Base Class: Ranger
You have an unnatural connection to the multiverse, whether innate, acquired through study or after some planar incident, to the point where your own body feels like it doesn't belong entirely to the material plane anymore. You can perceive the junctures where planes overlap and developed unique techniques of scouting, hunting and fighting, using them to glitch out of existence, moving around in the blink of an eye and surprising your foes.
Planar Strikes
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. When you hit a creature with a weapon, you can deal an extra 1d4 force damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 9th level and to 1d8 when you reach 13th level in this class.
Multiverse Magic
Your connection to the multiverse allows you to learn spells that wouldn't be available to you otherwise. The Multiverse Expanded Spells table shows the spells that are added to the ranger spell list for you. You also can learn additional spells from the list when you reach certain levels in this class, which will not count against the number of ranger spells you know. You can learn one additional spell when you reach 6th, 10th and 14th level in this class.
Multiverse Expanded Spells Table
| RANGER LEVEL | SPELLS |
|---|---|
|
1st |
Armor of Agathys, Catapult, Chaos Bolt, Expeditious Retreat, Faerie Fire, Feather Fall |
|
2nd |
Blur, Branding Smite, Invisibility, Kinetic Jaunt, Mirror Image, Misty Step |
|
3rd |
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|
4th |
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5th |
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
Otherworldly Mind
Beginning at 7th level, your attunement with the multiverse starts to affect your mind, making you more detached from reality. You have advantage on saving throws against being charmed or frightened and others have disadvantage on insight checks towards you. On the downside, you now have disadvantage on any persuasion checks towards humanoids.
Your sight is also affected: as a bonus action you can gain truesight and the ability to see through objects to a range of 30 feet. This special sight lasts a number of round equal half your WIS modifier (rounded up, minimum of 1 round) or until you end it (no action required). During this time, you perceive objects as ghostly, transparent images. Once you do this, you can’t do so again until you finish a short or long rest.
Glitch Attack
At 11th level, you gain the ability to glitch around the battlefield, allowing you to surprise attack your enemies. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
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When you reach 15th level, you can slip in and out of the Ethereal plane to move in a blink of an eye and avoid danger: you learn the Blink spell, if you don't already know it, and can cast it without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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