Base Class: Ranger
Those who meddle in the forces of reality are often arrogant and uncaring about the damage they leave behind. The mothers, fathers, and children of those killed might seek a pathway to vengeance and retribution. The Witch Hunters are more than willing to add the downtrodden to their ranks.
Eldritch Tracker
At 3rd level, you gain the ability to sense the presence of magic and magical auras. You can cast detect magic at will, without expending a spell slot or material components. You can use your ability to see magical auras to track things that are of a magical nature. If you make a survival check in reference to a creature created by magic, not native to the plane you are on, or while tracking creatures that are using magic to travel, you add your intelligence modifier to the check.
Supernatural Smite
At 3rd level, you learn to draw on the magic of nature to smite your enemies. Once per turn, when you hit a creature with a weapon attack, you can expend a ranger spell slot to deal an extra 1d8 force damage to the target plus another 1d8 per level of the spell slot, to a maximum of 5d8, and you can knock the target prone if it is Huge or smaller.
Spatial Disruption
At 7th level, when a creature within 60ft of you attempts to use any form of teleportation or interplanar movement, you may use your reaction to make an attack against them. If the attack hits, it deals damage as normal and the magical ability fails. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Thaumaturgic Shield
At 11th level, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you successfully counterspell a spell that targets only you, you can use your reaction to cause it to target the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Baleful Transportation
At 15th level, as an action, choose one creature you can see within 30 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space. You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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