Fighter
Base Class: Fighter

Plane Rangers are living extensions of the material plane, defending it from great evils. Usually working in teams of at least three, Plane Rangers gain the ability to call upon the world around them to transform into living weapons and warriors of justice, and even summon and command colossal creatures of the earth known as ‘planars’. Using these tools, the forces of evil stand no chance

Performative Flair - 3rd lvl

Rangers usually have a tendency for the dramatic. You gain proficiency in performance and acrobatics.

Planar Transformation

The crux of a Ranger’s power comes from their Transformation. When you gain this ability, you also gain a Transformer, a tiny object that enables you to transform. Without a Transformer, you are incapable of Transformation. The object is nearly incapable of being destroyed, the extent of which is determined by the DM. Transformers are one of a kind and cannot be replaced, though you may, at the DM’s discretion, receive a new one.

Rangers must also follow a code or lose their power, similar to a paladin's oath.

 

For the greater good-A ranger must always act in pursuit of the greater good, and never for personal gain.

Stand on the moral high ground-A ranger must fight on par with the enemy, pull their punches when necessary, and never escalate an encounter.

Anonymous warrior-A ranger must not purposefully reveal their identity as a ranger to the public, and keep the Plane Ranger mythos as one of a fairy tale told to children.

 

A Ranger’s powers often, but not always, have a theme such as an animal, weapon or environment. Additionally, all rangers have a main colour, which is the colour of their armour, weapons, planar, and other abilities.

You can transform an amount of times equal to your proficiency bonus, and you can only transform during combat, and after combat ends you immediately detransform. You regain all uses of transformation after you take a long rest

To transform, you can spend an action to strike a pose and shout a catchphrase, usually something to do with your chosen theme, after which you transform, calling forth the power of the material plane to summon magic armour and weaponry. The appearance of the armour and weaponry can be customised, and is usually decorated around your theme. 

The armour grants an AC equal to 8 +double your Constitution modifier. (for example, a Ranger with a constitution modifier of +4 would have an AC of 16 (8+8)) The armour usually covers the entire body, including a helmet, and is more akin to stylised clothing than armour, decorated with patterns and designs on par with the Rangers theme. The weapon is magical and takes on the appearance of any weapon of your choosing, and has both a melee attack with a range of 5 feet and a ranged attack with a range of 80/160, doing 1d4 force damage for each fighter level you have (for example, a sixth level Ranger’s weapon would do 6d4 force damage), and has a bonus to hit and for damage equal to double your proficiency bonus. You are proficient in both your weapon and armour. 

If you fall to zero hit points while transformed, you detransform at 1 hit point and gain a level of exhaustion.

Enemy of Evil - 7th lvl

Planar Rangers exist to defeat evil, and have developed senses to assist with that. As a bonus action while transformed, you may extend your senses outward. When you do so, you sense the location of every hostile creature of evil alignment within 1 mile of you. For one minute after you do this, you have advantage on any attack rolls made against creatures you sense. You may do this a number of times equal to your proficiency bonus, and regain all expended uses after a long rest. You only sense the location of a creature when you initially use the ability, not for the entire duration.

Planar - 10th lvl

One of the Planar Ranger’s greatest assets is their Planar, a massive construct they command. The appearance of a Planar changes between Rangers. As an action you may summon your planar, which forms around you. You must be in combat to do so. At the end of combat, your Planar disappears. Each Rangers Planar is unique, and is augmented with upgrades. You may choose one upgrade from the list or upgrades at 10th, 15th, and 18th level. Once you Summon your Planar, you may not do so again until you finish a long rest. When you summon your Planar, use the following stat sheet instead of your usual character sheet:

Planar
Large at 10th lvl, Huge at 15th lvl, Gargantuan at 18th lvl Construct Unaligned

Armour Class 10 +PB + Con modifier

Hit Points Class level times 10

Speed 60 ft. walking, flying, or swimming (choose when you gain the Planar ability)

STR

20 (+5)

DEX

13 (+1)

CON

18 (+4)

INT

10 (+0)

WIS

10 (+0)

CHA

10 (+0)

Saving Throws Str +9, Dex +5

Condition Immunities Charmed, Frightened, Poisoned

Skills Intimidation +4, Athletics +9, Perception +4

Senses passive Perception 14, Darkvision 60ft

Languages Languages spoken by summoner

Challenge -

Lifeless nature. The Planar does not need to eat, breath, sleep, or drink


Magic Weapons. The Planar’s weapon attacks are magical.

Destructible. If the Planar is reduced to 0 hit points, it breaks apart and vanishes, and you fall to the ground, taking any excess damage from the hit that reduced the Planar to 0 hit points. You may not use the PLanar for another 1d6 days after this happens

ACTIONS

Multiattack. The Planar makes two Slam attacks


Slam. Melee weapon attack reach 5ft when large, 15ft when huge, 20ft when gargantuan, one target. Hit: (5d8) Bludgeoning damage


Grab. Melee weapon attack: +PB to hit, reach 5ft when large, 15ft when huge, 20ft when gargantuan, one large or smaller target. Hit: Target is grappled (escape dc 15)

REACTIONS

 

Bond of Allies - 15th lvl

At 15th level you emit such a powerful aura of good that it benefits others. Whenever you are transformed, all allies within 30 feet of you gain advantage on attack rolls if they are within 5 feet of each other, and you can use the help action as a bonus action or reaction on any ally within the aura, regardless of distance.

Megaplanar - 18th lvl

When a Ranger’s power increases enough, they gain the ability to fuse their Planar’s with other Ranger’s Planars. At least two and at most five Planars can do this. When you fuse with another Ranger’s Planar, choose one Planar to be the ‘Body Planar’, the other Planars will be ‘Limb Planars’. The Megaplanar has all the upgrades of its body and one upgrade from each of its limbs. The Megaplanar uses the following stat sheet;

Megaplanar
Gargantuan Construct, Unaligned

Armor Class AC of the Body Planar plus one for every Planar that is part of the Megaplanar

Hit Points Hit points of the Body Planar plus 50 for every Planar that is part of the Megaplanar

Speed 60 ft. Walking, Flying, or Swimming, depending on the Body Planar, plus any other speeds the Limb or Body Planars had

STR

20 (+5)

DEX

15(+2)

CON

20 (+5)

INT

10 (+0)

WIS

10 (+0)

CHA

10 (+0)

Saving Throws Str +11, Dex +8, Con +11

Skills Intimidation +6, Athletics +11, Perception +6

Senses passive Perception 16, Darkvision 120ft

Languages All languages spoken by Plane Ranger occupants

Challenge -

Lifeless nature. The Megaplanar does not need to eat, breath, sleep, or drink


Magic Weapons. The Megaplanar’s weapon attacks are magical.

Destructible. If the Megaplanar is reduced to 0 hit points, it breaks apart and vanishes, and all occupants fall to the ground, taking any excess damage from the hit that reduced the Megaplanar to 0 hit points. You may not use the MegaPlanar for another 1d10 days after this happens

ACTIONS

Multiattack. The Megalanar makes two Slam attacks


Slam. Melee weapon attack reach 20ft, one target. Hit: (6d8) Bludgeoning damage


Grab. Melee weapon attack: +PB to hit, reach 20ft, one Huge or smaller target. Hit: Target is grappled (escape dc 20)

REACTIONS

 

Planar Upgrades

Burrowing-The Planar gains a burrowing speed of 60ft, and can burrow through solid stone

Climber-The Planar gains a climbing speed of 60ft

Swimming-The Planar gains a swimming speed of 60ft

Flying-The Planar gains a flying speed of 60ft

Cardio-The Planar gains a walking speed of 60ft

Blade of Justice-The Planar gains a greatsword suitable for its size that deals 6d6+PB force damage and has +PBx2 to hit

Energy blast-The Planar Gains the ability to fire blasts of energy as an attack action, with a range of 100/350 with PBx2 to hit, dealing 3d12+PB force damage

Camouflage-The planar can change its colour to match the environment, and gains advantage on and a +10 bonus to stealth checks

Vibrosense-The Planar gains tremorsense in a range of 30 feet

Armour Plating-The Planar gains a +3 bonus to AC

Advanced Evasion-The Planar gains advantage on dexterity saving throws if it can see the cause of the saving throw

Larger than life-The Planar gains resistance to damage dealt by creatures of medium size or smaller

Constriction-Whenever the Planar grapples a target, it may use an action to inflict the restrained condition with an escape DC of 18

Agile Movement-The Planar is not impeded my difficult terrain, cannot have it’s speed reduced by nonmagical means, and has advantage on rolls to escape grapples and restraints

Siege Combat-The Planar deals double damage to structures

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