Base Class: Ranger
Rangers of the Spirit Blossom Conclave are cunning beings who
channel dangerous fey magic. Unlike Fey Wanderers, who act as
a bridge between the Feywild and the Material Plane, these
rangers use their magic to fulfill their own goals, causing
dangerous growths of fey plants to consume their foes, which
they then aggitate, causing a blast of psychic energy.
Conclaive Spells
You gain conclave spells at the ranger levels listed.
Ranger Level Spell
3rd charm person
5th misty step
9th hypnotic pattern
13th charm monster
17th far step
Bursting Bloom
At 3rd level, your attacks are infused with spiritual energy, allowing you to strike down your foes. When you hit a creature with a weapon a attack on your turn, you can place a bloom mark on it, marking it for 1 minute or untl you place a bloom mark on another creature. If you place a bloom mark on a creature that is already marked, you place an addional mark, up to maximum of 3. When you hit a creature that has 3 bloom marks, you can consume all the bloom marks instead of marking it. If you do so, the attack deals an extra 3d10 psychic damage.
Cunning Will
Also at 3rd level, your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Deception
Gain proficiency in Deception
Performance
Gain proficiency in performance
Persuasion
Gain proficiency in persuasion
Whimsical Stride
At 7th level, your steps can't be hindered, and your stride can't be stopped. You can't be knocked prone while you're concious, and you ignore non-magical difficult terrain. Addionally, you can move across any liquid surface—such as water, acid, mud, quicksand, or lava—as if it were solid ground. If you end your turn on a liquid you fall through
Violent Bloom
At 11th level, whenever a attack a creature and consume all of its bloom, you can choose one of the following addional effects:
. Up to two creatures within 10 feet of the target take 1d10
psychic damage.
. Until the start of your next turn, the target's speed is reduced by half and it can't take reactions.
Hidden Presence
At 15th level, you can become invisible any time you move. If you break up your movement on your turn to take an action, you aren't invisible while you perform that action, but regain your invisibility when you resume moving.
Previous Versions
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6/12/2023 6:02:59 AM
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