Ranger
Base Class: Ranger

The Arcane Combatant learns how to augment magic into their weapon strikes. Not limited by implement, all sorts of rangers which follow this path end up in wildly different places, with some becoming world renound duelists using their magic to lock down a singular opponent, others becoming archers who devestate foes from hundreds of feet away with explosive magic. There are even tales of rangers that use nothing but their magic, and random objects that surround them.

Arcane Combatant Spells

Starting at 3rd level, you learn an additional spell from any spell list when you reach level 3, 5, 9, 13 and 17. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Esoteric Fighting

At 3rd Level, you learn 3 cantrips of your choice from any class spell list, 2 of which must have the ability to only target only one creature. In addition, once per turn when you hit with a weapon attack, you may deal the damage of one of your cantrips, and apply the rider effect if any. You can use a weapon you're proficient in as a spellcasting focus

Unearthed Knowledge

At third level, your studies/research has drawn you into knowlege from every corner of magic. You gain proficeinecy in Arcana and you learn one rare language of your choice.

Fighting Stance

At 7th level, you have developed various Fighting Stances which you have discovered have the ability to better intertwine your martial and magical prowess. As an action, you can choose to adopt a Fighting Stance, until you use another action to change it.  You may choose from the following stances.

Lockdown

When you hit a creature with a weapon attack, their speed becomes reduced by 10 ft and they have disadvantage on any attack roll that isn’t against you until the start of your next turn. If you hit the same creature twice when you take the attack action, you may make an additional attack against the same creature as part of the same action.

Quickshot

When you take the attack action, you may use your bonus action to cast a cantrip.

Spell Slinger

While you are holding a ranged or thrown weapon, whenever you cast a spell with a range of 5 or more feet, the range becomes the maximum range of your weapon. In addition, when you take the attack action, you may replace one of your attacks to cast a spell with a casting time of one action. In addition, the target of the weapon attack must be one of the targets of your spell. If the spell targets a point in space, the attack must be towards a target within 5 feet of the spells origin.

Sunder

Once per turn when you hit a creature with a weapon attack, they gain disadvantage on the next saving throw they make vs a spell before the end of your next turn.

Supernatural Strikes

At 11th level you have learn eldritch secrets used to either benefit you or your allies. You learn 2 Eldritch Secrets as shown below, and when you finish a long rest you can swap one out for another Eldritch Secret. In addition, you reagain all uses of your Eldritch Secrets on a long rest. You may not use 2 Eldritch Secrets on the same turn.

Blinding Strike

Once per turn when you hit an enemy with a weapon attack, you may force the target to make a constitution saving throw vs your Spell Save DC. On a failure, the target is blinded until the start of your next turn. You may use this Eldritch Secret a number of times equal to half your proficiency bonus (rounded up). You only expend a use if the target fails their saving throw.

Buffeting Strike

Once per turn when you hit an enemy with a weapon attack, you may force the target to make a Strength saving throw vs your Spell Save DC. On a failure, you may choose to knock the creature prone and or push them up to 10 ft away from you. You may use this Eldritch Secret a number of times equal to twice your proficiency bonus. You only expend a use if the target fails their saving throw.

Charming Strike

Once per turn when you hit an enemy with a weapon attack, you may force the target to make a Wisdom saving throw vs your Spell Save DC. On a failure, the target is Charmed until the start of your next turn. You may use this Eldritch Secret a number of times equal to your proficiency bonus. You only expend a use if the target fails their saving throw.

Frightening Strike

Once per turn when you hit an enemy with a weapon attack, you may force the target to make a Wisdom saving throw vs your Spell Save DC. On a failure, the target is Frightened until the start of your next turn. You may use this Eldritch Secret a number of times equal to your proficiency bonus. You only expend a use if the target fails their saving throw.

Misty Strike

Once per turn when you hit an enemy with a weapon attack, you may turn 1 willing creature within 15 ft of the target invisible until the start of your next turn, or until they attack, or cast a spell. You have a number of uses equal to half your proficiency bonus (rounded up).

Paralyzing Strike

Once per turn when you hit an enemy with a weapon attack, you may force the target to make a Constitution saving throw vs your Spell Save DC. On a failure, the target is Paralyzed until the start of your next turn. You may use this Eldritch Secret once. You only expend this use if the target fails their saving throw.

Poisoning Strike

Once per turn when you hit an enemy with a weapon attack, you may force the target to make a Constitution saving throw vs your Spell Save DC. On a failure, the target is Poisoned until the start of your next turn. You may use this Eldritch Secret a number of times equal to your proficiency bonus. You only expend a use if the target fails their saving throw.

Restraining Strike

Once per turn when you hit an enemy with a weapon attack, you may force the target to make a Strength saving throw vs your Spell Save DC. On a failure, the target is Restrained until the start of your next turn. You may use this Eldritch Secret a number of times equal to half proficiency bonus (rounded up). You only expend a use if the target fails their saving throw.

Sapping Strike

Once per turn when you hit an enemy with a weapon attack, you may force the target to make a Contitution saving throw vs your Spell Save DC. On a failure, the target gains 1 level of exhaustion. You may use this Eldritch Secret a number of times equal to your proficiency bonus. You only expend a use if the target fails their saving throw.

Stunning Strike

Once per turn when you hit an enemy with a weapon attack, you may force the target to make an intelligence saving throw vs your Spell Save DC. On a failure, the target is stunned until the start of your next turn. You may use this Eldritch Secret twice. You only expend a use if the target fails their saving throw.

Perfected Stance

At level 15, your dedication to your craft has shown through as you have perfected your Fighting Stances. You may now be under the effects of 2 stances at a time, and may choose both of them using the same action. 

Arcane Secrets

At 15th level you have learned spells from all sorts of places. You learn a spell of first, second, and third level from any spell list. These become Ranger spells for you and don't count towards your maximum spells known.

Previous Versions

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9/10/2022 1:18:46 AM
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