Base Class: Fighter
The spark of a power ranger is often found in adolescence, and once a ranger is identified by these ancient warriors, it is almost impossible to not answer the call. The oath of the power ranger is to be a protector of the weak, and of the innocent, to never escalate a fight, and to do only what is absolutely necessary to save others from harm.
Bonded Coin
At 3rd level, you become bonded with an animal or creature, your spirit mirroring the animal's strength.
Your learn a special ritual that creates a powerful summoning spell attached to a single gold coin. You perform the ritual over the course of 1 hour, which can be done during a short rest. The gold coin must be within your reach through the ritual, at the conclusion of which you touch the coin and forge the bond. During this ritual, you must also choose a set of light or medium armor within reach, as well as a weapon, all of which you must have proficiency with.
Once you have infused the coin with the power of your chosen animal, you can take a special action to channel the animal's power, turning yourself into a power ranger. To perform this feat, you must hold the coin in your hand and take an action to shout your animal's name. You are instantly covered in the armor chosen during your ritual, and the weapon you chose appears in your hand, so long as that armor and weapon are on the same plane of existence as you are. Your armor and weapon are transformed superficially to resemble your chosen animal. Your bonded coin fuses into your armor while the effect lasts.
When you become a power ranger, you are more powerful, but also more vulnerable. You gain the following abilities:
Your weapon attacks score a critical hit on a roll of 18-20. Weapon attacks against you score a critical hit on a roll of 18-20.
· When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. You cannot use this ability if the attack against you is a critical hit.
• When an attacker completes a successful attack against you, you can use your reaction to make a single melee weapon attack against the target.
Your power ranger form lasts for 10 minutes. You can also end the form on your turn as a bonus action. Once you become a power ranger, you must complete a short or long rest before you can do so again.
Flair
All power rangers have a flair for the dramatic. At 7th level, you gain proficiency in Charisma (Performance) skill checks. If you have already have proficiency in this skill, your proficiency bonus is doubled for any such check.
You can use Charisma (Performance) in place of other Charisma skill checks (such as Deception, Intimidation, and Persuasion).
Zord
Beginning at 10th level, you can take your power ranger abilities even further, covering yourself in a transluscent shell of force which resembles your spirit animal, called a Zord.
On your turn, you can take an action to summon your Zord, which forms around your body. This form lasts for 1 minute. If the duration of your Zord would continue past the duration of your power ranger form, you remain in your Zord until the Zord's duration is complete, after which you revert to normal. While in your Zord, you gain a pool of hit points according to your level. If you run out of this pool of hit points, you immediately lose your Zord.
You can see normally outside of the Zord, but you are heavily obscured from view. When you assume the mantle of your Zord, you gain a number of bonuses according to your level. This includes the size of your Zord (including its reach), and the pool of hit points it has. While in your Zord, you gain a bonus to damage rolls according to the Zord chart (below). You can also choose a number of special abilities according to your level for your Zord which sets it apart from others. Once you have summoned your Zord, you must complete a long rest before you can do so again.
Level 10 Size Large Hit Points 136 Damage Bonus +1d4 Special Abilities 1
Level 15 Size Huge Hit Points 212 Damage Bonus +2d4 Special Abilities 2
Level 18 Size Garganta Hit Points 288 Damage Bonus +3d4 Special Abilities 3
Giant Killer
By 15th level, you are accustomed to facing monsters much larger than yourself. Creatures do not gain any bonuses in combat against you for being larger than you (such as for grappling or shoving). You can move through the space of any creature larger than you as though it were normal terrain.
Megazord
At 18th level, you learn to join with other power rangers to form an ultimate weapon, called a Megazord.
To summon a megazord, at least two (but as many as six) power rangers must be within 30 feet of one another. Each must be able to summon their individual Zord, and must all take the action to do so within 1 round.
A Megazord is an amalgamation of each Zord summoned, taking on the appearance of each animal form which makes up its body. A Megazord gains a number of abilities which make it even mightier than a normal Zord, and which grows based on the number of Zords used to create it.
As the Megazord is a single entity, the power rangers who create it must agree on a course of action for it to take on its turn. If the power rangers cannot reach an agreement, the Megazord will stall, and will take no actions.
A Megazord has a number of hit points equal to the hit point pool of each Zord that created it. It also gains the combined damage bonuses of each Zord used to create it. In addition, a Megazord can retain a single special ability from each Zord used in its creation. A Megazord lasts for a number of minutes equal to number of Zords used to create it.
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