Ranger
Base Class: Ranger

The spell vandals are slayers and wardens who tread across paths of magical peril. A conclave of mage hunters, they train, stalk, and steal the arcane. Delving deep into the long shadows of its power, they find its gifts, destroy them, and forge them anew as binding chains. They are the destroyers of wizard's towers, and they are the hunters in lands cursed by arcane atrocity. They uncover and dismantle the dens of devil worshippers, and they challenge the authority of corrupt churches.

Those who wish to police arcana itself, to vanguard against disasters built by the misuse of magic, may walk the path of the spell vandal.

Subjugator's Sigil

3rd-level Spell Vandal feature

You have learned to twist arcanum around your weaponry. Once on each of your turns when you hit a creature with a weapon attack, you can chose to brand it with your arcane signature. It takes an additional 1d6 fire damage, and it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature can not cast spells of a level equal to or lower than your proficiency bonus that are not cantrips, until the end of your next turn. A creature that succeeds on this saving throw is immune to its effect for 1 minute.

This feature's extra damage increases to 2d6 when you reach 11th level in this class.

Marks of Magic

3rd-level Spell Vandal feature

Your unique view into the arcane bestows upon you a wicked insight, allowing you to rewrite some of its secrets. You learn two cantrips from the wizard's spell list, which count as ranger spells for you.

You also begin composing a travel ledger, personal journal, spellbook, or other portable script. You learn additional spells of your choice—marked in your ledger—from the wizard's spell list when you reach certain levels in this class, as shown in the Vandal Spells table. Each spell counts as a ranger spell for you, but does not count against the number of ranger spells you know.

Vandal Spells

Arcane Usurper

3rd-level Spell Vandal feature

As you ponder the mysteries of spellcraft, flashes of inspiration grant you brief understanding. You gain proficiency with Intelligence (Arcana) checks.

Also, when you hold a spellbook or when using a spell scroll that contains a wizard spell, you can cast one spell scribed within it, and do not expend a spell slot when you do. The spell must be of a level that you can normally cast, and it counts as a ranger spell when you cast it. You must finish a long rest before you can use this feature again.

Weapon Tether

7th-level Spell Vandal feature

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If the cantrip deals damage, the weapon attack may deal damage of the same type.

Additionally, when a creature attacks you with a magical weapon, you can use your reaction to create a cord of arcane energy, tethering that weapon's spellwork to a weapon you wield. The tethered weapon ceases to be magical, and a weapon you wield gains a bonus to attack and damage rolls equal to the tethered weapon's magical bonus (if it has one). At the end of your next turn, the cord snaps, returning both weapons to their normal state.

Spell Bane

11th-level Spell Vandal feature

You can weave your way through the complexities of arcane spellcraft, finding flaws and fragility to sunder it by. You can cast dispel magic and counterspell each once without expending a spell slot. They count as ranger spells for you, and you regain the ability to cast either spell again when you finish a long rest.

Mage Warden

15th-level Spell Vandal feature

You attain mastery as a warden of the arcane, gaining a 10-foot aura of negative arcane energy. You have advantage on all saving throws against spells cast by a creature within your aura, and creatures within your aura have disadvantage on spell attacks that target you.

Previous Versions

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3/9/2020 9:04:03 PM
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3/10/2020
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11/29/2020 2:01:20 AM
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version: peer reviewed
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version: massive overhaul
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version: text fixes
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version: 100%
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Spell Vandal Image

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