Ranger
Base Class: Ranger

Maybe you encountered a creature from limbo or the far realm during an expedition or hunt that altered you irrevocably. Perhaps you've always had a proclivity toward unbridled and free self-expression, having learned to manifest that in your fighting style. Whether you choose the chaos, or it was thrust upon you by circumstance, the churning entropy which underlies reality effuses you as a Havoc Bearer.

Havoc Bearer Features

Ranger Level
Feature
3 Havoc Die (d6), Disorderly Disguise, Shambled Strike, Wild Surge
7 Havoc Die (d8), Force of the Wilds, Muddled Conversation
11 Havoc Die (d10), Twisted Timing, Wrinkled Travel
15 Havoc Die (d12), Havoc Mastery

Unstable Power

You hold an essence of pure chaos within yourself that you use to fuel unique and always shifting powers. This energy is represented by your Havoc die, which is a d6. You can use your Havoc die a number of times equal to twice your proficiency bonus and regain all your expended uses when you finish a long rest.

When you reach certain levels in this class, the size of your Havoc die increases: at 7th level (d8), 11th level (d10), and 15th level (d12). The powers below use your Havoc die.

Disorderly Disguise. You learn the Disguise Self spell as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. As an action, you can expend one Havoc die to cast Disguise Self without expending a spell slot. On an odd result, the form has an unexpected and abnormal feature, such as antennae, green feathered arms, or a bad haircut. Creatures have advantage to see through such an illusion. On an even result, your form is more effective than intended. Creatures have disadvantage to see through your illusion.

Shambled Strike. You empower your attacks with intense and disruptive chaotic energies. When you deal damage with a weapon attack, you can expend one Havoc die to deal additional damage equal to a single roll. To determine the additional damage's type, roll the Havoc die an addition time and consult the Havoc Damage table. On a 1, the target instead gains that many hit points.

Havoc Damage

Havoc Die
Damage Type
1 Healing
2 Acid
3 Magical Bludgeoning, Piercing, or Slashing (your choice)
4 Cold
5 Fire
6 Lightning
7 Poison
8 Thunder
9 Necrotic
10 Radiant
11 Force
12 Psychic

Wild Surge

Beginning when you choose this subclass at 3rd level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a ranger spell of 1st level or higher, roll your Havoc die. If you roll a 1, you trigger a Wild Surge. Roll your Havoc die again on the Wild Magic Surge table to create a magical effect.

Each time you roll higher than a 1, the result needed to trigger a Wild Surge increases by 1. The Wild Surge DC resets to 1 when you trigger a Wild Surge.

If the effect requires a saving throw, the DC equals your spell save DC. If that effect is a spell and it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Wild Surge

HAVOC DIE
EFFECT
1 For the next minute, you must shout when you speak and audible announce the name of any spell you cast.
2 For the next minute, you regain a number of hit points equal to your Wisdom modifier (minimum 1) at the start of each of your turns.
3 You cast fly on a random creature within 60 feet of you.
4 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
5 You and each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
6 The spell initially appears to fail, but instead takes effect at the beginning of the next creature's turn or in one minute (your choice).
7 You gain a number of levels of exhaustion equal to the spell's level. The exhaustion dissipates by one level for every ten minutes of activity no more strenuous than eating, drinking, reading, and tending to wounds or completely with a short or long rest.
8 The spell becomes overcharged. You expend your spell slot as usual, but the effect of the spell is as if you had cast it using a spell slot of one level higher.
9 You cast shatter as a 3rd-level spell centered on yourself.
10 You gain resistance to all damage for the next minute.
11 You cast polymorph. If you fail the saving throw, you turn into a cranium rat or a chimeric pig with tiger striped skin and a pumpkin stalk tail (your choice) for the spell’s duration.
12 You regain a spell slot equal to the spell's level.

Force of the Wilds

Starting at 7th level, when you use your action to cast a spell of no higher level than half your Wisdom modifier (minimum 1), you can make one weapon attack as a bonus action.

Muddled Conversation

Additionally at 7th level, as a reaction when you make a Charisma ability check to influence another creature, you can expend a use of your Havoc die to magically shift the conversation and the emotions of those engaged in it.

On an odd result, you add the number rolled to your check. On an even result, choose a creature. Subtract the number from the next amount ability check the creature makes to detect deceit or recognize your good intentions in the next minute.

Havoc Adept

Beginning at 11th level, you have discovered new ways to employ your Havoc die, detailed below.

Twisted Timing. Disorder loves nothing more than unplanned interruptions and reversals in circumstance. When initiative is rolled, but before you know the initiative order, you can roll your Havoc die to twist the tides of fate. On an odd result, your initiative increases by the number rolled. On an even result, choose a creature you can see. Their initiative decreases by the number rolled.

Wrinkled Travel. You learn to wrinkle the fabric of space to travel vast distances in mere moments. As an action, you can expend a use of your Havoc die to cast the Teleportation Circle spell without requiring material components and without expending a spell slot. After you or members of your group enter the portal, roll your Havoc die. On an odd result, you arrive at the destination without incident.

On an even result, you and your group appear a random distance away from the destination in a random direction. Distance off target equals the result × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the dice, then you would be off target by 15 percent, or 18 miles. The GM secretly determines the direction off target by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.

Havoc Mastery

While chaos can never be truly controlled, you master redirecting it to your ends. Whenever you roll your Havoc die, including on the Wild Surge table, you can roll the die twice and choose which of the two effects to unleash. When rolling on the Wild Surge table, you can choose any effect on the table if you roll the same number on both dice.

Previous Versions

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