Ranger
Base Class: Ranger

You have become the guardian of a magical object of incredible power called the universal orb, it has made you it’s guardian and gifted you with it’s power.

Universal strike

As a bonus action you infuse your next attack with energy from the universal orb and deal an extra 1d8 damage.

You also gain an extra bonus action.

Invisible Armour

You summon an armour of energy which surrounds you and obscures you, you sought of blend into a haze and nobody really notices you. With stealth checks ignore passive perception. When activated +5 to Ac and Stealth. This ends when you are hit or you choose to end it or on any kind of rest.

Energy Form

You solidify energy to summon either a mount with a challenge rating of 30 or under (it cannot attack and it only has 5 hit points) or a beam which does 2d12 damage plus your wisdom modifier. It also gives you a cantrip, if you have used a weapon before you can summon one made out of energy and use that.                It takes up one action apart from the cantrip. You can also form a magical wall, it has an armour class of 21 and 20 hit points and has resistance to non magical slashing, piercing and bludgeoning damage.

Planar Phase

You become translucent, in this form you cannot attack or cast spells, you can take one turn with your movement speed, in this form you can go through solid items, do incredible stunts and even escape from magical prisons. This is because your physical body is teleported to another plane just leaving your soul, if you are magically confined you can tug your soul with you until you are fully in that plane. Once you are there, there is no guarantee that you will be able to phase back to the same plane. Gain advantage on stealth checks while in this form, you can use it once per long rest.

Universal Stoppage

You slow down time in which you take 1d4 moves you automatically hit your targets and you cannot be hit apart from powerful magical means. You can move your teammates during this period.

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