![]() Your spells known equals your Intelligence modifier + half your arcane ranger level rounded down(minimum of 1). 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. You can change your list of prepared spells when you finish a long rest. Casting the spell doesn’t remove it from your list of prepared spells. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. ![]() ![]() The spells must be of a level for which you have spell slots.įor example, if you are a 5th-level arcane archer, you have four 1st-level and two 2nd-level spell slots. When you do so, choose a number of arcane archer spells equal to your Intelligence modifier + half your arcane archer level, rounded down (minimum of one spell). You prepare the list of arcane archer spells that are available for you to cast, choosing from the arcane archer spell list. You regain all expended spell slots when you finish a long rest. To cast one of your arcane archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. The Arcane Archer table shows how many spell slots you have to cast your spells. You are able to use this feature a number of times equal to your intelligence modifier (minimum of 1), and regain expended uses upon finishing a short or a long rest.Īt 2nd level, the arcane archer gains access to several arcane imbuements and spells to further augment their ranged attacks. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. They remain for 10 minutes or until you use this feature again, after which they then vanish. These appear in your hand or in a container, such as a quiver, on your body. As a bonus action, you can conjure up to 20 nonmagical arrows or bolts. While you are wearing armor, you gain a +1 bonus to AC.Īt 1st level, you learn a minor but useful magical trick. 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. You are trained in making ranged attacks at close quarters. You gain a +2 bonus to attack rolls you make with ranged weapons. You can't take the same Fighting Style option more than once, even if you later get to choose again. ( a) an explorer's pack or ( b) a scholar's packĪt 1st level, you adopt a particular style of fighting as your specialty.( a) a longbow and 20 arrows or ( b) a heavy crossbow and 20 bolts.( a) Leather armor and a dagger or ( b) hide armor and a dagger.You start with the following equipment, in addition to the equipment granted by your background: Hit Dice: 1d8 per Arcane ranger level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane ranger level after 1stĪrmor: Light armor and medium armor Weapons: Simple weapons, ranged martial weapons Tools: None Saving Throws: Dexterity, Intelligence Skills: Choose 2 from Arcana, Acrobatics, History, Insight, Investigation, Medicine, Perception, and Stealth. Second, choose the folk hero background.Īs a Arcane ranger you gain the following class features. First, Dexterity should be your highest ability score, followed by Intelligence. You can make an arcane archer variant quickly by following these suggestions. What motivated your character into choosing this occupation? Did your character first develop talent for magic or archery? Think about what goals your character has in mind when creating a arcane archer variant, whether it is to become an unparalleled archer, they are in pursuit of vengeance, or some other goal. Arcane Ranger Creating an Arcane Archer variant
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