Base Class: Ranger
There are rangers who walk among the winter, the sands, even the Fey. But, you have walked inside your soul, as cringy as it may sound to the observer. You need no rats to help others, you shine with your beautiful glistening soul
Transformation Sequence
At level 3 your body and spirit can undergo a magical transformation fueled by emotion.
When you cast Hunter's Mark, you can choose to enter your Magical Form as part of the same action. The form lasts for a minute, or until you fall unconscious. The Form also ends when you stop concentrating on Hunter's Mark.
While in your Magical Form, you gain the following benefits:
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You gain a +2 bonus to AC, advantage on Charisma Checks and Saves and a 30 feet fly speed.
When you enter your Magical Form, you have to choose between two forms: Hope and Despair
Hope Form
You radiate courage.
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You and allies within 20 feet have advantage on saves against Charmed or Frightened
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Once per turn when you hit your Hunter's Mark target, you can cause one creature you can see within 30 feet that isn't yourself can make one weapon attack as a reaction, or move up to half their speed without provoking opportunity attacks.
Despair Form
Your presence crushes hope.
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Your Hunter's Mark target’s Speed has disadvantage on the first attack roll it makes on it's turn. Additionally, it takes two times your hunter's mark damage when it hits you, or any of your allies for the first time on it's turn.
Switching Forms
As a Bonus Action, you can switch forms.
You can do this a number of times equal to your Wisdom Modifier, regaining expended uses on a Long Rest.
Magical Transfiguration Spells.
The magic of your Transfiguration ensures you always have certain spells ready; when you reach a Ranger level specified in the Magical Transfiguration Spells table, you thereafter have the listed spells prepared, depending on what feature you were last in. Ergo - Your last Transformation was Hope - you have the hope spells prepared. Whenever you switch forms, you lose access to the other form's spells until you switch to that form again.
Additionally, while in your Magical Girl form you are able to concentrate on the following granted spells at the same time as your Hunter's Mark.
| Ranger Level | Spells |
|---|---|
| 3 | Heroism |
| 5 | Calm Emotions |
| 9 | Beacon of Hope |
| 13 | Aura of Life |
| 17 | Greater Restoration |
| Ranger Level | Spells |
|---|---|
| 3 | Bane |
| 5 | Wilting Smite |
| 9 | Bestow Curse |
| 13 | Shadow of Moil |
| 17 | Cloudkill |
Emotion Resonance
At level 7, your psyche elevates again, letting you affect creatures even more.
Hope Resonance
While you’re in Hope Form:
Once per turn when an ally deals damage to your marked target, they can spend an amount of hit dice up to their proficiency bonus, and roll them, selecting an effect of their choice:
They regain hit points equal to the amount rolled, or deal additional radiant damage equal to the amount rolled.
Despair Resonance
While you’re in Despair Form:
When your marked target deals damage to an ally that isn't you, record the amount of successful hits. On your next turn, as an action, you can roll your hunter mark that amount of times against the marked creature. dealing force damage.
Emotional Compass
At level 11, your magical girlness has literal aura.
Hope Form - Circle of Hope
An aura radiates from you in a 30-foot Emanation until your Magical Transformation ends or you switch to Despair Form. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects dealt by the creature marked by your Hunter's Mark. When an affected creature makes a saving throw against a spell or magical effect dealt by the marked creature that allows a save to take only half damage, it takes no damage if it succeeds on the save.
Despair Form - Aura of Despair.
An aura surrounds you in a 30-foot Emanation until your Magical Transformation ends or you switch to Hope Form. A marked creature within your aura must make a Constituion saving throw against your spell save DC, or be overwhelmed by your magicalness on a failure taking your proficiency amount of d8's necrotic damage, and gaining 1 contamination level.
On a successful saving throw, the creature takes half damage, and doesn't take any contamination.
Starlit Finale
Hope Form - Iris Perditionis
While in your Hope form, you can use an action to designate a line emanating from you that is 20 feet wide, and 100 feet long. This cannot be a reaction, or a prepared action. On the start of your next turn, a magical beam of incredible strength appers, called Iris Perditionis. Any creature caught in the line takes 3d8 fire, 3d8 acid, 3d8 lightning, 3d8 poison, 3d8 cold and 3d8 radiant damage.
After Iris Perditionis occurs, all allies of your choice that you can see within 30 feet of you gain the Valor[1d6] condition. This condition lasts for a minute, or until you're knocked unconcious. Additionally, after using this feature, all magical darkness in an area within 30 feet of the line is dispelled for 3 rounds.
You can use this feature once per long rest, or if you spend a 5th level spell slot to use this feature again.
Despair Form - Abyssal Cataclysm
Instead of summoning light, you summon darkness, the despair of one's mind, targetting the creature which you have marked.
The target refers to the creature marked by your Hunter's Mark.
While in your Despair form as an action you can force the target must make a Charisma saving throw against of each dice rolled by this feature, or suffer the following effects.
Roll 2 dice (d4, d8). Each result triggers one effect:
| Roll | Effect |
|---|---|
| 1 | Randomness! Reroll the die. |
| 2 | The target is Jinxed (1d8) until the start of your next turn. |
| 3 | The target is Clumsy until the start of your next turn. |
| 4 | The target takes 6d10 psychic damage. |
| 5 | The target is Shocked until the start of your next turn. |
| 6 | The target is Weakened until the start of your next turn. |
| 7 | The target is Helpless until the start of your next turn. |
| 8 | Choose any two of the above effects. |
You can use this feature once per long rest, or if you spend a 5th level spell slot to use this feature again.
Valor: Add a die to your attack rolls and saving throws. The die rolled is specified by the condition, such as Valor (1d4).
Jinxed: Roll the die indicated by the condition, such as “Jinxed 1d4” each time you make an attack roll or saving throw. Subtract the value on the die from the result.
Clumsy: You have Disadvantage on Dexterity attack rolls, ability checks, and saving throws.
Shocked: You’re Dazed(You can move or take an action on your turn, not both. You can’t take Bonus Actions.) and Defenseless(attack rolls against you have adv). You drop whatever you’re holding in your hands. You must spend an action to draw, stow, or pick up an object.
Weakened - You deal half damage with weapon attacks and spells.
Helpless - Any attack that hits you is a Critical Hit.
Previous Versions
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