_SRD:Counterspell|counterspell]], [[5e_SRD:Dispel Magic|dispel magic]], flame arrows<ref>D&D 5e XGtE pp.156</ref>, [[5e_SRD:Hypnotic Pattern|hypnotic pattern]], [[5e_SRD:Major_Image|major image]], lightning arrow<ref>D&D 5e PHB pp.255</ref>, [[5e_SRD:Sending|sending]], thunder step<ref>D&D 5e XGtE pp.168</ref> [[5e_SRD:Wind Wall|wind wall]]''<br />
<br />
;4th Level<br />
''[[5e_SRD:Arcane Eye|arcane eye]], [[5e_SRD:Confusion|confusion]], [[5e_SRD:Compulsion|compulsion]], [[5e_SRD:Dimension Door|dimension door]], [[5e SRD:Fire Shield|fire shield]], [[5e_SRD:Freedom of Movement|freedom of movement]], [[5e_SRD:Locate_Creature|locate creature]], [[5e_SRD:Resilient Sphere|resilient sphere]]''<br />
<br />
;5th Level<br />
''[[5e_SRD:Animate Objects|animate objects]], conjure volley<ref>D&D 5e PHB pp.226</ref>, [[5e_SRD:Hold Monster|hold monster]], [[5e SRD:Geas|geas]], [[5e_SRD:Modify_Memory|modify memory]], [[5e_SRD:Passwall|passwall]], [[5e_SRD:Scrying|scrying]], [[5e_SRD:Seeming|seeming]], [[5e SRD:Wall of Force|wall of force]]''<br />
<br />
=== Arcane Invocation List ===<br />
<br />
Invocations - at will<br />
<br />
Magic Sight<br />
<br />
You can see normally in nonmagical darkness to a distance of 120 feet. At 9th level you see even in magical darkness. At 18th level you gain true sight.<br />
<br />
Misty Visions<br />
<br />
You can cast Silent Image at will, without expending a spell slot or material Components.<br />
<br />
Pinpoint<br />
<br />
You can cast Hunters mark spell at will, without expending a spell slot.<br />
<br />
Reveal magic<br />
<br />
You can cast Detect Magic at will, without expending a spell slot. <br />
<br />
Invocation - Invocations Slots<br />
<br />
— Defending Shot<br />
<br />
Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot suffers disadvantage on the next attack roll it makes before the end of your next turn.<br />
<br />
After you reach 18th level a target hit by this also takes 4d6 force damage.<br />
<br />
— Grasping shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, when this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. If the arrow hits a creature it takes 1d4 poison damage, its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each turn that it tries to move 1 foot or more without teleporting. The target or any creature that can reach can use its action to remove the brambles with a successful Strength (Athletics) check against your Spell Save DC. Otherwise, the brambles last for 1 minute or until you use this option again.<br />
<br />
The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.<br />
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— Marked Shot<br />
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Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 force damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.<br />
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Once you reach 18th level the damage is increased to 4d8.<br />
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<br />
— Bursting Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d8 force damage.<br />
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Once you reach 18th level the damage is increased to 4d8. <br />
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— Fanning Shot<br />
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Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
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As a bonus action, you use transmutation magic to transform your arrow into an ethereal dart that passes through foes and obstacles. When you attack with this arrow, it fires forward in a 15 foot cone. Each creature in the line must make a Dexterity saving throw. On a failed save the target takes 2d6 piercing damage. On a successful save, a target only takes half as much damage.<br />
<br />
The piercing damage increases to 4d8 when you reach 18th level.<br />
<br />
— Searing Shot<br />
<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the next time you hit a creature with a weapon attack during the spell’s duration, your weapon flares with white-hot insensitivity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.<br />
<br />
The fire damage is increased to 4d6 for the attack and the burn when you reach 18th level.<br />
<br />
<br />
— Seeking Arrow<br />
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Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. If the target is within range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus a 2d6 force damage, and you learn the targets location. On a successful save, it takes half as much damage, and you don't learn the targets location.<br />
<br />
The force damage increases to 4d8 when you reach 18th level.<br />
<br />
— Thunderous Shot<br />
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Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, the first time you hit with a weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.<br />
<br />
The force damage is increased to 4d8 when you reach 18th level.<br />
<br />
— Banishing Arrow<br />
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Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0,and it is incapacitated. After 1minute the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.<br />
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After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.<br />
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— Mind-Scrambling Arrow<br />
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Prerequisite: 5th level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you use enchantment magic to cause this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.<br />
<br />
The psychic damage increases to 4d8 when you reach 18th level.<br />
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— Brute Bane Arrow<br />
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Prerequisite: 3rd level<br />
Consume an Invocation slot<br />
<br />
As a bonus action, you weave necromantic magic into your arrow. If the arrow hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.<br />
<br />
The necrotic damage increases to 4d8 when you reach 18th level. <br />
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====References====<br />
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<references /><br />
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=== Multiclassing ===<br />
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'''Prerequisites.''' To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: {{5a|int}} 13 and {{5a|dex}} 13.<br />
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'''Proficiency.''' When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Narutoharem