Archer of the Wild
A Ranger subclass inspired by the Green Arrow
3rd Level
Nature's Artisan
You gain proficiency with Alchemist and Woodcarver's Tools
CQC Shooter
You can use your reaction to make a ranged attack with your bow when an enemy within range provokes an opportunity attack from you. For this ability only you ignore the disadvantage bestowed when using your ranged weapon within this range.
Outdoor Ingenuity
Using resources from the land and cities, you are able to craft the following modifications to your arrows. These arrows deal additional damage equal to the dice associated with the ranged weapon. So a bow that does 2d6 would add a d6 with the associated damage type. You spend 10 minutes of uninterrupted crafting to craft 2 arrows of your choice from the list below, or an arrow you are able to think of and your DM agrees with. If an arrow requires a save, it uses your spell save DC. Your DM determines the cost or resources needed, if any, associated with each arrow.
- Frost - Cold Damage
- Explosive - Force Damage
- Blunt - Bludgeoning Damage
- Poison - Poison Damage. The creature must make a constitution saving throw and on a failure be poisoned until the beginning of their next turn.
- Thunder - Thunder Damage. The creature must make a constitution saving throw and on a failure be blinded and deafened until the beginning of their next turn. If the creature is immune to thunder damage or under an effect that grants thunder immunity, they are immune to this arrow and its effects.
- Syringe - Heal
- Tranquilizer - Piercing damage. The creature must make a constitution saving throw and on a failure fall asleep until the beginning of their next turn.
- Smoke - Bludgeoning damage. You create a 20-foot-radius cloud of smoke centered on a point within range. The cloud lasts for 1 minute or until a wind of moderate or greater speed disperses it. The area is considered heavily obscured.
- Net - Piercing Damage. You can target a creature within range that is Large or smaller. If you hit, the target is restrained by a net until it frees itself with a DC 10 Strength check or until the net is destroyed.
7th Level
Bank Shot
So long as you know the position of your target, you ignore cover when attacking with your ranged weapon attacks.
Toxic Resilience
You are immune to poison and cannot be put to sleep due to your experience working with those toxins. Gain proficiency in Constitution Saving Throws.
11th Level
Emergency Arrows
If you have no arrows available when rolling initiative, you may choose 2 arrows from the Outdoor Ingenuity list to regain.
Grounding Shot
As an action, you imbue 2 of your arrows with arcane energy that afflicts the creature’s movement and fire it toward them. The creature must make a constitution saving throw against your spell save dc or be subject to the following effects:
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The creature is immediately knocked prone, and cannot stand up to end the effect early until they make the save.
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If the creature has a flying, burrowing, or diving speed, they are unable to use it.
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If they were using any of these speeds when they failed the save, they begin to return to the surface (Diving, Burrowing) or begin to fall to the ground (Flying). They move at a rate equal to 2 x the speed they were using and begin moving at the start of each of their turns.
The creature may reattempt the save at the end of each of its turns. You may use this ability a number of times equal to your proficiency bonus and regain all uses on a short or long rest.
15th Level
Arrow of Vengeance
As a reaction, when a creature within range that you can see deals damage to you or an ally, you can fire a single arrow at that creature. You make a ranged weapon attack with advantage against the creature. If you hit, the attack deals an extra 5d10 psychic damage, and the creature must make a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. You can use this ability a number of times equal to your proficiency bonus and regain all uses on a long rest.
Rapid Fire
As an action, you can unleash a barrage of arrows at your enemies. You can make a number of ranged weapon attacks equal to your dexterity modifier, and you can target a different creature with each attack. You can use this ability a number of times equal to your wisdom modifier and regain all uses on a long rest.