Base Class: Ranger
Those known as Supernatural Explorers are rangers who explore supernatural regions, areas that have been altered by magical forces, strange interlopers, or tragic events, fundamentally changing the land. Although the flora, fauna, structures, and inhabitants of these areas may remain unchanged, the inherent character of the land acquires new qualities that Supernatural Explorers seek to investigate and incorporate into their own abilities. Some have lived for a long time in one of these regions, thus gradually absorbing some of the place's energy, while others have encountered supernatural regions during their travels, stopping to attune to them and acquire new abilities. There are also rangers who, through a special ritual, have connected to a supernatural region they have never visited, wishing to explore it one day.
[Ranger inspired by the Supernatural Regions described in the book Tasha's Cauldron of Everything]
Level 3: Supernatural Explorer Spells
Choose a type of supernatural region: Blessed Radiance, Far Realm, Haunted, Infested, Mirror Zone, Psychic Resonance, or Unraveling Magic. Consult the table below that corresponds to the chosen type; you have the spells listed for your Ranger level and lower prepared. You can change this choice whenever you gain a Ranger level.
At the DM's discretion, you can also change this choice through a 1-hour ritual performed within a supernatural region. This ritual can coincide with a Short or Long Rest.
|
Blessed Radiance |
|
|
Ranger Level |
Spells |
|
3rd |
Divine Favor |
|
5th |
Prayer of Healing |
|
9th |
Blinding Smite |
|
13th |
Death Ward |
|
17th |
Commune |
|
Far Realm |
|
|
Ranger Level |
Spells |
|
3rd |
Command |
|
5th |
Suggestion |
|
9th |
Hunger of Hadar |
|
13th |
Summon Aberration |
|
17th |
Contact Other Plane |
|
Haunted |
|
|
Ranger Level |
Spells |
|
3rd |
Unseen Servant |
|
5th |
See Invisibility |
|
9th |
Spirit Shroud |
|
13th |
Mordenkainen's Faithful Hound |
|
17th |
Dream |
|
Infested |
|
|
Ranger Level |
Spells |
|
3rd |
Faerie Fire, Infestation |
|
5th |
Web |
|
9th |
Gaseous Form |
|
13th |
Giant Insect |
|
17th |
Insect Plague |
|
Mirror Zone |
|
|
Ranger Level |
Spells |
|
3rd |
Disguise Self |
|
5th |
Mirror Image |
|
9th |
Blink |
|
13th |
Backlash |
|
17th |
Scrying |
|
Psychic Resonance |
|
|
Ranger Level |
Spells |
|
3rd |
Catapult, Message |
|
5th |
Detect Thoughts |
|
9th |
Intellect Fortress |
|
13th |
Staggering Smite |
|
17th |
Rary's Telepathic Bond |
|
Unraveling Magic |
|
|
Ranger Level |
Spells |
|
3rd |
Detect Magic |
|
5th |
Silence |
|
9th |
Counterspell |
|
13th |
Polymorph |
|
17th |
Circle of Power |
Level 3: Supernatural Tactics
At 3rd level, you begin to adopt tactics related to the supernatural region with which you are attuned. You gain one of the features below according to your current choice of supernatural region in the Supernatural Explorer Spells feature.
Blessed Radiance. When you cast Hunter's Mark, you gain the following benefits for the duration of the spell: You emit Bright Light in a 20-foot radius and Dim Light for an additional 20 feet; when you hit with a weapon attack, you can convert the damage dealt by the weapon and the damage bonus from Hunter's Mark into Radiant; you gain a bonus to your weapon attack rolls equal to your Wisdom modifier (minimum of +1).
Far Realm. You can cast the Command spell as a Bonus Action, and creatures marked by your Hunter's Mark have Disadvantage on saving throws against this spell. You can expend one use of your Favored Enemy feature to cast Command without expending a spell slot.
Haunted. Once per turn, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw against your spell save DC. On a failure, the creature gains the Frightened condition until the end of your next turn. If the creature is marked by your Hunter's Mark, it automatically fails this saving throw.
Infested. You can cast the Infestation cantrip as a Bonus Action, and creatures marked by your Hunter's Mark have Disadvantage on saving throws against this cantrip. Also, as part of the same Bonus Action with which you cast Hunter's Mark, you can cast Infestation targeting the marked creature.
Mirror Zone. Immediately after you cast Hunter's Mark or one of the spells on the Mirror Zone table in Supernatural Explorer Spells, you can teleport by swapping places with a creature you can see within 60 feet of you. Unwilling creatures must make a Charisma saving throw against your spell save DC, preventing the swapping on a success. A creature marked by your Hunter's Mark has Disadvantage on this saving throw.
Psychic Resonance. You can cast the Message cantrip without any components. Additionally, when you cast Hunter's Mark and at the start of each of your turns for the duration of the spell, you can force the marked creature to make an Intelligence saving throw against your spell save DC. On a failure, until the start of your next turn, you have Advantage on attack rolls against that creature or it has Disadvantage on attack rolls against you (your choice).
Unraveling Magic. Whenever you cast Hunter's Mark or one of the spells on the Unraveling Magic table in Supernatural Explorer Spells, you must roll on the Wild Magic Surge table from the Wild Magic Sorcery subclass.
Level 7: Supernatural Resistance
At 7th level, you are quite familiar with the dangers of supernatural regions. You gain Resistance to one type of damage and have Advantage on saving throws against a condition or spells from a particular school of magic associated with your current choice of supernatural region in the Supernatural Explorer Spells feature, as shown in the table below.
|
Supernatural Region |
Damage Type |
Condition or School |
|
Blessed Radiance |
Radiant |
Blinded |
|
Far Realm |
Psychic |
Charmed |
|
Haunted |
Necrotic |
Frightened |
|
Infested |
Poison |
Poisoned |
|
Mirror Zone |
Slashing |
Illusion |
|
Psychic Resonance |
Psychic |
Stunned |
|
Unraveling Magic |
Roll 1d6: 1- Acid; 2- Cold; 3- Fire; 4- Force; 5- Lightning; 6- Thunder. Roll again whenever you drop to 0 hit points, potentially changing the damage type. |
Evocation |
Level 11: Supernatural Fury
At 11th level, you became able to charge attacks with energy from the place you are connected to. When you or an ally you can see within 30 feet of you hits with an attack roll, you can cause the target of the attack to take extra damage equal to your Ranger level. The type of this extra damage is the same as the damage you have Resistance to thanks to the Supernatural Resistance feature. To give the damage to an ally's attack, you must use your Reaction. If the target of this attack is a creature marked by your Hunter's Mark, the extra damage from this feature and all other damage from this attack ignore Resistances.
You can use this feature only once per turn, a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses at the end of a Long Rest.
Level 15: Master Explorer
Upon reaching 15th level, you have become a master of the powers of the supernatural regions. You gain the following benefits:
Versatile Explorer. You can change your choice of supernatural region in the Supernatural Explorer Spells feature whenever you finish a Long Rest, regardless of where you are.
Fully Adapted. The damage Resistance granted by the Supernatural Resistance feature becomes an Immunity.
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