The supernatural region options presented in Tasha's Cauldron of Everything inspired me to create this subclass, which imagines a sort of "wild magic" ranger subclass where the randomness stems from channeling the power of regions suffused with tons of magical energy. Let me know what you think.
Planar Wayfarer
Wayfarer Magic
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level
Spell
3rd
Faerie Fire
5th
Mirror Image
9th
Spirit Shroud
13th
Hallucinatory Terrain
17th
Insect Plague
Supernatural Terrain
Starting when you choose this archetype at 3rd level, you are able to suffuse the nearby terrain with supernatural power. Select one of the supernatural regions outlined in Tasha’s Cauldron of Everything as your chosen supernatural terrain. As a bonus action, you can alter the nearby area within 30 feet of you to take on the traits for the chosen terrain for 1 minute. This alteration ignores cover, and the affected area acts as difficult terrain for creatures which are hostile to you.
Each time you cast a Ranger spell of 1st level or higher or score a critical hit on an attack roll, roll a d100 and consult the table for the chosen region. The rolled effect occurs as outlined in the table; however, it has the following changes applied:
Its maximum range and duration are replaced with that of this feature
Any effect which requires a saving throw uses your spell save DC.
If you roll a 96-100, you reroll twice and take either total instead of using the table’s normal effect.
You can have a number of non-instantaneous effects up to your proficiency bonus active at one time. Once this maximum is reached, you ignore other such effects when you roll a d100 for this feature.
This effect ends early if you are incapacitated. The effect can also be ended early using your bonus action. Once you have used this feature, you cannot do so again until you finish a long rest, unless you expend a Ranger spell slot to use it again early.
Version 1: Starting when you choose this archetype at 3rd level, you are able to suffuse the nearby terrain with supernatural power. You can activate this feature using your bonus action, choosing one of the Supernatural Regions as outlined in Tasha’s Cauldron of Everything, with the nearby area within 30 feet of you becoming altered to take on the traits for the chosen region for 1 minute. This alteration ignores cover, and the affected area acts as difficult terrain for creatures which are hostile to you. Each time you cast a Ranger spell of 1st level or higher or score a critical hit on an attack roll, roll a d100 and consult the table for the chosen region. The rolled effect occurs as outlined in the table; however, its maximum range and duration are replaced with that of this feature, and any effect which requires a saving throw uses your spell save DC. At the DM’s discretion, actions taken by other creatures may also prompt them to roll on the table, as normal. There can be a maximum number of non-instantaneous effects from the supernatural region equal to your proficiency bonus, and you cannot gain more until those have ended. This effect ends early if you are incapacitated. The effect can also be ended early using your bonus action. Once you have used this feature, you cannot do so again until you finish a long rest, unless you expend a Ranger spell slot to use it again early.
Otherworldly Strikes
Also at 3rd level, your attacks crackle wildly with planar energies. Once per turn when you hit a creature with an attack you can deal an extra 1d6 damage to the target of the attack. You choose the type of damage for this feature each time you use it.
While using your Supernatural Terrain feature, you can apply this extra damage to any attack scored against a creature inside of its area. You can choose a different type of damage each time you apply the extra damage.
Everchanging Terrain
At 7th level, your connection to the planar powers comprising your supernatural terrain allows you to change it on a whim. Once on your turn you can choose to replace one of the ongoing effects from your Supernatural Terrain feature by rolling on the table again (no action required), but you must keep the new effect.
Additionally, you gain another supernatural terrain of your choice and can choose from either when using the Supernatural Terrain feature. Also, the range of your terrain extends to be 60 feet around you and its duration is extended to up to 10 minutes.
Planar Warding
Starting at 11th level, each time you complete a long rest choose one of the following creature types: aberrations, celestials, elementals, fey, fiends, or undead. You gain the effect of a Protection from Evil and Good spell for the chosen creature type, which lasts until the start of your next long rest. This effect ends early if you attack a creature of the chosen type or target it with a spell.
Supernatural Master
At 15th level, your control over the terrain altering magic reaches its peak, allowing for multiple changes to occur simultaneously. Whenever you use your Supernatural Terrain feature, you are able to make use of all of the supernatural regions available. Each time you roll a d100 for the feature, you can compare the rolled value to every table and select which effect you want to occur.
Additionally, the range of your terrain extends to 90 feet around you and its duration is extended up to 1 hour.
I would be a bit careful with the supernatural terrain in Tasha's. Some of the effects are extremely powerful or dangerous. A 96-100 on the Blessed Radiance table mimics the effects of Divine Intervention, but with certainty. The Far Realm table also has a really dangerous ability on a roll of 96-100. I hate to provide such tedious advice, but I'd recommend creating your own tables with more balanced outcomes.
On the bright side, I think the idea is phenomenal and it directed my attention back to the supernatural regions in Tasha's, which are awesome.
Narratively, I think it would be a lot more powerful for you to choose a region at level 3 and that's the only one you can manifest. Being able to do any of them at level 3 reflects a level of worldliness and experience that I just don't think a level 3 character is supposed to represent. Alternatively, being a specialist in the Mirror Realm or Infested Zone allows you to build your character concept around this particular relationship. It would also be kind of a cool reflection of Natural Explorer, and just like that feature you could add regions to your repertoire as you level up.
As for those tables, I think you might just be able to replace the values of 90+ on the roll with something else, even if its just "roll again" or "roll twice". But yeah most of the last options on those tables are probably too much for a PC.
Thanks for the feedback. I will have to take another look at the tables. For the time being, I have altered the effect where a 96-100 results in a reroll and limited you to one terrain option at 3rd level which increases to two options at 7th level. I decided to keep the capstone of effectively having access to all of them simultaneously, because that feels interesting to me. Hopefully the randomness and potential for harmful effects balances out the other more powerful options outside of the 96-100 range.
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Thanks for the feedback. I will have to take another look at the tables. For the time being, I have altered the effect where a 96-100 results in a reroll and limited you to one terrain option at 3rd level which increases to two options at 7th level. I decided to keep the capstone of effectively having access to all of them simultaneously, because that feels interesting to me. Hopefully the randomness and potential for harmful effects balances out the other more powerful options outside of the 96-100 range.
Even still, there are very powerful abilities in the lower ranges. 73-78 for the Blessed Radiance region allows a character to cast greater restoration, a 5th-level spell, a seemingly unlimited number of times for an hour (though the wording is a little ambiguous).
Thanks for the feedback. I will have to take another look at the tables. For the time being, I have altered the effect where a 96-100 results in a reroll and limited you to one terrain option at 3rd level which increases to two options at 7th level. I decided to keep the capstone of effectively having access to all of them simultaneously, because that feels interesting to me. Hopefully the randomness and potential for harmful effects balances out the other more powerful options outside of the 96-100 range.
Even still, there are very powerful abilities in the lower ranges. 73-78 for the Blessed Radiance region allows a character to cast greater restoration, a 5th-level spell, a seemingly unlimited number of times for an hour (though the wording is a little ambiguous).
Yeah, but thats still pretty par for the course with Wild Magic stuff. Wild Magic sorcerers get spells like Fireball (3rd level), Confusion (4th level), and Reincarnate (5th level) along with other magical effects that may arguably be stronger than spells with similar effects (like gaining resistance to all damage vs just nonmagical BPS for something like Stoneskin).
And since you cant control it, something like Greater Restoration might not even be useful during the duration of the terrain, so even for its power there still a small chance of rolling it in the first place AND having it actually be helpful to the party. That being said, I might change the way the duration scales so that it doesnt last for 1 hour when you have the most power. Maybe keep it capping at 10 minutes or just leave it as a 1 minute thing.
The supernatural region options presented in Tasha's Cauldron of Everything inspired me to create this subclass, which imagines a sort of "wild magic" ranger subclass where the randomness stems from channeling the power of regions suffused with tons of magical energy. Let me know what you think.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
I would be a bit careful with the supernatural terrain in Tasha's. Some of the effects are extremely powerful or dangerous. A 96-100 on the Blessed Radiance table mimics the effects of Divine Intervention, but with certainty. The Far Realm table also has a really dangerous ability on a roll of 96-100. I hate to provide such tedious advice, but I'd recommend creating your own tables with more balanced outcomes.
On the bright side, I think the idea is phenomenal and it directed my attention back to the supernatural regions in Tasha's, which are awesome.
Narratively, I think it would be a lot more powerful for you to choose a region at level 3 and that's the only one you can manifest. Being able to do any of them at level 3 reflects a level of worldliness and experience that I just don't think a level 3 character is supposed to represent. Alternatively, being a specialist in the Mirror Realm or Infested Zone allows you to build your character concept around this particular relationship. It would also be kind of a cool reflection of Natural Explorer, and just like that feature you could add regions to your repertoire as you level up.
As for those tables, I think you might just be able to replace the values of 90+ on the roll with something else, even if its just "roll again" or "roll twice". But yeah most of the last options on those tables are probably too much for a PC.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Thanks for the feedback. I will have to take another look at the tables. For the time being, I have altered the effect where a 96-100 results in a reroll and limited you to one terrain option at 3rd level which increases to two options at 7th level. I decided to keep the capstone of effectively having access to all of them simultaneously, because that feels interesting to me. Hopefully the randomness and potential for harmful effects balances out the other more powerful options outside of the 96-100 range.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
Even still, there are very powerful abilities in the lower ranges. 73-78 for the Blessed Radiance region allows a character to cast greater restoration, a 5th-level spell, a seemingly unlimited number of times for an hour (though the wording is a little ambiguous).
Yeah, but thats still pretty par for the course with Wild Magic stuff. Wild Magic sorcerers get spells like Fireball (3rd level), Confusion (4th level), and Reincarnate (5th level) along with other magical effects that may arguably be stronger than spells with similar effects (like gaining resistance to all damage vs just nonmagical BPS for something like Stoneskin).
And since you cant control it, something like Greater Restoration might not even be useful during the duration of the terrain, so even for its power there still a small chance of rolling it in the first place AND having it actually be helpful to the party. That being said, I might change the way the duration scales so that it doesnt last for 1 hour when you have the most power. Maybe keep it capping at 10 minutes or just leave it as a 1 minute thing.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!