Base Class: Ranger
The Atomic Hunter archetype delves into the arcane secrets of atomic manipulation, forging a unique bond between the ranger and the fundamental forces of the universe. In perfect harmony, the Atomic Hunter navigates the realms of fusion and fission, wielding atomic energy as a weapon against adversaries that pose a threat to the delicate balance of existence. Choosing the Atomic Hunter archetype signifies a commitment to unraveling the mysteries of atoms, forming an unbreakable alliance between the ranger and the very building blocks of matter. Together, they stand ready to face the challenges posed by the manipulation of atomic forces, protecting both civilization and the natural world from the perilous unknown.
Atomic resilience
Exposure to radiation grants increased resilience, gaining resistance to poison damage and necrotic damage, as well as proficiency in constitution saving throws.
Fission
You unlock the power of fission, As an action, you can initiate an atomic fission reaction within an inanimate object or structure within 30 feet of you. This reaction causes the object to split apart and release a burst of energy.
Natural Object: If you choose a natural object, such as a large boulder or a tree, it explodes in a glorious display of energy. The explosion creates a 20-foot radius sphere centered on the object. Any creature within the sphere must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 4d10 force damage and is knocked prone. On a successful save, a creature takes half damage and isn't knocked prone.
Constructed Object: If you choose a constructed object, such as a door or a wall, it disintegrates into atomic particles, creating an opening or passage. The disintegration affects a 10-foot radius area centered on the object. The resulting opening lasts for 1 minute or until the end of your next turn, allowing you and your allies to pass through as though the object were not there.
You can use this ability a number of times equal to your constitution modifier. All the expended uses replenish after a long rest.
Magnetic Resonance
You gain the ability to manipulate magnetic forces and create powerful resonances. A number of times equal to your constitution modifier you can expend an action, you can channel your atomic energy to create a magnetic field in a 30-foot radius centered on yourself. This magnetic field lasts for 1 minute. All expended uses replenish after a short rest.
While the magnetic field is active, you gain the following benefits:
Magnetic Attraction: Whenever a creature starts its turn within the magnetic field or enters it for the first time on a turn, it must succeed on a Strength saving throw against your spell save DC or have its movement speed reduced to 0 until the start of its next turn. Additionally, any creature that ends its turn within the magnetic field is pulled 5 feet toward you.
Magnetic Repulsion: As a reaction when a creature makes a melee attack against you, you can use your magnetic energy to repel the attacker. The attacker must succeed on a Strength saving throw against your spell save DC or be pushed 15 feet away from you and knocked prone.
Electromagnetic field
Gain the ability to create an electromagnetic disruption field that interferes with the neural communication of creatures within its range. As an action, you can create a 30-foot radius circle centered on yourself that lasts for 1 minute. You can use this feature a number of times equal to your constitution modifier.
While the electromagnetic disruption field is active, the following effects occur:
Neural Disruption: Any hostile creature that starts its turn within the disruption field or enters it for the first time on a turn must make an Intelligence saving throw against your spell save DC. On a failed save, the creature's neural communication is disrupted, causing chaotic behavior. The creature rolls a d8 and moves in a random direction for its turn, as determined by the following:
1-2: The creature moves directly away from its current position.
3-4: The creature moves directly toward any previous position.
5-6: The creature moves to a random adjacent space.
7-8: The creature stands still, unable to determine its course of action.
Additionally, at the start of its turn, the creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature attacks the nearest creature that isn't your ally (other than itself) within its reach using a melee or ranged attack. If there are no valid targets within its reach, it takes 2d6 psychic damage as its erratic neural activity causes pain.
Vulnerability to Damage: While within the disruption field, all creatures have vulnerability to all damage.







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