Ranger
Base Class: Ranger

Rangers are the embodiment of adventure in the world, they uncover ruins, tombs, and ancient cities along throughout their lives. Those rangers who deliberately seek out these places in the pursuit of knowledge become known as Seekers, those who delve into the secrets of the world. These rangers specialise in magic far mor than any other, becoming adept practioners of the arcane alongside their typical druidic connection.

Arcane Attunement

3rd-level Seeker feature

Through study and focus you master minor feats of the arcane. Choose a school of magic, you learn the spells associated with your choice, as shown in the table. These spells count as ranger spells for you, but they don’t count against your number of ranger spells known.

School of Magic Cantrip

Abjuration

blade ward, armor of agathys

Conjuration

mage hand, find familiar

Divination

guidance, identify

Enchantment

friends, charm person

Evocation

eldritch blast, magic missile

Illusion

minor illusion, disguise self

Necromancy

toll the dead, false life

Transmutation

prestidigitation, catapult

Seeker Magic

3rd-level Seeker feature

You learn an additional spell when you reach certain levels in this class, as shown in the Seeker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Seeker Spells
RANGER LEVEL SPELLS
3rd 1st-level Arcane Attunement spell
5th spiritual weapon
9th counterspell
13th divination
17th legend lore

Seeker's Lore

3rd-level Seeker feature

You search through dilapidated archives, ancient libraries, and forgotten tombs, gaining new knowledge and skill. As a result, whenever you make a Intelligence check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Arcana, History, Nature, or Religion.

Apprentice's Halo

7th-level Seeker feature

As you expend magical energy, you create a halo of rebuking magic. When you cast a spell of 1st level or higher, a small glowing mote begins to circle around your head. When you are hit by an attack you may use your reaction to force the attacker to take force damage equal to five times the number of motes you currently have active. Upon doing this all the motes fade.

The total number of motes you have active cannot exceed an amount equal to your proficiency bonus.

Adaptive Magic

7th-level Seeker feature

When you finish a long rest, you can replace one spell you know with another spell from the ranger spell list.

Mercurial Mind

11th-level Seeker feature

Your archive of knowledge and secrets places a barrier around your mind to protect against assault. When you make Wisdom, Intelligence, or Charisma saving throw, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).

Arcanist's Expertise

15th-level Seeker feature

You uncover the deepest secrets of the arcane and unravel magics that should be far beyond your skill. Choose a 6th or 7th level spell of your chosen school of magic from the sorcerer, warlock, or wizard spell list: you can cast this spell once without expending a spell slot. You must finish a long rest before you can do so again.

Previous Versions

Name Date Modified Views Adds Version Actions
4/19/2020 7:04:39 PM
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1A
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4/27/2022 9:45:48 PM
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2B
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