Arcane Ranger Conclave (5e Subclass)
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Arcane Ranger Conclave
Arcane rangers are hunters who specialize in imbuing their arrows with magic, unleashing arcane destruction upon their prey. They base their method in ancient elven techniques, and are often elven themselves, or allies of the elvish people, employing their magical arrows on the protection of elvish realms, being sworn enemies of natural enemies of goblins, orcs and other enemies of the elven people.
- Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can spend a spell slot and apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 11th and 15th levels.
- Curving Shot
At 3rd level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
- Magic Arrow
At 7th level, you gain the ability to summon magic arrows. Each time you make a ranged attack with a bow or longbow, you magically summon piece of non-magical ammunition.
Any pieces of ammunition created by this ability disintegrate after hitting the target. In addition, whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
- Hail of Arrows
At 11th level, you can use your action to make ranged attacks with your bow against any number of creatures within your bow's short range, with a separate attack roll for each target.
- Arrow of Slaying
At 15th level, you can magically form an arrow specially meant to slay a particular creature. As a bonus action, you can spend spell slot of 2nd-level or higher to create an arrow of slaying. If you hit a creature with this arrow, the creature must make a Constitution saving throw against your spell save DC. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
On a hit or miss, the arrow is destroyed. An arrow of slaying created loses its magic after 1 minute if not used.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
- Banishing Arrow
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
If you spend a spell slot of 3rd-level or higher, a target also takes 2d6 force damage when the arrow hits it.
- Beguiling Arrow
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6, if you spend a spell slot of 3rd-level or higher.
- Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6, if you spend a spell slot of 3rd-level or higher.
- Enfeebling Arrow
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6, if you spend a spell slot of 3rd-level or higher.
- Grasping Arrow
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 if you spend a spell slot of 3rd-level or higher.
- Piercing Arrow
You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 if you spend a spell slot of 3rd-level or higher.
- Seeking Arrow
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. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s 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 an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 if you spend a spell slot of 3rd-level or higher.
- Shadow Arrow
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 if you spend a spell slot of 3rd-level or higher.
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