The Gadgeteer

Hello, everyone! Today’s class archetype is a Ranger Archetype who uses specialty ammunition and gear to better hunt foes.

Ranger Archetype

The Gadgeteer

A ranger following the Gadgeteer archetype is a marksman who has learned that simple weaponry is the tool of the simple hunter. Beasts and foes come in a wide variety, and so too should ammunition.

Specialized Ammunition

Starting when you choose this archetype at 3rd level, you develop skills with unique and sophisticated tools of the hunt. You gain proficiency with Special Ammunition. When you are in a marketplace, you can seek out a special contact who will sell you Special Ammunition, listed in the Special Ammunition list. You may only fire one piece of Special Ammunition in a round.

Always Prepared

Beginning at 7th level, you’ve developed an uncanny sense of which pieces of Special Ammunition you need. You may spend an amount of gold pieces equal to the price of a piece of Special Ammunition to retroactively have had that ammunition in your possession.

Economies and Ammunition

While this article assumes that a Gadgeteer ranger will have access to different resources or civilized market hubs to acquire their specialty weaponry, some campaigns may offer lower amounts of treasure or time to purchase items. In such campaigns, work with your Storyteller to find an equitable trade for this ammunition.

In some campaigns with a focus on survival or resource management, your storyteller might consider allowing you to expend Spell Slots or Hit Dice in exchange for the ability to craft additional special ammunition.

Diversified Gear

Once at 11th level, and again at 15th level, you’ve taken to customizing your equipment in new ways to better suit your needs. You gain one of the following features of your choice.

Scoped Bow – You’ve built a small detachable scope to better aim your ranged weapon attacks. Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls. Additionally, when you hit a creature with a ranged weapon attack, it grants advantage to the next creature to attack it.

Farsong Ammunition – You’ve carved magical runes into the shaft of your regular arrows You may cast a spell as though it originated from a creature you have hit by one of your ranged weapon attacks within the last 10 minutes. You cannot use this feature again until you complete a short rest.

Bladed Bow – You have adjusted your ranged weapon to contain a hidden blade. If you are wielding a longbow or shortbow, you may treat it as a longsword or shortsword when making a melee weapon attack.

Mechanical Tinkerer

Starting at 15th level, you develop the skills to craft temporarily helpful devices. You can spend 10 minutes preparing a gadget to assist you with simple tasks. When crafting a gadget, select a skill. A creature can operate the gadget as a bonus action to gain advantage on their next use of the skill. Being made of delicate parts, the gadget breaks after one hour.

You cannot use this ability again until you complete a short rest.

Special Ammunition


Fire Arrow – 15 GP An arrow with a flammable oil-soaked tip. When you hit a creature with this arrow, the attack instead deals fire damage.


Flak Arrow – 10 GP An arrow with slotted grooves running down its length. When you hit a target wit this arrow, your damage roll is reduced by 5. All targets within a 5 foot radius of the target take this damage.


Flared Arrow – 50 GP An arrow with barbs which tear at the flesh when removed. Any damage dealt by this arrow cannot be recovered except by a long rest.


Glass Arrow – 30 GP An arrow with a hollow glass shaft. A glass arrow can be filled with any potion you have as a Bonus Action. When you use this arrow, roll to hit as normal. If you hit, instead of dealing your weapon damage, the target receives the effect of the potion loaded into the arrow.


Screamer Arrow – 15 GP An arrow with a whistle carved in its shaft. It can be heard from anywhere within 150 feet of its path.


Shell Arrow – 35 GP An arrow with an explosive glued to its shaft. At the end of your next turn after hitting a target with this arrow, all creatures within 5 feet of the target must attempt a DC 13 Dexterity save or take 2d6 Thunder Damage(half damage on a successful save).


Signal Arrow – 20 GP An arrow with a bright flare for a head. It can be seen within a mile provided you have line of sight.


Smoke Arrow – 15 GP An arrow which produces an acrid black smoke. Until the end of your next turn, a 5-foot radius around the target is covered in smoke. The smoke blocks line of sight, but not line of effect.

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