Arcane Ranger (5e Class)

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Arcane Ranger[edit]

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.

Creating an Arcane Archer variant[edit]

What motivated your character into choosing this occupation? Did your character first develop talent for magic or archery? Think about what goals your character has in mind when creating a arcane archer variant, whether it is to become an unparalleled archer, they are in pursuit of vengeance, or some other goal.

Quick Build

You can make an arcane archer variant quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the folk hero background.

CHAos.png
[1]

Class Features

As a Arcane ranger you gain the following class features.

Hit Points

Hit Dice: 1d8 per Arcane ranger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane ranger level after 1st

Proficiencies

Armor: Light armor and medium armor
Weapons: Simple weapons, ranged martial weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose 3 from Arcana, Acrobatics, History, Insight, Investigation, Medicine, Perception, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather armor and a dagger or (b) hide armor and a dagger
  • (a) a longbow and 20 arrows or (b) a heavy crossbow and 20 bolts
  • (a) an explorer's pack or (b) a scholar's pack

Table: The Arcane ranger

Level Proficiency
Bonus
Features cantrips
Known
Invocations
Slots
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Conjured Arrows 2
2nd +2 Spell Casting, Arcane Augments 2 2 2
3rd +2 Arcane Augments 2 2 3
4th +2 Ability Score Improvement 3 2 3
5th +3 Extra Attack 3 2 4 2
6th +3 Arcane Foresight 3 2 4 2
7th +3 Conjured Arrows Improvement 3 3 4 3
8th +3 Ability Score Improvement 3 3 4 3
9th +4 3 3 4 3 2
10th +4 Enchanted Projectiles 4 3 4 3 2
11th +4 Fighting Style Improvement 4 3 4 3 3
12th +4 Ability Score Improvement 4 3 4 3 3
13th +5 4 3 4 3 3 1
14th +5 4 4 4 3 3 1
15th +5 Arcane Foresight 4 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 4 3 3 2
17th +6 4 4 4 3 3 3 1
18th +6 Gathos Blessing 4 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 4 3 3 3 2
20th +6 All Seeing Eye 4 4 4 3 3 3 2

Fighting Style[edit]

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter

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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Conjured Arrows[edit]

At 1st level, you learn a minor but useful magical trick. As a 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. You are able to use this feature a number of times equal to your intelligence modifier (minimum of 1), and regain expended uses upon finishing a short or a long rest.

Spellcasting[edit]

At 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks.

Preparing Spells

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.

You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer spell list. When you do so, choose a number of arcane archer spells equal to your Intelligence 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.

For example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence 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.

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.

Spells Known

Your spells known equals your Intelligence modifier + half your arcane archer level rounded down(minimum of 1).

Spellcasting Ability

Intelligence is the spellcasting ability for your arcane archer spells.

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use a ranged martial weapon as a spellcasting focus for your arcane archer spells.

Arcane Invocations[edit]

In your study of the arcane, you have unearthed arcane invocations, allowing you to augment your weapon attacks with various effects.

At 2nd level, you gain 2 Arcane Invocations slots, this increases as you leveled. Your invocation options are detailed at the end of the class description.

Arcane Augments[edit]

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.

Ability Score Increase[edit]

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Foresight[edit]

Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future and gain a plus 2 to attack rolls. 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.

Enchanted Projectiles[edit]

By 10th level, your attacks with ranged weapons also deal additional damage equal to your Intelligence modifier.

Additional Fighting Style[edit]

At 11th level you can choose a second option from the Fighting Style class feature.

Gathos Blessing[edit]

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.

All Seeing Eye[edit]

By 20th level, you have the blessings of gods. You gain the ability to use true sight.

Arcane Archer Spell List[edit]

Cantrips

dancing lights, light, mage hand, minor illusion, message, prestidigitation, mending, produce flame

1st Level

alarm, detect magic, identify, entangle, expeditious retreat, faerie fire, fog cloud, grease, zephyr strike[1]

2nd Level

arcane lock, blindness/deafness, darkness, gust of wind, invisibility, misty step, pass without trace, silence, suggestion, web

3rd Level

counterspell, dispel magic, hypnotic pattern, major image,sending, thunder step[2] wind wall

4th Level

arcane eye, confusion, compulsion, dimension door, fire shield, freedom of movement, locate creature, resilient sphere

5th Level

animate objects, conjure volley[3], hold monster, geas, modify memory, passwall, scrying, seeming, wall of force

Arcane Invocation List[edit]

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.


Arcane Barrier

You can cast Mage Armor on yourself at will.

Magic Sight

You can see normally in magical darkness. This last for 8hrs.

Misty Visions

You can cast Silent Image at will.

Pinpoint

You can cast Hunters mark spell at will.

Reveal magic

You can cast Detect Magic at will.


Invocation - Invocations Spells

— Grasping shot

   Consume an Invocation slot

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.

The poison and slashing damage both increase to 4d8 when you reach 18th level in this class.

— Bursting Shot

   Consume an Invocation slot

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.

Once you reach 18th level the damage is increased to 8d8.

— Fanning Shot

   Prerequisite: 3rd level
   Consume an Invocation slot

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.

The piercing damage increases to 8d8 when you reach 18th level.

— Searing Shot

   Consume an Invocation slot

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.

The fire damage is increased to 4d8 for the attack and the burn when you reach 18th level.

— Seeking Arrow

   Prerequisite: 5th level
   Consume an Invocation slot

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.

The force damage increases to 8d8 when you reach 18th level.

— Thunderous Shot

   Prerequisite: 3rd level
   Consume an Invocation slot

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.

The force damage is increased to 8d8 when you reach 18th level.

— Banishing Arrow

   Prerequisite: 3rd level
   Consume an Invocation slot

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.

After you reach 18th level, any creatures within 10 feet must also succeed on a Charisma saving throw or be banished.

— Mind-Scrambling Arrow

   Prerequisite: 5th level
   Consume an Invocation slot

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.

The psychic damage increases to 4d8 when you reach 18th level.

— Brute Bane Arrow

   Prerequisite: 3rd level
   Consume an Invocation slot

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.

The necrotic damage increases to 8d8 when you reach 18th level.

References[edit]

  1. D&D 5e XGtE pp.171
  2. D&D 5e XGtE pp.168
  3. D&D 5e PHB pp.226

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the arcane archer class, you must meet these prerequisites: Intelligence 13 and Dexterity 13.

Proficiency. When you multiclass into the arcane archer class, you gain the following proficiencies: ranged martial weapons and one arcane archer skill.


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