Base Class: Ranger
To become familiar with your environment... to know your prey... to know when to strike... is not enough. A ranger is far more than a hunter. They are perceptive, sensitive to their surrounding. With their aptitude in magic, these predators possess a foundation that only grows with the path they stride through.
"One such case would be the Plane Weavers. They are able to sense the presence of Primordial Energy almost as naturally as they do The Weave, the essence of magic, a feat that even most wizards fail to accomplish. But to be able to hold onto this energy and mold it to their needs as they do... is beyond known capabilities. Without the need of magic, they enhance themselves and their allies. The more powerful ones create gateways to The Elemental Planes with little effort. From what we understand, many of these rangers were either: born and raised near existing primordial gateways or suffered a traumatic experience from primordial beings. In any case, the exposure to these energies granted them a sensitivity we still do not understand."
- Ariana Valtrust, Lorekeeper of Ostray
Plane Weaver Magic
Starting at 3rd level, you gain the ability to cause minor wonders by pulling on the essence of the Elemental Planes. By plucking and weaving the loose strands, you release the stored energy of The Threads surrounding you to create one of the following effects within 30 feet of you:
- Create a harmless, instantaneous sensory effect related to air, water, earth, or fire, such as a shower of sparks, a puff of wind, a spray of mist, or gentle rumble of stone.
- Instantaneously light or snuff a candle, a torch, a campfire, or open flame.
- Chill or warm up 1 pound of nonliving material for up to 1 hour.
- Drain, dissipate, or create a 1 gallon of water or a 5 foot cube mist every 6 seconds.
- Crumble up to a 10 cubic feet of loose stone every 30 seconds.
Elemental Infusion
Upon choosing this subclass at 3rd level, you gain the ability to infuse a weapon or set of armor with the following damage types: Cold, Fire, Lightning, and Thunder. Once per turn, an infused weapon deals an additional 1d4 damage of the chosen damage type. Alternatively, infusing a set of armor grants the wearer with resistance to the chosen damage type. It takes 1 minute to infuse a piece of equipment and the infusion ends when you finish a long rest, use an action to end the infusions, are no longer in the same plane of existence, or die. You start with 2 uses of Elemental Infusion.
At later levels, you gain additional uses of Elemental Infusion at 7th and 13th level and two uses at 17th level. You may select the same damage type multiple times. Also, the damage done by a weapon you infuse increases to 1d6 at 9th level and 1d8 at 15th level.
Limitations:
- When applied to a quiver or other ammo packs, the first shot per round is infused.
- You cannot infuse the same equipment with more than one infusion. You also alter the damage type of the enchantments on a weapon or armor to the new damage type.
- Infusions on weapons and armors stack with enchantments that do not already involve one of the damage types listed above, such as Dragon Slayer and Elven Chain.
- This feature does not stack with other similar effects and spells such as Magic Weapon and Flame Arrows.
- A successful Dispel Magic versus your spell save DC ends the effect of infusion early.
*Nonmagical weapons infused using this feature do not become magical for the purpose of overcoming resistances. Bows, crossbows, slings, and blowguns infused using this feature only deal the chosen type's damage if used as an improvised weapon.
A Craftman's Touch
At 7th level, your time weaving The Threads left you with a delicate touch. You gain proficiency in using weaver's tools and calligrapher's supplies.
Abrupt Chaos
By 7th level, your use of The Threads taught you of the energy condensed in every strand. When a creature is slain by a weapon you infused, they absorb a minuscule amount of its energy. This energy dissipates over time.
As a reaction, target a corpse within 60 feet of you that was slain by a weapon you infused and has been dead for no more than 1 minute, then detonate it with the elemental energy that killed it. Deal damage equal 1d6 + Wisdom modifier. Creatures within 5 ft. of the corpse that succeeds on a Dexterity saving throw take half damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain uses of this feature after a short rest.
At 9th level, the dice damage increases to 2d6. At 15th level, the dice damage increases again to 3d6.
Advanced Elemental Infusion
At 11th level, you learned of different ways to manipulate the elemental threads. You can give up 1 use of Elemental Infusion. Doing so allows you to cast Water Breathing or Water Walk on 3 targets. Alternatively, you may expend 2 infusions when infusing a set of armor to instead grant the wearer resistance to one of the following effects: Grappled, Paralyzed, Petrified, Poisoned, and Restrained.
Upgrades: Your infusions now make your weapon's magical if they aren't already. Your infused weapons gain a +1 to attack and damage rolls and armors gain +1 to AC. A weapon or armor with a +3 modifier does not benefit from this upgrade.
Beacon To Chaos
At 15th level, your connection to The Elemental Planes grant you the ability to open a portal to the elemental plane of your choice: Air, Water, Earth, or Fire. By performing a ritual, comprised of shaping The Threads surrounding you, you create a veil that allows you and any creature small enough to cross between your chosen plane and The Mortal Plane. You create the portal at an open space within 20 feet of you. The portal vanishes when you use an action to dismiss it or move 20 feet away from the entrance. Reopening the closed linked portals takes an action.
The exact location linked must be familiar to you. Otherwise, use the chart provided by the Teleport spell to determine the destination. (Disregard the "Permanent Circle" option.)
Ritual: The ritual is a day long ceremony where you draw elemental energy toward yourself via the use of an elemental catalyst. (i.e. a wisp of air, the core of a golem, essence of a weird, etc.) When performed near a vent of elemental energy (a well of energy, a willing elemental, etc.), the ritual becomes as short as 1 hour. The ritual becomes a week long ceremony if no catalyst is used. Once the ritual begins, you must remain near a stationary area (i.e. a building, a clearing, or a small campsite) while the elemental energies are drawn to your location..
Appearance: The portal is a one-sided, semi-transparent, vertical, pale sheet or curtain. It's dimensions may be as small as 5 feet by 5 feet, up to 15 feet by 15 feet. The opposite side of the portal appears as a faint shower of sparks. The colors overall resemble the target location.
Limitation: If you use this ability while not in one of the planes previously mentioned, then this ability acts as a one-way doorway to The Mortal Plane instead.
Previous Versions
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1/20/2021 4:19:27 AM
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Coming Soon
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