Base Class: Ranger
Fusioneers have the ability to fuse themselves with a beast familiar to increase their attributes, depending on which familiar they fuse with. They seek out other familiars as they feel like they don’t belong with many others. These Rangers are also friends to many beings within the multiverse - especially fey, and common beasts.
Fusioneer Features
| Ranger Level | Feature |
|---|---|
| 3rd | Fusioneer Magic, Familiar Fusion, Benevolence |
| 7th | Blessed Benevolence |
| 11th | Spectral Force |
| 15th | Brimming Aura |
Fusioneer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fusioneer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Fusioneer Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Druidcraft |
| 5th | Enhance Ability |
| 9th | Bless |
| 13th | Freedom of Movement |
| 17th | Antipathy/Sympathy |
Familiar Fusion
At 3rd level, you can use a bonus action to augment yourself with a familiar’s particular strengths. You gain the abilities and strengths of one of the listed below familiars. You do not take the armor class or hit point stats from the familiar you fuse with. The fusion relies on concentration, and can be used twice per long rest, but increases when you reach higher levels of your Ranger class.
At Higher Levels Uses increase to 3 at 9th level, and 4 at 16th level.
| Familiar | Abilities and Strengths |
|---|---|
| Dire Wolf | Temporary Skill modifiers, Keen Hearing and Smell, 50 ft. of walking movement, and any stats the Dire Wolf has that are better than yours. |
| Killer Whale | Temporary Skill modifiers, Echolocation (In Water), Hold Breath, 60 ft. of swimming movement, and any stats the Killer Whale has that are better than yours. |
| Giant Frog | Temporary Skill modifiers, Amphibious, Standing Leap, and any stats the Giant Frog has that are better than yours. |
| Elephant | Temporary Skill modifiers, Trampling Charge, +2 to AC, and any stats the Elephant has that are better than yours. |
Benevolence
At 3rd level, being fused with the familiar of your choice, and when you miss you can roll a d4 and add that to your attack roll. You can use this once per long rest, but increases as you increase your Ranger class level.
At Higher Levels Uses increase to 2 at 8th level, and 3 at 14th level.
Blessed Benevolence
Beginning at 7th level, when fusing with the familiar of your choice, you now deal an extra 1d6 Force damage on melee and ranged attacks. Damage increases as your Ranger class level increases.
At Higher Levels Damage increases to 2d6 at 12th level, and 3d6 at 17th level.
Spectral Force
At 11th level, you gain one of the following features of your choice.
Spectral Volley
You can use your action to make a ranged attack against 3 creatures within 10 feet of a point you can see within your weapon’s range. You use one ammunition which is duplicated with spectral energy, but you make separate attack rolls for each target. You can use this once per long rest.
Spectral Weapons
You learn the Animate Objects spell, which is a Ranger spell for you. It can be cast as a bonus action unless you cast it above 4th level, and it doesn’t count against your known spells.
Spectral Winds
As an action on the first round you use this ability, you add +5 to your base movement speed total as a thin aura surrounds you. The second round, you add +10 to your base movement speed total, and the aura thickens greatly. The third and final round, you add +15 to your base movement speed total, and at the end of your third turn the aura explodes from you dealing 2d6 Force damage to all creatures within 10 ft. of you. You can use this once per long rest.
Brimming Aura
At 15th level, you gain one of the following features of your choice.
Deceitful Aura
When an enemy makes a strike at you while you are fused with a familiar, you can use your reaction to add +3 to your AC, possibly making them miss. You must use this reaction before the result to hit you is said. You can use this once per short rest.
Striking Aura
When an enemy makes a strike at you and misses, you can use your reaction to surround your melee weapon in a temporary aura. When doing so, you can make a melee strike towards that enemy and with a 10 ft. reach when doing so. This strike does an extra 1d10 Force damage if it hits. You can use this twice per long rest.
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