Ranger
Base Class: Ranger

There existed a group of elite warriors known as the Masked Rangers. These warriors were bestowed with incredible powers derived from the magical masks they wore, which granted them the ability to harness the essence of various terrains. Each mask was unique, representing a different terrain type and providing distinct physical and magical abilities to its wearer. The masked rangers had a cult following that would praise their work and try to reach the same level of power that they had. Thus many replicas were made of the original masks, each with varying power but not enough that could match or exceed the original. 

When a mask is worn, the material melds onto the face of the wearer, becoming part of their body, changing their skin color and texture to that of the mask, essentially looking like a humanoid version of that Terrain theme.

Spirit of the Masks

At 3rd level, as a bonus action, you gain the ability to don terrain-based masks that lend you the abilities they correspond with. The effects persist for as long as the mask is donned on the person. These masks return to your person if they are more than 30ft away from you. Additionally, your masks cannot be removed forcefully through an outside force.

Masks have no effect on those who have not learned the art to harness their power.

Putting on terrain-based masks takes a toll on your body. You may replace your mask with another once per day. If you replace a mask twice in the same day, you suffer one level of exhaustion.


Favored Terrain Masks

At 3rd level, choose 1 terrain-based mask from the following list. Each mask gives power to the terrain they correspond with. There are 3 tiers of power in each mask, each one unlocked at further levels. At the 7th and 15th levels, you progress 1 tier. At level 11th you gain an additional mask that starts at tier 2.

Arctic

1st Tier - Frost Salamander: When you take fire damage, you have advantage on your next attack.

2cd Tier - Cold Touch: Any target creature that touches you or hits you with a melee attack while within 5 feet of you, takes 1d6 cold damage

3rd Tier - Winters Breath: As an action, you exhale a blast of freezing wind in a 15-foot cone. Each creature in that area must make a Dexterity saving throw vs your Spell Save, taking 4d8 cold damage on a failed save, or half as much damage on a successful one. Once you use Winters Breath, you may not do so again until after completing a short or long rest

 

 

Coast

1st Tier - Skulk: As an action, you can choose to become invisible. This invisibility ends if you attack, cast a spell, or if you end it as a free action. While invisible this way, you leave no tracks, you can however be seen with true sight. Once you use Invisibility, you may not do so again until after completing a short or long rest

2cd Tier - Krakens Rage: You can cast Evard’s Black Tentacles as a 4 level spell. Once you cast Evard’s Black Tentacles this way, you may not do so again until after completing a long rest.

3rd Tier - Grasping Gout: You magically launch a spout of water at one creature you can see within 60 feet of you. The target must make a Strength saving throw vs your Spell Save, and it has disadvantage if it’s underwater. On a failed save, it takes 3d8 acid damage and is pulled up to 60 feet toward you. On a successful save, it takes half as much damage and isn’t pulled. Once you use Grasping Spout, you may not do so again until after completing a short or long rest.

 

Desert

1st Tier - Mummy: You gain resistance to necrotic and poison damage, as well as advantage against effects that charm, frighten, or poison.

2cd Tier - Death Burst: As an action, you can force your mask to explode in a burst of dust. Each creature within 5 feet of you must then succeed on a Constitution saving throw vs your Spell Save or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. After you use this action you are no longer wearing the mask and it reforms in your cache.

3rd Tier - Medusa's Gaze: When you make eye contact with another creature, that creature must make a Constitution saving throw vs your Spell Save, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn. Once you use Petrifying Gaze, you may not do so again until after completing a short or long rest.

 

Forest

1st Tier - Ape: You gain a climb speed of 30ft

2cd Tier - Satyr: You have advantage on saving throws against spells and other magical effects.

3rd Tier - Unicorn: As a bonus action, you create a shimmering, magical field around yourself or another creature you can see within 60 feet of you. The target gains a +2 bonus to AC until the end of your next turn.

 

Grassland

1st Tier - Burrow: You gain a burrow speed of 20ft

2cd Tier - Terrifying Glare: As an action, you can target one creature within 30ft. of you. If it can see you, the target must succeed on a Wisdom saving throw vs your Spell Save or be frightened of you. The effect is removed at the end of your next turn.

3rd Tier - Pounce: If you move at least 15ft. straight toward a creature then hit it with a melee attack on the same turn, that target must succeed on a Strength saving throw vs your Spell Save or be knocked prone.

 

Mountain

1st Tier - Rock Steady: You are immune to being knocked prone, and poisoned

2cd Tier - Rock Wall: As an action, you are able to conjure a 15x5x10 rock wall 20ft away from you. It has 50 hit points and AC of 15. Once you conjure Rock Wall, you are unable to do so again until completing a short rest

3rd Tier - Earth Shatter: You can cast earthquake as an 8th level spell. Once you cast earthquake you may not do so again until after completing a short rest.

Swamp

Tier 1 - Crocodile: You gain a swim speed of 40ft. Additionally, you can hold your breath for 30 minutes.

Tier 2 - Vine Restraint: You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. Once you use grasping vines you cannot use it again until completing a short rest


Tier 3 - Incorporeal Movement: You can move through other creatures and objects as if they were difficult terrain. You take 2d10 force damage if you end your turn inside an object. You can use Incorporeal Movement up to 3 times. Expended uses recharge after a long rest.

Underdark

Tier 1 - Devour: As an action, you can take a bite from a corpse that has been dead for at least one day, in doing so, you can spend one of your hit die to regain hit points.

Tier 2 - Myconid: As an action, you eject spores at once creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw vs your Spell Save or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on a success. The spell save dc decreases by 2 for each repeated saving throw for this trait. Myconid can only be used 1+con modifier and is reset on short rest

Tier 3 - Dark Shroud: As a bonus action, you can magically darken the area around your body in a 10-foot-radius. Nonmagical light can’t illuminate this area of dim light. Unless an attacking creature has darkvision or can see in dim light, all attacks made in the area or attempt to attack a target within the area have disadvantage. This darkness lasts for 1 minute. Once you use Dark Shroud, you cannot do so again until after completing a long rest.

Spirits Favor

You progress to the 2nd tier of your masks. This can be visually seen by any changes in the mask's shape or looks.

Spirits Grace

At 11th level, you can don another mask starting at 2nd tier. Additionally, you may replace two masks per day but suffer exhaustion after replacing 3.

Spirits Blessing

You progress to the 3rd tier of your mask

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