Arcane Shot (5e Subclass)

Arcane shot

Arcane shot is a ranger that is blessed by the world giving them the ability to summon a bounded weapon in which they can channel their magical energy through by doing this they can also empower the shots that come out of their bounded weapon to cause a variety of effects


Introduction

You are a ranger that was blessed by the world giving you the ability to shape your magic into the form of a weapon

Arcane pool

At 3rd level you gain a pool of arcana, which allow you to create a variety of magical effects. the number of arcane points you have is equal to your ranger level to a maximum of 10. You regain all spent points when you finish a long rest

Arcane empowerment

At 3rd level, when you gain this feature, you learn two Arcane Shot options of your choice. By spending a point from your arcane pool once per turn, when you fire a shot from your bound weapon as part of the Attack action, you can apply one of your Arcane empowerment options to that shot. You decide to use the option when the shot hits a creature, 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: 5th, 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level ranger

Arcane archer

At 3rd level, You can use your action to create a Bound weapon in your empty hand. You can choose the form that this ranged weapon takes each time you create it (the bound weapon does not come with ammo). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your bound 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.

You can transform one magic weapon into your bound weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extra-dimensional space, and it appears whenever you create your bound weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your bound weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extra-dimensional space when the bond breaks.

Force Bolt

At 5th level your bound weapon can now fire bolts of force dealing 2d6 force damage these shot can not be used with the arcane empowerment feature. The force damage increases to 4d6 when you reach 18th level in this class.


Lock On!

At 7th level, when you make an attack roll with magical shot from your bound weapon and miss, you can use a bonus action to reroll the attack roll Or you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.


Arcane overload

At 15th level you push your magical powers to there limit you are able to add a second arcane empowerment to a shot you have two uses of this ability, and you regain all expended uses when you finish a long rest.

Arcane Shot Options

The options are all magical effects. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Banishing Shot The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's 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. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Shot 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 when you reach 18th level in this class.

Bursting Shot 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 when you reach 18th level in this class.

Enfeebling Shot 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 when you reach 18th level in this class.

Grasping Shot The creature hit by the arrow is wreathed in brambles and 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 when you reach 18th level in this class.

Piercing Shot When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots 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 when you reach 18th level in this class.

Seeking Shot 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. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target 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 when you reach 18th level in this class.

Shadow Shot 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 when you reach 18th level in this class.

Marking Shot The creature hit by this shot is inscribed with your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible. you can cast detect magic to locate this mark from 300ft away the range increases to 600ft at 18th level

Chain Shot the creature struck by this shot takes an extra 2d6 lighting damage all other creatures within 10 feet 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 2d6 lighting damage. On a successful save, a target takes half as much damage. The Lighting damage increases to 4d6 when you reach 18th level in this class.

Entanglement Shot the creature hit by this shot is wrapped in roots and takes and extra 2d6 bludgeoning and is restrained. The target or any creature that can reach it can use its action to remove the roots with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the roots last for 1 minute or until you use this option again. the bludgeoning damage increases to 4d6 when you reach 18th level in this class.


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