Ranger
Base Class: Ranger

Rangers who are sworn protectors of the Shattered Veil, a place where reality has begun to crack due to the misuse and corruption of magic. Harnessing the power of the natural world and elemental forces, they guard against chaos and stabilize the unraveling threads of reality.

Veil Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Veil Guardian Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Veil Guardian Spells

Veil Awareness

3rd-level Veil Guardian feature

You have developed an acute awareness of the cracks in reality and the shifting nature of the world around you. You gain proficiency in Arcana and Nature if you don’t already have it. You also learn to sense unstable magic in the environment. As a bonus action, you can detect the presence of magical disturbances within 60 feet of you (such as ley lines, magical rifts, or unstable enchantments). This effect lasts for 1 minute, and you can use this ability a number of times equal to your Wisdom modifier (minimum once) per long rest.

Elemental Bond

3rd-level Veil Guardian feature

Your connection to the natural world allows you to tap into the primal forces of the earth, wind, and water. Choose one of the following elements: Earth, Air, or Water. You gain the following abilities based on your chosen element:

Air

  • You gain a 20-foot flying speed for 1 minute, usable once per short rest.
  • You can cast Gust of Wind once per short rest.

Earth

  • Your attacks deal an additional 1d6 bludgeoning damage when you hit with a weapon or natural attack.
  • You can cast Entangle once per short rest.

Water

  • You gain a swim speed equal to your walking speed, and your weapon attacks deal an additional 1d6 cold damage.
  • You can cast Create or Destroy Water once per short rest.

Nature's Strike

At 7th level, your bond with the elements deepens, allowing you to channel primal energy through your strikes. Once per turn, when you hit a creature with a weapon attack, you can expend one spell slot to infuse the blow with elemental power. The attack deals an extra 1d8 damage for each level of the spell slot expended. This damage increases to 1d10 per spell slot level at 15th level. The attack also produces an additional effect determined by your elemental bond:

:

Air

  • The damage is force and the target must make a Dexterity saving throw against your spell save or be pushed 10 feet away.

Earth

  • The damage is bludgeoning and the target must make a Strength saving throw against your spell save or be knocked prone.

Water

  • The damage is cold and the target must make a Constitution saving throw against your spell save or have disadvantage on its next attack roll.

Elemental Step

11th-level Veil Guardian feature

The forces of the Nature have imbued you with the ability to manipulate the unstable fabric of the world. As a bonus action, you can slip through the cracks in reality, teleporting up to 30 feet to an unoccupied space you can see. Upon teleporting, an elemental manifestation is left in your wake. This manifestation lasts for 1 round for every 10 feet you travel and deals 3d4 damage of your chosen element to any creature that ends its turn within 5 feet of it. You can use this ability a number of times equal to your Wisdom modifier (minimum once) per long rest. At 15th level, the damage increases to 5d4.

Defender of the Rift

15th-level Veil Guardian feature

You have become the ultimate guardian of the natural world, fully attuned to the primal forces of the elements. As an action, you can create a warding aura that extends 30 feet from you for 1 minute. While within this aura, creatures of your choice (including yourself) gain resistance to the damage type associated with your chosen element. Additionally, any ally within the aura that must make a saving throw against a spell or magical effect adds your Wisdom modifier to the roll. You can use this ability once per short rest.

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