Arcane Ranger (5e Class)

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Arcane Ranger[edit]

Creating an Arcane Ranger[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 Outlander background.

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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 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 Invocations
Slots
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Conjured Ammunition, Intelligent Recover
2nd +2 Spellcasting, Arcane Invocations 2 2
3rd +2 Arcane Augments, Reflexive Thinking 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 5 4 2
6th +3 Ability Score Improvement, Arcane Foresight, Conjured Ammunition Improvement 6 4 2
7th +3 Evasion 7 4 3
8th +3 Ability Score Improvement 8 4 3
9th +4 Additional Fighting Style 9 4 3 2
10th +4 Enchanted Projectiles 9 4 3 2
11th +4 Extra Attack Improvement 9 4 3 3
12th +4 Ability Score Improvement 9 4 3 3
13th +5 9 4 3 3 1
14th +5 Ability Score Improvement, Arcane Foresight Improvement 9 4 3 3 1
15th +5 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 9 4 3 3 3 1
18th +6 Nature Blessing 9 4 3 3 3 1
19th +6 Ability Score Improvement 9 4 3 3 3 2
20th +6 All Seeing Eye, Extra Attack Improvement 9 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 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 1d8 + 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.

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 2 Arcane Invocations slots. The number of slots increases as you leveled (You gain 1 invocation for every level after 2, until level 9).You recover all your Arcane Invocation slots every short or long rest.

Your Invocation options are detailed at the end of the class description.

Arcane Augments[edit]

At 3rd level, you learn how to create an extra-dimensional space where you can store 1 weapon you are proficient with. 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. 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.

Extra Attack[edit]

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 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 and as a bonus action have advantage on all your attack rolls in 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). 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.

Additional Fighting Style[edit]

At 9th level you can choose a second option from the Fighting Style class feature.

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 damage equal to your Intelligence modifier.

Nature Blessing[edit]

Your efforts in mimicking the power of Nature did not go unnoticed. As a reward for your accomplishiments the Spirits of Nature blessed you. At the 18th level you choose a number of spells from the ranger 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.

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.

All Seeing Eye[edit]

By 20th level, you have sharpened your eyes as much as it is possible, and impossible. You gain 500 feet of truesight.

Arcane Archer Spell List[edit]

1st Level

Alarm, Detect Magic, Identify, Goodberry, Entangle, Expeditious Retreat, Faerie Fire, Fog Cloud, Grease, Zephyr Strike.

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, 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).

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.

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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