Ranger
Base Class: Ranger

In Astare, the Primal Beings created the positive and negative plane in order to trap the gods behind and keep them in order. Much of the energy from these planes seep back to the material plane and cause power surges on the surface of Astare. Not many are capable of discoverying this energy, however, there are those who spend their years of their life in the wilderness meditating and finding balance. Some come to realize the power behind the forgotten energy of the positive and negative planes, and learn to wield it. It's a tightrope walk between the two, as using too much of one can create in imbalance in a person's body. However with many years of practice, there are those who come to a full understand of the importance of this. 

Energy Wielder Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Energy Wielder Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Horizon Walker Spells

Ranger Level Spell
3rd detect magic
5th calm emotions
9th hypnotic pattern
13th divination
17th contact other plane

Gentle Spirit

At 3rd level, once per long rest as an action you can cast out your aura in a calm and trustworthy way. Nonhostile creatures within 10 ft. of you feel your kindness and become somewhat more relaxed. While this ability is active, you have +5 on charisma(persuasion) checks towards people in the 10 ft. radius. This ability lasts 10 minutes or until you fall unconcious. You regain this feature again after a long rest. 

Spiteful Spirit

At 3rd level, as a bonus action you can emit a spiteful presence that unnearves hostile creatures around you. When you activate this spirit, every creature of your choice within 30 ft. must make a INT saving throw. The save DC for this is 8 + proficiency bonus + WIS modifier. On a failed saving thow, the creature(s) become frightened of you. This condition lasts until the end of your next turn. 

You may then choose one creature who failed the saving throw that the spiteful aura lingers on. This creature is marked by your energy which gives you an advantage against them. Until the end of your next turn, on a melee or ranged attack you deal extra 1d8 necrotic damage to them. You gain the expended use for this ability after you finish a short rest.

At 9th level the damage becomes 2d8, at 15th level the damage becomes 3d8.

 

Constant Awareness

At 7th level, your spirit has become strong enough that you can sense the world around you at a short distance, and with some strain, it can go even further. Because of your spirit, you gain a constant awareness similar to blindsense. You can sense the aura of every living thing in a 10 ft. sphere centered around you. This awareness lasts forever until you over extend yourself or fall unconscious. 

As an action, you can cast this awareness out up to 60 ft. away from you. This extended sphere only lasts for 1 round (6 seconds). You may use this ability without exhaustion or strain once per short rest (you gain more uses as you level up). You may choose to use this ability more after you've expended all given uses, however there are consequences. Every time after you use this ability forcefully, you must suffer an exhaustion point. Along with this, you must roll a CON saving throw. The DC for this is 10 + your new current exhaustion level. On a failed save, you can no longer use your constant awareness until you finish a long rest (this includes the constant 10 ft. awareness).

At level 11 you can use this 2 times, at level 15 you can use this 3 times, and at level 19 you can use this 4 times.  

 

Energy Syphon

At 11th level, when an enemy attacks you, you can use your reaction to syphon their energy and give yourself a boost to either damage or protection. On the attack you syphon the energy from, calculate what half the damage (rounded up) would be. You now give yourself temperary hit points equal to the calculated number after taking the full damage of the syphoned attack (example: After taking 10 damage from an attack, you now give yourself 5 temp. hit points). These temperary hit points last for 1 minute.

On your turn, you can choose to expend the temperary hit points to give yourself extra damage on your next attack role. The damage you add to the attack is equal to half the amount of temperary hit points (rounded up) dealt as force damage (example: you choose to expend the 5 temp. hit points you received. You would then deal 3 extra force damage). You can choose to add the damage after you know an attack hit. You may also choose to only expend some of the temperary hit points to give yourself the damage boost (example: you have 20 temp. hit points. You can choose to only expend 10 of those hit points on your attack to give yourself 5 extra force damage instead of using all 20 temp. hit points). 

You can use this ability a number of times equal to your wisdom modifer. You regain expended used after a long rest. 

Improved Constant Awareness

After training with your spirit and aura, your constant awarness of life, energy and souls become stronger. Your constant awareness ability's radius increases to 20 ft. Along with this, your boosted awareness' radius extends up to 90 ft. The provisions of exhaustion and over extending youself does not change. 

Balance of Energy

After years of training, meditation, and discovery of yourself through nature and the people around you, you now undestand how to walk the line between the positive and negative energy and planes. 

At 15th level, as an action, you can shrowd yourself in the energy you choose to pull from the planes. This shrowd lingers on your for 1 minutes, until you dispell it as a bonus action, or you fall unconcious.

If you choose to pull from the positive plane, a thin mist of light surrounds you. You begin to emit dim light 10 ft. away from you that even breaks through magical darkness. When you pull from the positive, a few things occur to give you an advantage:

  • You have advantage on charisma(persuasion) checks 
  • All allies within your glowing mist regains hit points (1d10+your WIS modifier) at the beginning of their turn
  • All your attacks gain an extra 1d8 radiant damage

If you choose to pull from the negative plane, dark fog begins to emit from you. When you pull from this plain, a few things occur to give you an advantage:

  • You are immune to the frightened condition
  • You have advantage on charisma(intimidation) checks
  • The area 10 ft. around you becomes heavily obscure to your enemies. All honstile creatures have disadvantage on attacks against you or any of your allies that are within the fog until the ability ends. 

You can use this ability once per long rest.

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