Base Class: Ranger
Rangers are known for their wanderlust and knowledge of nature. However, some Rangers choose to direct these aspects towards the knowledge of magic as a whole, traveling the world to learn of magic from the most seasoned Clerics, Bards, Wizards, Sorcerers, and Warlocks.
Magical Knowledge
At level 3, you’re travels and studies have served you well, as you have learned spells from other spell lists. Whenever you gain the ability to prepare additional Ranger spells, you can choose to instead learn a spell from any other classes' spell list. These spells are considered Ranger spells for you. You cannot choose to prepare a different spell instead of any spells from this feature. You can have a number of these spells known equal to your ranger level/2 (rounded up).
You also carry a spell book with you that contains your private notes on your travels. It can be used as a spellcasting focus for your Ranger spells.
Arcane Recovery
Also at 3rd level, you have learned to regain some of your magical energy by studying your notes in moments of rest. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 1/3 your Ranger level (rounded down).
For example, if you're a 6th-level Ranger, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Spell Modification
At 7th level, your study of the mystical, as well as examination of Wizardry, allows you to change the fabric of the spells you cast. You always have the Modify Spell spell prepared, it counts as a Ranger spell for you, and can use it on any spell that you learned from your Ranger Spellcasting feature or the Magical Knowledge feature, not just ones from the Arcane Spell List. You can cast Modify Spell once per long rest without using a spell slot.
Modify Spell
4th-Level Transmutation Spell (Ritual; Wizard)
Casting Time: 1 minute
Range: Self
Component: V, S, M (your spellbook) Duration: Instantaneous
Using arcane formulas in your Spellbook, you magically alter one Arcane spell you have prepared. You can change the spell’s color, sound, and smell, and you make one of the following modifications to the spell:
Components. Remove one of the spell’s components: Verbal, Somatic, or Material. You can’t remove the Material component of a spell that consumes that component.
Concentration. If the spell requires Concentration, damage can’t break your Concentration on the spell.
Damage Type. If the spell has a damage type, replace it with one of the following types: Acid, Cold, Fire, Lightning, Necrotic, Poison, or Thunder. If the spell has multiple damage types, you can change only one of them.
Range. If the spell has a range of at least 5 feet and doesn’t have a range of Self, increase its range by a number of feet equal to 30 times your Wizard level.
Ritual. If the spell lacks the Ritual tag and has a casting time of at least 10 minutes, give it the Ritual tag.
Targets. If the spell affects one or more creatures and doesn’t have a range of Self, it now affects only your allies or enemies (choose which when you cast Modify Spell).
The chosen alteration lasts until you cast Modify Spell again or you finish a Long Rest. This altered version of the spell can’t be added to a spellbook or Spell Scroll without first casting Create Spell.
Magical Suffusion
At level 11, you can infuse your magical abilities into your own weapons. After concentrating on a weapon for 1 minute and spending one spell slot of 3rd level of less, the weapon becomes magical for the purposes of overcoming resistances, and attacks made with this weapon have a bonus to their attack and damage rolls equal to the spell slot expended. 3 of these suffusions can be active at a time, and the effect ends the next time you take a Long Rest or when you dismiss it (no action required).
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Mystical Roving Mastery
At 15th level, you can choose one spell of level 6, and one spell of level 7. These spells can be from any spell list. You can cast each of these spells once per long rest.
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