Base Class: Ranger
You don't remember the forest as it once was. You know it only from stories. Trees and bushes so thick, you hardly could get through, if you didn't know the secrets. Rich, radiant green. Deep, earthy brown. And in between plants and animals of every color and every shape. But now... too many folks travelling with big carts, wielding axes and destructive magic to carve their way through nature to shorten the journey by a few hours. Too many wars destroying the very land, that the fight is about.
The druids are upset, but mostly rely on healing the damage again and again, occasionally scaring some people away. But few have the means or the will to put and end to the powerful arcane spells, that twist nature to the peoples will.
And then there was you. You always felt magic everywhere you go. Nature is magic. But there was also something different, something that wasn't right. And you realized, that you could sense the remnants of arcane power, that was released on nature. With time, you learned to discern, manipulate and use it in your own way. When you felt comfortable in your abilities, you vowed to cleanse nature from arcane manipulation and throw it back to those you deemed worthy of a lesson.
A Weavesiphon is a protector of nature from malicious arcane magic.
They are innately connected to the weave and can suck the magic potential from their environment to use it as a boost for themselves or to protect others. They usually refrain from using magic to alter reality, except to heal and restore, what was previously harmed by magic or to take revenge on those who would harm nature.
Weavesiphons can have a higher spell output than other rangers, since they can replenish their spell slots in different ways, but soon get the possibility to use spell slots to boost almost anything they try to achieve, making them a versatile, reliant and capable of burst damage, when it counts. Also, they can block magic thrown at them. Thus they are well suited for offensive and supporting roles.
Weave Knowledge
Starting at 3rd level, you can identify specific weave patterns.
You are proficient in Intelligence(Arcana) checks and you can't be fooled by illusions, that try to look or sound like animals, plants or natural terrain.
At 3rd level you learn the spells Identify and Detect Magic. You can cast the detect magic spell at will.
At 7th level you learn the spells Dispel Magic and Counterspell. If you have to roll for a success on those spells and you roll a 20, you use the released magic potential to regain the spell slot used to cast them.
The spells are Ranger spells for you and don't count against the number of spells you know.
Weave Leech
Starting at 3rd level, you can absorb the magic potential from your environment.
When you finish a short rest, you regain spell slots with a combined level equal to your Proficiency modifier.
Additionally, for the next hour, your attacks count as magic regarding overcoming resistances.
You can use this feature once and you regain the all uses of this feature at dawn.
Weave Boost
At 7th level you can boost yourself by using your magic potential.
Whenever you roll for a weapon or unarmed attack, the damage of such an attack, a check or a saving throw, you can expend one spell slot up to 5th level to gain a bonus to the roll. You can't spend two spell slots both on the attack roll and damage of the same attack, but can use a spell slot for one or the other on every attack if you have more than one. You can choose to spend the spell slot after you see your roll, but before the outcome is revealed.
- The bonus to attacks, checks and saving throws is your Wisdom modifier + the slot level.
- The bonus to damage is one extra damage die per slot level, dealing the same damage type. The entire damage is now considered magical regarding overcoming resistances.
Weave Protection
Starting at 11th level, you learn to recycle magic potential directed at you or nearby allies.
If you or a creature within 5ft of you takes damage from a spell, as a Reaction you can half the damage and regain spell slots with a combined slot level of the spell level / 2 (rounded up)
You can use this feature 3 times and you regain all uses, when you finish a long rest.
Weave Pulse
Starting at 15th level, you can release a powerful magic pulse to achieve different effects in an area around you.
As an Action, you can spend spell slots with a combined level equal to 2x your Wisdom modifier to release a spherical pulse of magic with one of the following effects within the radius. You can use those slot points to increase the radius (5ft / 1 point) or the potency (+1 die / 1 point) of the pulse.
- Heal creatures you choose for Xd6. If you use no points for the radius, you only heal yourself.
- Deal Xd6 force damage to every hostile creature. Hit creatures are shoved 5ft from you for every size step they are smaller than Huge.
- The sphere forms a barrier, that absorbs Xd6 magical damage entering from the outside. When depleted, the sphere vanishes. While the sphere is active, you can't make another pulse.
Previous Versions
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7/18/2020 6:02:19 PM
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1.0
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Coming Soon
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