Base Class: Ranger
Wastelanders have learned to survive, even where there is nothing to survive off of. Not warriors of the wasteland or against it, these rangers live only for themselves and for their groups, able to scavenge and search far better than any other.
Arcane Wastelander Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Arcane Wastelander Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
| Ranger level |
spells |
|---|---|
| 3rd | Hex |
| 5th | Kinetic Jaunt |
| 9th | Magic Circle |
| 13th | Greater Invisibility |
| 17th | Scrying |
Improvised Arcana
At 3rd level, you gain the ability to imbue any weapon, especially things meant not to be weapons, with the background magic in the world.
At 3rd level, you learn the Shillelagh cantrip if you don't already know it. This spell counts as a Ranger spell for you, but doesn't count against the number of ranger spells you know. Casting this cantrip does not require any verbal components, and it can be cast on any weapon that deals Bludgeoning damage, not just clubs and quarterstaffs. You may cast this spell on improvised weapons. This feature can also be used on Unarmed Attacks.
Off the Grid
At 3rd level, your body has adapted to living in a magical wasteland by creating a sort of natural anti-magic camouflage. You and items you carry on your person cannot be detected by the spells Detect Magic, Locate Creature, or Locate Object. You also gain advantage on saving throws against the spells Detect Thoughts and Hold Person.
Unnatural Armor
Once you've taken plenty of hits from all sorts of aberrant and impossible creatures, the wounds stop being so deep. Starting at 7th level, you gain resistance to magical attacks that deal bludgeoning, slashing, piercing, and force damage.
Been Around the Block
At 11th level, your body starts immediately recognizing that what's under your feet may not always be what it seems. Moving through all difficult terrain, magical and nonmagical, costs you no extra movement. You can also pass through magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Opportunity attacks against you are made with disadvantage.
Wisdom of Experience
Starting at level 15, your experience has proved invaluable in keeping you safe from harm. You gain a bonus to all your saving throws and contested ability checks equal to your Wisdom modifier (minimum of +1).
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1/22/2024 1:58:14 AM
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