Arcane Ranger, Variant (5e Class)
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Arcane Ranger[edit]
An arcane ranger is a warrior that specializes in enchanting their arrows with powerfull magic, they train themselves hard from youth in the use of Bow, Spells and melee combat. Their favoured weapon of choice is the longbow, and they usually take some kind of polearm as a secodary weapon
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Creating a[edit]
What motivated your character into developing its skills? Was it always good with shooting weapons, and suddenly descovered its magical powers? Think about what goals your character has in mind when creating a Arcane Ranger, whether it is to become an unparalleled marksman, they are in pursuit of vengeance, or some other goal.
- Quick Build
You can make an Arcane Ranger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Sage background.
Class Features
As a Arcane Ranger you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Arcane Ranger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Arcane Ranger level after 1st
- Proficiencies
Armor: light
Weapons: simple and martial
Tools: thieves tool
Saving Throws: Dexterity, Intelligence
Skills: Choose 4 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 or (c) leather armor and a glaive
- (a) a longbow and 20 arrows or (b) a heavy crossbow and 20 bolts or (c) a hand crossbow and 20 bolts
- (a) an explorer's pack or (b) a scholar pack or (c) a dungeoneer pack
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. Your ranged attacks ignore half and three-quarter cover while the attacked creature is within 30 feet from you, additionally you gain a +1 bonus to attack rolla made with your ranged weapon
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
Conjured Ammunition[edit]
At 1st level, you learn a minor but useful magical trick. As a bonus action, you can conjure up to 20 nonmagical ammunition of desired type. 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 6th level, your control over this trick improves. Whenever you make an ranged attack with a weapon that has the ammuniton proprety, you can summon the ammunition of the weapon as part of the attack. Additionally, all arrows created through this ability are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Intelligent Recover[edit]
As a bonus action, you can recover hit points up to 1d12 + your Intelligence modifier (minimum of 1 temporary hit point). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
at 2nd level you may use this feature, but adding the result to one ability check, you can chose to do this after you rolled the dice, but before you know wether you succeded or failed
at 4th level whenever you use this feature you can move half your walking speed without provoking opportunity attacks as part of the same bonus action
Spellcasting[edit]
At 2nd level, the Arcane Ranger gains access to several arcane imbuements and spells to further augment their ranged attacks.
- Preparing Spells
The Arcane Ranger table shows how many spell slots you have to cast your spells. To cast one of your Arcane Ranger 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 Ranger spells that are available for you to cast, choosing from the Arcane Ranger spell list. When you do so, choose a number of Arcane Ranger spells equal to your Intelligence modifier + half your Arcane Ranger 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 Ranger, 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 Ranger level rounded down(minimum of 1).
- Spellcasting Ability
Intelligence is the spellcasting ability for your Arcane Ranger spells.
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Ritual Casting
You can cast a arcane ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a ranged martial weapon as a spellcasting focus for your Arcane Ranger spells.
Arcane Invocations[edit]
In your study of the arcane, you have unearthed Arcane Invocations, a power that allows you to augment your weapon attacks with various effects. Whenever you make a ranged weapon attack you may imbue the attack with one Invocation from a prepared list, at the expend of one Invocation slot. You declare the use of an Invocation before rolling the attack. The number of Invocations you can put in your list is equal to half your Arcane Ranger level(rounded up). You can change your list of prepared Invocations whenever you finish a long rest. If an Invocation requires a target makes a saving throw, use your spell save DC, unless it says otherwise.
At 2nd level you gain 1 Arcane Invocation slots. The number of slots increases as you leveled, as shown on the Invocation Slots colunm .You recover all your Arcane Invocation slots every short or long rest.
Your Invocation options are detailed at the end of the class description.
Action Surge[edit]
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
You can use this feature a number of times equal to half your proficiency bonus rounded down, and you recover all uses when you finish a short or long rest
At 15th level you can teleport up to 30 feet to an unoccupied space when you use your action surge. You can do so before or after the action
Arcane Weaponary[edit]
At 3rd level, you learn how to create an extra-dimensional space where you can store a number of weapon you are proficient with equal to your proficiency bonus. You need to perform an one hour long ritual, which can be done during a short rest, with the chosen weapon to tie it to the extra-dimensional space.The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
When tied the weapon becomes infused with arcane magic and becomes an arcane weapon. As your arcane weapon, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can add your intelligence modifier for only attack rolls with the arcane weapon(not damage rolls).
You can summon and equip your arcane weapon from the dimensional space as if drawing(as part of the attack action), and as a bonus action from anywhere outside the dimensional space. The arcane weapon disappears if it is more than 5 feet of you for 10 minutes or more.
Reflexive Thinking[edit]
You sharpened your logical thought to a point that it is almost indistinguible to your instincts. By the 3rd level, whenever you make an ability check or a saving throw involving a Wisdom modifier, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier plus half your proficiency bonus(rounded up). You regain all expended uses when you finish a long rest.
Additionally, when calculating your Passive Perception add your Intelligence modifier.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Ranger Conclave[edit]
At 3rd level, you chose a subclass. You can choose a Ranger Conclave from the base manual or the Conclave of the Mystical Protectors detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th and 15th
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can cast a cantrip with the casting time of an action or bonus action in place of one attacks
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Arcane Foresight[edit]
Starting at 6th level, through divination magic you occasionally catch a glimpse of the immediate future. As a bonus action, you can choose to have advantage on all your attack rolls on this turn or advantage on all saving throw rolls until the end of your next turn. You can use this feature equal to your half proficiency bonus(rounded up).When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.. You recover one use in a short rest, and all uses in a long rest.
At 14th level you gain both advantages(to attack rolls and to saving throws) when you use this feature.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Indomitable[edit]
If you fail a saving throw, you can reroll it with a bonus equal to your Arcane Ranger level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.
You can use this feature twice between Long Rests starting at level 13 and three times between Long Rests starting at level 17.
Enchanted Projectiles[edit]
By 10th level, you can infuse more power in your Conjured Ammunition. All attacks made with your Conjured Ammunition also deal additional force damage equal to half your proficiency bonus.
Rapid Strike[edit]
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make a weapon attack for all of the dices you would have rolled with the advantage. You can do so no more than once per attack action.
Arcane Blessing[edit]
Your efforts in studying magic lore finally paid off. At the 18th level you choose a number of spells from any spell list equal to your Intelligence modifier(minimum of 1 spell). You learn these spells and always have them prepared. They count as arcane ranger spells for you, but do not count against the number of prepared arcane spells. You must have the required spell slots to learn these spells
Additionally, you can cast each one of the spells without expending a spell slot, once per long rest. When you cast the spell this way, cast as if used your highest spell slot.
Epic Boon[edit]
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Arcane Champion[edit]
You refined your mind with magic, making your senses and your hand eye cohordination unmatched. At 20th level your Dexterity and Intelligence score go up by 4, up to a maximum of 25, you also gain 500ft of tuesight
Mystical Defender[edit]
A Mystical Defender is a Ranger who voted themselves to use the arrow, blade and magic to defend others, they are paragon of knoledge and martial might
- Conclave Spells
At 3rd level you gain conclave spells at the ranger levels listed:
Ranger Level | Spells |
---|---|
3rd | absorb elements |
5th | earthbind |
9th | protection from energy |
13th | greater invisibility |
17th | hold monster |
- Superior Weapon Training
At 3rd level you have honed your skills with longbow and polearms. You gain the following benefits
- Polearm Training You can use Dexterity instead of Strenght when using a Polearm, the damage goes up to a d12
- Longbow Training Any shot made with either advantage, or within your movement speed will critically hit on a roll of 19 or 20. In addition, you roll one additional die of damage if you score a critical in these circumstances. This increases to critical hit on a 18-20 and two dies of damage at 11th level and critical hit on a 17-20 and three dies of damage at 15th.
You must bind these weapons with Arcane Augments tu use this feature. Additionally, weapons with Arcane Augments do an additional d4 damage, you can chose between: fire, lightning, acid, ice and thunder. The damage increase to 1d6 at level 5, 1d8 at level 9, 1d0 at level 13 and finally 1d12 at level 17
- Parry Stance
The bread and butter for most Arcane Rangers close quarters combat. Starting at 3rd level, while wielding a single drawn melee weapon and not wearing heavy armor or a shield, you can go into a parry stance as a bonus action. While in this stance, you gain the following benefits until the start of your next turn: Your AC increases in +2. You score critical hits with a roll of 19-20. In addition, you roll one additional die of damage if you score a critical in these circumstances. This increases to two dies of damage at 11th level and three at 15th. Your movement speed is reduced by half. Any effect that causes you to move unwillingly only moves you half the distance. When a creature attacks you and misses you can do a single weapon attack against that creature without using a reaction. You can't use this feature again until the start of your next turne
- Riposte
At 7th level, while assuming your Parry stance, if a creature attacks you and misses, you can make a single melee weapon attack against that creature without using a reaction. You can't use this ability again until the start of your next turn.
- Superior Counterspell
At 11th level your magic studies let you interfere with other creatures magic. You always have Counterspell and Dispell magic prepared, and you can add your proficiency bonus to the ability check. Additionally you gain resistance to damage from spells
- Mystic Step
You learn to confuse the mind of attackers with illusion magic. When a creature makes an attack roll against you, you can use your Reaction to impose Disadvantage on that roll. If the attack then misses, you can teleport up to 30 feet to an unoccupied space you can see.
Arcane Ranger Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
Absorb Elements, Alarm, Comprehend Lenguages, Detect Magic, Detect Poison and Disease, Ensnaring Strike, Entangle, Expeditious Retreat, Fog Cloud, Grease, Goodberry, Identify, Jump, Snare, Unseen Force, Zephyr Strike.
- 2nd Level
Arcane Lock, Blindness/Deafness, Darkness, Darkvision, Find Traps, Gust of Wind, Invisibility, Lesser Restoration, Locate Object, Misty Step, Pass Without Trace, Silence, Suggestion, Web
- 3rd Level
Counterspell, Dispel Magic, Hypnotic Pattern, Major Image, Fireball Nondetection, Protection from Energy, Sending, Thunder Step, 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, Hold Monster, Geas, Modify Memory, Passwall, Scrying, Seeming, Wall of Force
Arcane Invocation List[edit]
Grasping Shot[edit]
When you attack a creature using this Invocation, conjuration magic creates grasping and poisonous brambles which wrap around the target on a hit. The target takes additional 2d8 poison damage, its speed is reduced by 10 feet, and it must succeed in a Dexterity saving throw or take 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.
The poison and slashing damage both increase by 1d8 when you reach 7th level (3d8 & 2d6) and 13th level (4d8 & 3d6) in this class.
Searing Shot[edit]
When you attack a creature using this Invocation, your weapon flares with white-hot insensitivity, and the attack deals an extra 2d8 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 increases by 1d8 when you reach 7th level (3d8) and 13th level (4d8).
Brute Bane Shot[edit]
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. A creature with resistance to necrotic damage automatically succeeds in the save.
The necrotic damage increases by 1d8 when you reach 7th level (3d8) and 13th level (4d8).
Seeking Shot[edit]
Using divination magic, you grant your projectile the ability to seek out your target, allowing it to curve and twist its path in search of its prey. When utilizing this Invocation, choose one creature you have seen in the past minute, and make an attack roll. The shot flies around corners if necessary, and this attack ignores three-quarters cover and half cover. If the chosen creature be within your weapon's range, and there be a path large enough for the shot travel to the target, then it makes a Dexterity saving throw against your attack roll. On a failed save, it takes damage as if it were hit by the arrow, plus a 1d8 force damage, and you always know the target location for 1 minute. On a successful save, it takes half as much damage, and you don't know the target location.
The force damage increases by 1d8 when you reach 7th level (2d8) and 13th level (3d8).
Thunderous Shot[edit]
When you attack a creature using this Invocation, 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 thunder damage increases by 1d8 when you reach 7th level (3d8) and 13th level (4d8).
Intimidating Shot[edit]
- Prerequisite 3rd Level
You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this shot must succeed on a Charisma saving throw or suffers disadvantage on all its attack rolls until the end of your next turn.
The target also takes additional psychic damage if the attack with this Invocation hits when you reach 7th(2d8) and 13th level(3d8)
Fanning Shot[edit]
- Prerequisite 3rd Level
You use transmutation magic to transform your ammunition into an ethereal object that passes through foes and obstacles. When you attack using this ammunition, it fires forward in a 30 foot line originated from yourself. Each creature in the line must make a Dexterity saving throw. On a failed save a target takes damage as if it were hit by the attack, plus 2d8 piercing damage. On a successful save, it only takes half as much damage.
The piercing damage increases by 1d8 when you reach 7th level (3d8) and 13th level (4d8).
Shadow Shot[edit]
- Prerequisite 3rd level
You use illusion magic to coat your arrow in a cloak of shades. The atack deals additional 2d8 psychic damage, and the creature must suceed a wisdom saving throw or be blinded until the start of your next turn The psychic damage increases by 1d8 when you reach 7th level (3d8) and 13th level (4d8).
Mind-Scrambling Shot[edit]
- Prerequisite 5th Level
You use enchantment magic to cause this projectile to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the attack with this Invocation 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 by 1d8 when you reach 7th level (3d8) and 13th level (4d8).
Bursting Shot[edit]
- Prerequisite 5th Level
You imbue your ammunition with a blast of force energy drawn from the school of evocation. If you hit a creature with the attack, each creature within 10 feet of it takes additional 2d8 force damage.
The force damage increases by 1d8 when you reach 7th level (3d8) and 13th level (4d8).
Banishing Shot[edit]
- Prerequisite 7th Level
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the attack with this Invocation hits a creature, the target must also succeed on a Charisma saving throw or be banished to a harmeless demiplane. While banished in this way, its speed is 0,and it is incapacitated. After 1 minute, or if you use this Invocation again, the target reappears in the space it vacated or in the nearest unoccupied space if the space is occupied.
After you reach 14th level, any creatures within 5 feet of the target must also succeed on a Charisma saving throw or be banished, an additionally the arrow does 2d8 force damage.
Chains of Corruption Shot[edit]
- prerequisite 17th level
The ultimate weapon of all Arcane Rangers. You coat your arrow in tendrils of pure darkness wich envelops the target hit. The target takes additional 6d8 necrotic damage as dark tedrils starts to envelop him, the target must make a Dexterity Saving throw or be restrained for three rounds. The target can use his action to make a strenght check against your Spell save DC to free himself. A second creature can attempt to use an action to free the target. If enemy creatures stay within 15ft of the restrained creature need to make a Dexterity saving throw, or be restrained on the next round (only if the primary target is still restrained), applying the same effects. This continues to spread until there are no further targets in range. Each creature can only be infected once per cast. This invocations costs 4 slots of your arcane invocations
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the arcane ranger class, you must meet these prerequisites: Intelligence 13 and Dexterity 13.
Proficiency. When you multiclass into the arcane ranger class, you gain the following proficiencies: ranged martial weapons and one arcane ranger skill.
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