Ranger
Base Class: Ranger

The Magic Fighter Rangers are an elite military outfit of the ancient elven conclave. The Magic Fighter Rangers are a volunteer special forces renowned as much for their expert reconnaissance capabilities as their bravery and combat prowess. Their primary purpose is dealing with threats regular forces cannot handle, as well as keeping the borders of the ancient elven conclave secure, scouting out threats and other special assignments such as targeting slave traders and traitors. Their superior training, weaponry and use of enhanced magical fighting stances allows them to tip battles in the ancient elven conclave's favor even when a situation may see them outnumbered and out armed. 

3rd Lv. Magic Fighting Stance

Gain proficiency in Arcana. Choose 3 wizard and/or artificer cantrip spells to learn and treat them as if they were ranger spells. 

At the beginning of any combat encounter you may choose a Magic Fighting Stance you know to enter into. Magic Fighting Stance effects last until the end of a combat encounter or until you use your action to switch to a new Magic Fighting Stance you know, in which case you lose the effects of that Magic Fighting Stance and gain the effect of the new Magic Fighting Stance. At 2nd level, you learn two of the following Magic Fighting Stance and can learn an additional Magic Fighting Stance at 7th level and another at 15th level in this class. Whenever you gain a level in this class you may switch 1 of your known Magic Fighting Stance with another you do not know and at level 7, you may change 2 of your known Magic Fighting Stances whenever you gain a level in this class.  

Arcane Shooter- While in this stance, your ranged spell attacks ignore half cover and three-quarters cover. After hitting a target with a ranged spell attack that targets only one target, you can either push or pull the target towards or away from you by a number of feet equal to your Proficiency bonus modifier multiplied by 5. 

Arcane Berserker- While in this stance, you may add your Proficiency bonus multiplier to all melee spell, and/or touch spell attack damage rolls. Additionally you have advantage on any Strength Ability checks while in this stance.

Offensive- While in this stance, you gain a +1 to all attack rolls. Whenever you a use of your favored foe (enemy) feature then as a Bonus action after you trigger the feature, you may spend a spell slot to cast the hunter's mark spell (even if you do not know the spell you may still cast it as long as you use a spell slot to do so) to any creature within range. Both the ability and spell are treated as one concentration spell. 

Defensive- While in this stance, you gain +1 to your AC. Whenever you take damage and need to make a Constitution saving throw to maintain concentration on a spell, you may add your Proficiency bonus modifier to the number you roll. 

Evasive- While in this stance, You may use your Bonus action to take the Dodge action. Whenever you take the Dodge action, you may add your Proficiency bonus modifier to your AC.

Flexible Casting- While in this stance, you are able to cast any Cantrip spell that has a casting time of one Action that does not deal damage when casted as a Bonus action. Additionally a number of times per long rest equal to your Proficiency bonus modifier, you can use your Bonus action to cast any Level 1 or higher spell with a casting time of one Action that does not deal damage when casted.

7th Lv. Shifting Stance/Ranged & Melee Spell Expertise

Shifting Stance- You are now able to use either a bonus action and/or action on your turn to switch your current known Magic Fighting Stance with another Magic Fighting Stance that you know. 

Ranged & Melee Spell Expertise- Any spell that requires a melee weapon as a material component can now use a ranged weapon instead. Any spell that would require to make a melee spell attack with a weapon can now be used with the ranged weapon instead and treat the ranged weapon's attack range for the spell's range. Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.

11th Lv. Weaving Stance/Spell Strider

Weaving Stance- You may now choose to enter into 2 Magic Fighting Stances that you know at the start of combat gaining the features of both stances. You may only choose between the Arcane Shooter Stance, Arcane Berserker Stance, or the Offensive Stance as your first stance and must choose either the Evasive Stance, Defensive Stance, or the Flexible Casting Stance as your second stance. If you change stances during combat, the first stance must be from the stances listed for the first stance options and the second stance must be from the list of second stance options.

Spell Strider- You are unaffected by the effects of your own spells. (example: you do not receive any damage from a spell you cast and spells you cast that cause difficult terrain do not effect your movment speed.)  

15th Lv. Improved Magic Fighting Stance

Improved Magic Fighting Stance- New features are added to your Magic Fighting Stances. You may change one of your known Magic Fighting Stances with one that is not known after finishing a long rest. 

Arcane Shooter- Before you make an attack with a ranged spell that targets only one target you can choose to take a -3 penalty to the attack roll or your spell save DC. If that attack hits, you add +6 to the attack's damage.

Arcane Berserker- Before you make a melee spell and/or touch spell attack, you can choose to take a -3 penalty to the attack roll or your spell save DC. If the attack hits, you add +6 to the attack’s damage.

Offensive- Your Favored Foe feature and hunter's mark deal an additional damage die on a hit. Favored Foe now deals 2d8 on a hit and Hunter's Mark deals 2d6 on a hit.  

Defensive- You have advantage on all spell saving throws. You can take the disengage action as a bonus action. 

Evasive- You do not take half damage on any effect that they have made a successful saving throw against. Enemy opportunity attacks are made with disadvantage against you.

Flexible Casting- As a bonus action, any concentration spell (or feature that works similar to a concentration spell) that is currently targeting a creature(s) can be switched to another creature(s) that is within range of the spell. You do not need to spend an extra spell slot (or use of a feature) to target the creature(s) but if the spell requires a saving throw or ability check on its initial casting, the new creature(s) get to perform the saving throw or ability check to resist the spell.

Magic Fighter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the following Magic Fighter Table Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

3rd Level= Wrathful Smite

5th Level= Misty Step

9th Level= Haste

13th Level= Staggering Smite

19th Level= Banishing Smite

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