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Ranger sublcass idea- Arcane Archer
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<blockquote data-quote="Lanliss" data-source="post: 7114772" data-attributes="member: 6801219"><p>Alright, I ported Archers Lore, Conjure Arrows, and Deadly Arrow over to the ranger easily enough. Deadly Arrow simply adds 2 dice of damage to whatever Arcane Shot you are firing. </p><p></p><p>3rd level</p><p>Arcane shot (1 shot options)</p><p>Archers lore (If they fill out all of the available skills, they get to pick an remaining skills from the Ranger skill list.</p><p></p><p>5th level</p><p>Extra attack (I am basing my Homebrew ranger off the UA one, I like it more.)</p><p></p><p>7th level</p><p>Conjure Arrows, as in the original Fighter UA.</p><p></p><p>11th level</p><p>2nd Arcane Shot option (Bumping them up to 10 total arrows they will be able to throw, although realistically only 6 at this level.)</p><p></p><p>15th level</p><p>Deadly Arrow (as mentioned above, just +2 damage dice for their shot.)</p><p></p><p>18th level</p><p>3rd Arcane Shot option, at this point giving them a total of 15 shot choices. </p><p></p><p>Under the current spell casting rules they will have 15 shots per long rest, if they use all of their spell slots for these options. Now I just need to detail the options, which I have started on below.</p><p></p><p>Arcane Shots</p><p>Below are your options for Arcane Shots. Each Arcane Shot has 5 tiers, which require you to spend an appropriate spell slot to use. Some Shots can also be cast at a higher level, and detail what happens when you do so in their description.</p><p></p><p>Fire Arrow</p><p><em><strong>(1st level)</strong></em> You fire a single spark of fire. Make an attack against a creature within range. On a hit, the target takes an additional 2d6 fire damage.</p><p> <strong>At higher Levels:</strong> When cast at a higher level, this Shot deals an additional 1d6 damage for each slot level above the first, to a maximum of 6d6 bonus damage.</p><p>----</p><p><strong><em>(3rd level) </em></strong>You fire an explosive shot. Choose a Creature in range, and make an attack. If you miss, the Creature and any others within 10 feet of it must make a dexterity saving throw. They take 8d6 fire damage on a failed save, or half as much on a successful one. If you hit with the attack, the target creature automatically fails the saving throw. </p><p> <strong>At Higher levels:</strong> When cast at a higher level, this Shot deals an extra 1d6 fire damage for each spell level above 3rd, to a maximum of 10d6 fire damage.</p><p></p><p>Ice Arrow</p><p><strong><em>(1st level)</em></strong> You fire a freezing snare. Make an attack against a creature within range. On a hit the target takes damage as normal, as well as an extra 1d8 Cold damage. Additionally, ice starts to freeze around the creatures feet. It must make a Strength saving throw, or its speed is reduced to 0.</p><p> <strong>At Higher Levels:</strong> If you cast this Shot at a higher level, the save DC increases by 1 for each slot level above first, to a maximum of +5.</p><p></p><p>Multiplying Arrow (I wanted a simple one, but am not sure if this is too strong or too weak.)</p><p><em><strong>(1st level)</strong></em> you fire an arrow that multiplies into 2. Make 2 attacks against your target, applying damage as normal. </p><p> <strong>At Higher Levels:</strong> If you imbue this shot with a Higher Slot level, you make one additional attack against the same target for each slot level above the first, up to a maximum of 6 Attacks.</p><p>----</p><p><strong><em>(2nd level)</em></strong> Your arrows spread wide. Choose two enemies within 20 feet of each other, and make an attack against both of them. On a hit, you deal an extra 1d8 damage to both targets. </p><p> <strong>At Higher levels:</strong> When you cast this shot at a higher level you can choose one additional target for each slot level above 2, as long as all targets fall within a 10 foot radius circle, up to a maximum of 5 targets. </p><p></p><p>Light Arrow</p><p><strong><em>(1st level)</em></strong> You fire a sticky Flare Arrow. When fired at an enemy, all attacks have advantage against that enemy until the start of your next turn. It also does not benefit from Invisibility, and cannot become Hidden.</p><p></p><p>Any ideas to add?</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7114772, member: 6801219"] Alright, I ported Archers Lore, Conjure Arrows, and Deadly Arrow over to the ranger easily enough. Deadly Arrow simply adds 2 dice of damage to whatever Arcane Shot you are firing. 3rd level Arcane shot (1 shot options) Archers lore (If they fill out all of the available skills, they get to pick an remaining skills from the Ranger skill list. 5th level Extra attack (I am basing my Homebrew ranger off the UA one, I like it more.) 7th level Conjure Arrows, as in the original Fighter UA. 11th level 2nd Arcane Shot option (Bumping them up to 10 total arrows they will be able to throw, although realistically only 6 at this level.) 15th level Deadly Arrow (as mentioned above, just +2 damage dice for their shot.) 18th level 3rd Arcane Shot option, at this point giving them a total of 15 shot choices. Under the current spell casting rules they will have 15 shots per long rest, if they use all of their spell slots for these options. Now I just need to detail the options, which I have started on below. Arcane Shots Below are your options for Arcane Shots. Each Arcane Shot has 5 tiers, which require you to spend an appropriate spell slot to use. Some Shots can also be cast at a higher level, and detail what happens when you do so in their description. Fire Arrow [I][B](1st level)[/B][/I] You fire a single spark of fire. Make an attack against a creature within range. On a hit, the target takes an additional 2d6 fire damage. [B]At higher Levels:[/B] When cast at a higher level, this Shot deals an additional 1d6 damage for each slot level above the first, to a maximum of 6d6 bonus damage. ---- [B][I](3rd level) [/I][/B]You fire an explosive shot. Choose a Creature in range, and make an attack. If you miss, the Creature and any others within 10 feet of it must make a dexterity saving throw. They take 8d6 fire damage on a failed save, or half as much on a successful one. If you hit with the attack, the target creature automatically fails the saving throw. [B]At Higher levels:[/B] When cast at a higher level, this Shot deals an extra 1d6 fire damage for each spell level above 3rd, to a maximum of 10d6 fire damage. Ice Arrow [B][I](1st level)[/I][/B] You fire a freezing snare. Make an attack against a creature within range. On a hit the target takes damage as normal, as well as an extra 1d8 Cold damage. Additionally, ice starts to freeze around the creatures feet. It must make a Strength saving throw, or its speed is reduced to 0. [B]At Higher Levels:[/B] If you cast this Shot at a higher level, the save DC increases by 1 for each slot level above first, to a maximum of +5. Multiplying Arrow (I wanted a simple one, but am not sure if this is too strong or too weak.) [I][B](1st level)[/B][/I] you fire an arrow that multiplies into 2. Make 2 attacks against your target, applying damage as normal. [B]At Higher Levels:[/B] If you imbue this shot with a Higher Slot level, you make one additional attack against the same target for each slot level above the first, up to a maximum of 6 Attacks. ---- [B][I](2nd level)[/I][/B] Your arrows spread wide. Choose two enemies within 20 feet of each other, and make an attack against both of them. On a hit, you deal an extra 1d8 damage to both targets. [B]At Higher levels:[/B] When you cast this shot at a higher level you can choose one additional target for each slot level above 2, as long as all targets fall within a 10 foot radius circle, up to a maximum of 5 targets. Light Arrow [B][I](1st level)[/I][/B] You fire a sticky Flare Arrow. When fired at an enemy, all attacks have advantage against that enemy until the start of your next turn. It also does not benefit from Invisibility, and cannot become Hidden. Any ideas to add? [/QUOTE]
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