Base Class: Ranger
Fueled by the innate and unpredictable nature of the Feywild itself, wild hunt rangers are bound by a primordial vow to the very realms of wild magic. Be it druidic sentinels who guard the wilds with unrivaled martial prowess and magecraft or mischievous tricksters who showcase both the beauty and the danger of the woods to any who might venture into the unknown, a deep and unbreakable love for the wilds of any plane lives within the hearts of these rangers.
Wild Hunt Rangers are akin to the likes of Paladins, Clerics, and even Warlocks in the sense that their power is derived from an outside source, however: much like Druids, Wild Hunt Rangers do not procure power from an ethereal or eldritch patron but rather from nature itself, but unlike druids they also gather power from the entirety of the multiverse and allow it to flow through them. The Feywild is the most common place where Wild Hunt Rangers can draw power but it is not limited to that particular plane and vows and pacts can be formed with other outer planes so long as it embodies the wild of nature in some capacity. The last similarity with druids is that Wild Hunt Rangers are barred from the use of armor and shields made of metal.
Wild's Blood
At 3rd level, the raw and unfettered power of wild magic radiates within your veins. On your turn, you call forth an aura of druidic might as a bonus action.
While the aura is active:
- You have a limited health pool to draw on equal to your Ranger level x 5.
- At the start of each of your turns, you regain up to 20 hit points (minimum of 5)
- Any hit points recovered that exceed your maximum hit points become temporary hit points until this feature ends
- You are resistant to all elemental spell damage
The aura lasts until your health pool reaches 0 or if deactivated early by a bonus action. This feature may be used a number of times equal to your proficiency bonus, but all expended health points will not recover upon each use. All uses and health points are recovered whenever you take a long rest.
Primordial Fury
Your weapon is an extension of yourself as you are an extension of wild magic.
At 3rd level, when you hit a creature with a melee or ranged weapon attack, you can expend a Ranger or Druid spell slot to deal an extra 2d6 damage of a chosen type. Choose between Fire, Lightning, and Cold damage for each use of Primordial Fury. For each spell slot above 1st, the extra damage increases by 2d6 up to a maximum of 8d6.
Gift from the Unknown
At 7th level, you have built up enough magical energy that it can no longer be tamed by your mortal frame alone. At the end of a long rest, roll on the Wild Magic table to see what magical effect can be conjured in exchange for your stored energy. If the effect requires a saving throw, it is your spell save DC.
Gift of the Unknown
d8 Effect
- You teleport up to 30 feet to an unoccupied space you can see. You can use this effect again on each of your turns as a bonus action a number of times equal to your proficiency bonus.
- Flowers and vines temporarily grow around you. Until your next long rest, the ground within 15 feet of you is difficult terrain for your enemies.
- Magic infuses one weapon of your choice that you are holding. The weapon becomes a +1 magical weapon, if it is not already, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. This effect lasts until the end of your next combat encounter.
- Magic is condensed within you and ready to be unleashed. As an action, each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 force damage and be knocked prone. This feature can only be used once; if this effect is not used before a long rest, the magic within you simply fizzles out into nothing.
- A magnificent mane of hair sprouts from the top of your head to just past your knees. You temporarily gain proficiency with the performance skill, if you do not already have it, until your next long rest. Any performance ability check used to distract a creature within 30 feet of you has your proficiency doubled in that skill. You have disadvantage with any stealth ability checks.
- The wild magic that flows in your veins makes it presence known. Your body becomes a source of bright light in a 30 foot radius and dim light for an additional 15 feet. You may use this effect up to a number of times equal to your proficiency bonus.
- The magic released from your form alters the very laws of nature as you see fit. Choose up to one weather condition or seasonal change to take place for the remainder of the day. Until your next long rest, this effect follows you even in enclosed buildings and cramped spaces.
- The wild magic of the outer planes has given you a taste of immortality. Before your next long rest, if your hit points are reduced to 0 but you are not killed outright, you fall down to 1 hit point instead. This effect can only be used once.
Strength without End
At 11th level, you have nearly tamed the wild magic within you and can now call upon even greater strength from the realms beyond. When you land a critical hit against a creature while Wild's Blood is active, all health points in your healing pool are restored and all attacks on your next turn have advantage.
Wild Huntsman
At 15th level, you are one with wild magic and wild magic is one with you; your body now overflows with the primal energy of nature incarnate. You gain the following benefits:
- You are now immune to being frightened or intimidated by your favored enemy/favored foe.
- When you make a melee or ranged weapon attack against your favored enemy/favored foe with Primordial Fury, you ignore all damage resistances and immunities, and the extra damage from Primordial Fury is always maxed. This feature can only be used once per long rest.
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