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Arcane Sharpshooter[]

Temisar

"For my sister, I'll make you all pay!"

Rangers of the Arcane Sharpshooter archetype imbue their arrows with magical spells, and can expend their natural magical capabilities to enhance their speed at which they fire.

Arcane Initiate[]

At 3rd level, your studying of the arcane arts has rewarded you well. You gain the ability to cast a number of cantrips equal to your Proficiency bonus, which can be any cantrips that allows you to make a ranged spell attack. Additionally, you either gain proficiency in Arcana, or, if you already had proficiency in that, proficiency from a skill from the Ranger's starting options.

Imbued Arrow[]

Starting at 3rd level, an amount of times per long rest equal to your Wisdom modifier (min 1), you can imbue an arrow with a cantrip, as a bonus action. If the arrow hits the target, the target takes damage from both the cantrip and the arrow. For cantrips that fire multiple times (e.g. Eldritch Blast), multiple arrows are imbued at once. An arrow only stays imbued for 1 minute.

Revised Ranger: Extra Attack[]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Consumption[]

Beginning at 7th level, you can choose to spend a spell slot (the maximum level spell slot you can spend is equal to 1/2 your Proficiency bonus) as a bonus action, and make a number of attacks equal to the spell slot level spent. At 17th level, once per long rest, you can spend a 4th level spell slot, for free, on this feature.

Magic Hunter[]

Starting at 11th level, whenever you deal damage to one of your favored enemies with either a cantrip, spell, or arrow imbued with a cantrip, they take additional damage equal to your Wisdom modifier.

Hunter's Spell[]

Beginning at 15th level, once per long rest, you can cast any 6th or lower level spell from the Wizard spell list, at 6th level. The spell must do damage in some way. You can change this spell by spending 10 minutes in meditation after a long rest or short rest. If the spell fails to deal damage when cast, roll a d20. On a roll of 11 or above, the spell is not wasted. On a roll of 10 or lower, the spell is still wasted for the day.

rip temisar

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