Ranger
Base Class: Ranger

Some rangers draw on the wild energies from the deep forests and cursed lands, gaining the ability to use said magic to enhance their weapons and, in some cases, create magical weapons and armor out of thin air, and summon magical, ghoulish mounts to ride.

These rangers pledge to protect these magic forests and their dwellers using their powers, though some of them break this vow, using their powers for their own benefit. Those who emulate the Wild Warden conclave have an innate connection to nature, almost like druids, but with a different approach, protecting the wilderness rather than preserving its knowledge.

Enhance Weapon

You can enhance your weapon using wild magic to make them more powerful.

Beginning when you choose this archetype at 3rd level, you can use a bonus action to enhance your weapon, be it a martial weapon, simple weapon, ranged weapon, melee weapon or firearm. The enhancement persists for 1 minute.

When your weapon is enhanced, you can add an additional 1d4 force damage to the damage roll. When this extra damage is applied, roll a d12 and one of the effects on the Wild Magic effects list will happen.

You can use this feature a number of times equal to your proficiency bonus + your Wisdom modifier, and all expended uses are recharged after a short or long rest.

Wild Magic effects:

  1. You teleport up to 30 feet to an unoccupied space you can see.
  2. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw (CD= 10 + your proficiency bonus) or take 1d10 force damage. 
  3. A high-pitched sound comes from your weapon, making each creature within 25 feet of you (including yourself) must succeed on a Wisdom saving throw (CD= 10 + your proficiency bonus) or take 2d6 thunder damage.
  4. Flowers and vines temporarily grow around you; until the enhancement vanishes, the ground within 15 feet of you is difficult terrain for your enemies.
  5. A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw (CD= 10 + your proficiency bonus) or take 2d4 radiant damage and be blinded until the start of your next turn.
  6. Until the start of your next turn, your Intelligence and Charisma scores are swapped.
  7. Your weapon unstabilizes for a moment, having bolts of light exploding from it. You take 2d6 force damage.
  8. You regain a number of expended spell slots of 3rd level or lower equal to your proficiency bonus.
  9. Whenever a creature hits you with an attack roll until your next turn, both you and that creature take 1d8 force damage, as magic lashes out in retribution.
  10. Until the enhancement vanishes, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
  11. You gain temporary hit points equal to 1d10 plus your ranger level.
  12. The enhancement vanishes, only leaving a cold cloud of air between your hands.

Arcana Knowledge

Your knowledge of Wild Magic has amazing applications on your adventures.

Beginning when you choose this archetype at 3rd level, you gain proficiency in Intelligence (Arcana) checks, if you didn't have it already. Also, when you make an Intelligence (Arcana) check, you can choose to apply your Wisdom modifier instead of your Intelligence modifier.

Wild Weapon

Your wild power has evolved to be able to create weapons out of thin air, rather than enhancing a physical one.

When you reach 7th level, as a bonus action in your turn, you can create a magical weapon in your empty hands. The weapon replicates an existing one, and you have to be proficient with it. When your Wild Weapon needs ammunition, you create it when you need it. This weapon exists for a number of minutes equal to your ranger level.

The damage of your weapon uses the same dice as the normal weapon would, but replaces its damage type with force damage, as well as adding 2d4 of additional damage. For example, a Wild Magic Dagger deals 3d4 force damage, instead of 1d4 piercing damage, and a Wild Magic Greatsword deals 2d6+2d4 force damage, instead of 2d6 slashing damage. Whenever you make an attack roll with your Wild Magic Weapon, roll a d12 and the corresponding effect on the Wild Magic effects list will happen.

You can use this feature a number of times equal to your proficiency bonus + your Wisdom modifier, and all expended uses are recharged after a short or long rest.

Wild Magic effects:

  1. You teleport up to 30 feet to an unoccupied space you can see.
  2. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw (CD= 10 + your proficiency bonus) or take 1d10 force damage. 
  3. A high-pitched sound comes from your weapon, making each creature within 25 feet of you (including yourself) must succeed on a Wisdom saving throw (CD= 10 + your proficiency bonus) or take 2d6 thunder damage.
  4. Flowers and vines temporarily grow around you; until the enhancement vanishes, the ground within 15 feet of you is difficult terrain for your enemies.
  5. A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw (CD= 10 + your proficiency bonus) or take 2d4 radiant damage and be blinded until the start of your next turn.
  6. Until the start of your next turn, your Intelligence and Charisma scores are swapped.
  7. Your weapon unstabilizes for a moment, having bolts of light exploding from it. You take 2d6 force damage.
  8. You regain a number of expended spell slots of 3rd level or lower equal to your proficiency bonus.
  9. Whenever a creature hits you with an attack roll until your next turn, both you and that creature take 1d8 force damage, as magic lashes out in retribution.
  10. Until the enhancement vanishes, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
  11. You gain temporary hit points equal to 1d10 plus your ranger level.
  12. The enhancement vanishes, only leaving a cold cloud of air between your hands.

Wild Armor

Your Wild Magic has helped you create an armor around you.

After reaching 7th level, whenever you create a Wild Weapon or enhance a basic weapon, you can make a coat of magical armor appear around you, which grants you +2 AC and resistance to force damage. Additionally, you have advantage when you make a Dexterity (Stealth) check in a forest, grassland, swamp or the Underdark, as well as an additional +2 when you try it on your Favored Terrain (if you have access to that feature). The armor lasts a number of turns equal to the weapon.

You can create this armor a number of times equal to your proficiency bonus + your Wisdom modifier. All expended uses are restored when you finish a short or long rest.

Warden's Incantation

Your magic has evolved to be able to provide some additional effects to your attacks.

When you reach 11th level, you learn a Warden Incantation, that you can apply to your Wild Magic Weapon. The Incantation adds 1d4 extra damage to your roll.

-Igneus Incantation: The extra damage you deal is Fire damage.

-Roaring Incantation: The extra damage you deal is Thunder damage.

-Thunderbolt Incantation: The extra damage you deal is Lightning damage 

-Ice Incantation: The extra damage you deal is Cold damage.

-Aberrant Incantation: The extra damage you deal is Psychic damage.

-Corrosive Incantation: The extra damage you deal is Acid damage.

You learn two Incantations at 11th level, and two additional ones at 15th level. You can change your known Incantations whenever you finish a long rest.

You can apply an Incantation when you create you Wild Magic Weapon, but only once per weapon. You can't remove an Incantation from your Wild Magic Weapon.

Wild Control

When you reach 15th level, your control over the Wild Energies involving your magic and weapons grants you the ability to control it.

Whenever a Wild Magic effect is activated, you can choose to reroll the die and choose whichever result you like more. This feature can be used a number of times equal to your proficiency bonus.

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