Ranger
Base Class: Ranger

There was no hero with a fateful thread, no promised white sail, no princess abandoned upon an island. Only the Labyrinth, the Minotaur, and the forsaken children that it guided through the twisting tunnels. Though the journey was dark and perilous, it was with triumph that they stepped out into the sunlight once more. They did not remain unchanged by the ordeal; indeed, they were stronger for having endured the Labyrinth’s torments, having taken the Minotaur’s strength for themselves. Their victory in hand, they pledged that never again would a child fear the Labyrinth that they had conquered.

Then, an angel fell from the heavens. On its back lay two melted wings, cruelly betrayed by the sun itself. In its final moments, the angel pleaded with them, that they might remember its creator. Its creator, the creator of the Labyrinth - that was the one that they next set their sights upon.

Though they had sought the light for so long, the children of the Labyrinth now knew that the light would not protect them. Just as they had made their own path within the Labyrinth, so too would they have to find their own way in this strange new world.

Labyrinthine Magic

You learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Labyrinthine Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3 expeditious retreat
5 earthbind
9 Leomund’s tiny hut
13 confusion
17 passwall

Pathclearer

Also at 3rd level, the Minotaur’s influence has taught you to charge forth in the face of danger. Once per turn, when you move 10 or more feet in a straight line, you can force any number of creatures of your choice within your reach to make a Strength saving throw against your Ranger spell save DC. Creatures that fail this save are knocked prone, and cannot take reactions until the start of your next turn.

Talos' Perdition

At 7th level, you gain the power of the angel’s scorched wings to aid in your quest for its creator. As a bonus action, you grant a willing creature a flying speed of 60 feet until the start of your next turn. If the creature is still airborne at the end of this duration, it falls unless suspended by some other method.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Pathrazer

At 11th level, your very movements strike with ferocity. Creatures that fail the saving throw against your Pathclearer feature take piercing damage equal to your Ranger level, halved on a success.

Take Life by the Horns

Also at 11th level, you gain advantage on skill checks and saving throws against effects that would forcibly move you or restrict your movement, including being grappled, restrained, paralyzed, or knocked prone.

Echoes of the Labyrinth

At 15th level, you gain the ability to exact the Labyrinth’s torments upon your foes. As an action, you can cast the maze spell without expending a spell slot. When cast in this way, the DC to escape equals your Ranger spell save DC, and the duration is 1 minute instead of 10 minutes.

Once you use this feature, you cannot use it again until you finish a long rest.

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