Ranger
Base Class: Ranger

Students of the Tradition of Red Colour Embers channel fire, heat, and passion through Red Colour Magic, learning that mastery comes not from suppressing emotion but from choosing how it is expressed.

This subclass represents Part A: Stoic Ranger of the Tradition of Red Colour Embers prestige class. It focuses on the Stoic expression of Inner Flame, refining magical precision, strengthening defensive capabilities, and maintaining control through discipline and restraint.

It is designed to be used alongside Part B: Dire Sorcerer, which represents the passionate and destructive expression of Inner Flame.

For the intended Tradition of Red Colour Embers progression, take Ranger at 1st character level, Sorcerer at 2nd character level, and alternate between the two classes thereafter, reaching Ranger 10 / Sorcerer 10 at 20th character level.

Tradition of Red Colour Embers prestige features begin at 5th character level, when the character reaches Ranger 3. Stoic Ranger subclass features begin at 5th character level, when the character reaches Ranger 3.

Stoic State

Your emotional state shapes the power and precision of your Red Colour Magic. Your Inner Flame has four possible states: Stoic (−2), Balanced-Stoic (−1), Balanced-Dire (+1), and Dire (+2). There is no 0 state.

This feature governs the two Stoic expressions of your Inner Flame.

BALANCED-STOIC (−1)

Stoic Spellcasting. Your Ranger spell attack rolls and spell save DCs gain a +1 bonus.

Restrained Damage Dice. When you cast a damaging spell granted by your Red Colour Magic feature, use its Stoic variant, which decreases its damage dice by one size. Roll damage normally.

Balanced-Stoic Armour. While wearing Inner Flame Robes (B: Balanced-Stoic −1), your base Armor Class is 15 + your Wisdom modifier while you aren't wearing armor.

STOIC (−2)

Stoic Spellcasting. Your Ranger spell attack rolls and spell save DCs gain a +3 bonus.

Restrained Damage Dice. When you cast a damaging spell granted by your Red Colour Magic feature, use its Stoic variant, which decreases its damage dice by one size.

Controlled Power. Whenever you roll damage for a spell, roll the entire damage roll twice and use the lower total.

Stoic Armour. While wearing Inner Flame Robes (A: Stoic −2), your base Armor Class is 13 + your Wisdom modifier while you aren't wearing armor.

CHANGING YOUR INNER FLAME

Entering Combat. When you roll Initiative, choose Balanced-Stoic (−1) or Balanced-Dire (+1) as your starting Inner Flame state.

Changing State During Combat. At the start of each of your turns, you may change your Inner Flame state by one step, without using an action or expending a resource. The four states are ordered as follows:

Stoic (−2) ↔ Balanced-Stoic (−1) ↔ Balanced-Dire (+1) ↔ Dire (+2).

Moving between Balanced-Stoic (−1) and Balanced-Dire (+1) counts as one step.

Exceptional Stoic Shift. If any of the following events occurred since the start of your previous turn, you may instead shift directly to Stoic (−2):

  • You or a creature you could see rolled a natural 1 or natural 20 on a d20 Test.

  • You or a creature you could see became Bloodied.

  • You or a creature you could see were restored from 0 Hit Points.

  • Another creature you could see dropped to 0 Hit Points.

On your first turn of combat, check for qualifying events that occurred since Initiative was rolled.

An Exceptional Stoic Shift replaces your normal one-step change. You can change your Inner Flame state only once per turn through these rules.

Outside Combat. Outside combat, you may freely change your Inner Flame to any of its four states at any time, without using an action or expending a resource. You may change states as often as you wish.

INNER FLAME ROBES

Embers wear magical garments known as Inner Flame Robes, which transform in response to their Inner Flame state.

The four forms are:

  • A: Inner Flame Robes (A: Stoic −2)

  • B: Inner Flame Robes (B: Balanced-Stoic −1)

  • C: Inner Flame Robes (C: Balanced-Dire +1)

  • D: Inner Flame Robes (D: Dire +2)

These are four forms of the same magical garment, not four separate garments. Only the form corresponding to your current Inner Flame state should be equipped at a time.

Whenever your Inner Flame state changes, your robes transform into the corresponding form without requiring an additional action or resource.

On D&D Beyond, equip only the magic item corresponding to your current state. The robes implement your Armor Class and class-specific spellcasting modifiers. Damage-die changes are represented by the appropriate Red Colour Magic spell variants.

EMBER FORM

While Stoic (−2), your creature type becomes Celestial, replacing your normal creature type. This doesn't change your alignment or home plane. Your chosen Stoic manifestation also appears.

If you are Incapacitated, your creature type reverts to its normal type and your Stoic manifestation disappears.

While your creature type is changed by this feature, effects created by you or your allies that can affect only your normal creature type can still affect you, at your choice.

STOIC MANIFESTATION

When you first gain this feature, choose one Stoic manifestation from the Stoic Manifestations table, or roll a d8 to determine it randomly.

Whenever you are Stoic (−2), your chosen manifestation visibly appears. The manifestation remains for as long as you are Stoic and disappears when you leave that state or become Incapacitated.

You can change your chosen Stoic manifestation whenever you finish a Short or Long Rest.

Your manifestation is cosmetic and has no effect on your statistics. A creature that can see your manifestation can make a DC 16 Intelligence (Arcana or Religion) check to determine that your creature type is Celestial. At the DM's discretion, another skill can be used if appropriate.

Successfully identifying your creature type in this way doesn't reveal the other mechanical effects of your Ember Form or Inner Flame features.

STOIC MANIFESTATIONS

d8 Manifestation
1 A faint golden halo appears above your head.
2 Your eyes glow with a steady, soft white light.
3 A pair of translucent, feathered wings appears behind you without granting flight.
4 Fine lines of golden light trace symmetrical patterns across your skin.
5 Tiny motes of warm light drift slowly around your body.
6 A delicate crown of luminous branches appears around your head.
7 The air around you becomes perfectly still, even in strong wind.
8 Your shadow becomes surrounded by a faint, steady halo of light.

Red Colour Magic — Stoic

Your connection to Red Colour Magic grants you supernatural command over fire, heat, passion, and elemental power, tempered by discipline and restraint.

You gain access to the Red Colour Magic spells listed below as you reach the specified Ranger levels.

RED COLOUR MAGIC SPELLS

The following nine combat spells form your Red Colour Magic spell progression. Each counts toward the number of Ranger spells you can prepare.

Ranger Level Spells
3 Burning Hands, Hellish Rebuke, Flaming Sphere, Scorching Ray
4 Dragon's Breath
5 Fireball
7 Wall of Fire
9 Cloudkill, Flame Strike

These spells use your Wisdom as their spellcasting ability when granted by this Ranger subclass.

You expend spell slots normally when casting them. This feature doesn't grant free castings or additional spell slots.

ADDITIONAL RED COLOUR MAGIC SPELLS

The following six combat spells are also granted by your Red Colour Magic training.

Ranger Level Spells
3 Ensnaring Strike, Searing Smite
5 Lightning Arrow
6 Stinking Cloud
8 Vitriolic Sphere
10 Conjure Elemental

These spells are always prepared and don't count against the number of Ranger spells you can prepare.

You expend spell slots normally when casting them. This feature doesn't grant free castings or additional spell slots.

RED COLOUR MAGIC CANTRIPS

At Ranger level 3, you gain the following cantrips:

  • Acid Splash

  • Elementalism

  • Fire Bolt

  • Produce Flame

These cantrips are always available to you and don't count against the number of Ranger cantrips you know.

RED COLOUR MAGIC UTILITY SPELLS

You also gain the following utility spells when you reach the indicated Ranger levels.

Ranger Level Spells
3 Shield, Fog Cloud, Continual Flame, Misty Step
5 Daylight
7 Fire Shield

These utility spells are always prepared and don't count against the number of Ranger spells you can prepare.

You must expend a spell slot of the appropriate level to cast them. This feature doesn't grant free castings.

STOIC SPELL VARIANTS

While your Inner Flame is Balanced-Stoic (−1) or Stoic (−2), you use the Stoic variants of damaging spells granted by Red Colour Magic.

These variants decrease the spells' damage dice by one size, as described in your Stoic State feature.

The same Stoic variant applies in both states. While Stoic (−2), you also apply Controlled Power, rolling the entire spell damage roll twice and using the lower total.

The decreased damage dice don't apply to spells that aren't granted by Red Colour Magic.

RED COLOUR CONVERSION

When you cast a spell granted by your Red Colour Magic feature that deals damage, you may choose to convert all damage dealt by that casting of the spell to Fire damage.

You make this choice when you cast the spell. The conversion requires no action and expends no additional resources.

The conversion applies to all damage dealt by that casting, including damage dealt on subsequent turns or by ongoing effects of the spell.

If you don't choose to convert the damage, the spell retains its normal damage type or types.

SHELTERING EMBERS

Sheltering Embers (Ranger Level 3). While your Inner Flame is in a Stoic-aligned state (−1 or −2), when a spell you cast would deal half damage to an allied creature because it succeeded on a saving throw against that spell, the ally takes no damage instead.

Protective Embers (Ranger Level 6). While your Inner Flame is in a Stoic-aligned state (−1 or −2), when an allied creature fails a saving throw against a spell you cast, it takes only half the damage it would otherwise take from that spell.

Absolute Sanctuary (Ranger Level 10). Your mastery of Stoic restraint allows you to protect your allies regardless of your current Inner Flame state. Whenever a spell you cast would affect an allied creature, that ally can choose whether to be affected by the spell. An ally who chooses not to be affected takes no damage from the spell, suffers none of its conditions or other effects, and doesn't need to make a saving throw against it. An ally who chooses to be affected resolves the spell normally, including any required saving throws. For spells with ongoing effects, an ally can make this choice each time the spell would affect them, including when entering its area or starting or ending a turn within it. At Ranger level 10, the benefits of Sheltering Embers and Protective Embers also apply regardless of your current Inner Flame state.

SPELLCASTING AND INNER FLAME

Your current Inner Flame state determines which version of a damaging Red Colour Magic spell you use.

  • Balanced-Stoic (−1) or Stoic (−2): Use the Stoic spell variants, as described in Stoic State.

  • Balanced-Dire (+1) or Dire (+2): Use the Dire spell variants, as described in the Dire Sorcerer subclass.

Your Inner Flame state doesn't change the spell slots you expend or grant additional castings.

If you possess both the Stoic Ranger and Dire Sorcerer subclasses, their Red Colour Magic features represent the same magical tradition rather than two independent spell progressions. Spells granted by both features don't provide additional copies or duplicate benefits.

EMBER SMITES

Your mastery of Red Colour Magic allows you to channel smite-like magic through a successful single-target cantrip attack that deals Fire damage.

When you hit a single creature with a cantrip attack that deals Fire damage, you can use that hit to trigger Ensnaring Strike, Searing Smite, or Lightning Arrow granted by your Red Colour Magic feature.

For this purpose, the qualifying cantrip hit replaces the weapon attack or weapon hit normally required by the spell. You can cast the triggered spell using its normal action cost and expend a spell slot as normal, even if its usual timing would require you to cast it before making the attack.

The cantrip deals its normal damage, and the triggered spell applies its normal effects to the creature hit. Any saving throws, concentration requirements, and other spell restrictions remain unchanged.

You can trigger only one Ember Smite spell from a single qualifying cantrip hit.

Let Me Try Again — Stoic

When you miss a creature hostile to you with a spell attack, or when a creature hostile to you succeeds on a saving throw against a spell you cast, you can use your Reaction and expend an additional spell slot equal to the triggering spell's level or one level lower (minimum 1st level) to force a reroll. If the triggering spell is a cantrip, you must expend a spell slot of at least 1st level.

Missed Spell Attack. Reroll the missed spell attack against the triggering creature. Successful Saving Throw. The triggering creature must reroll its saving throw against your spell. In either case, the new result must be used, even if worse than the original. This feature affects only one attack roll or one creature's saving throw; other rolls associated with the spell remain unchanged.

After the reroll is resolved, your Inner Flame shifts one step toward Stoic (−2), unless already there. This shift requires no additional action.

Exceptional Training - Stoic

Your mastery of Red Colour Magic allows you to wield spells beyond those normally available to a Ranger of your level.

You gain the spells shown in the Exceptional Training table when you reach the specified Ranger level. These spells are always prepared and do not count against the number of Ranger spells you can prepare.

Ranger Level Spells
7 Legend Lore, Chain Lightning, Sunbeam
9 Delayed Blast Fireball, Fire Storm
10 Incendiary Cloud, Sunburst

You can cast these spells using your available multiclass spell slots of the appropriate spell level or higher. Each casting expends a spell slot normally. This feature does not grant additional spell slots or free castings.

Wisdom is your spellcasting ability for these spells.

Epic Boon

You receive and Epic Boon

Epic Boon

You receive and Epic Boon

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