Base Class: Ranger
Rangers that achieve unparalleled mastery of both the way of magic and that of the blade are known as Spellbound Warriors. Weaving together the use of their spells and weapons into one harmonious practice, they become formidable fighters, as equally suited to crowded fields of battle as they are to the trackless wilderness. Spellbound rangers can serve in armies as scouts, guerilla fighters, or elite troops, or they can work alone, ridding their self-proclaimed territories of those who would threaten the peace.
| Table for the purpose of avoiding D&D Beyond's weird automatic restrictions |
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Spellbound Warrior Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spellbound Warrior Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Spellbound Warrior Spells
|
Ranger Level |
Spell |
|
3rd |
catapult |
|
5th |
magic weapon |
|
9th |
elemental weapon |
|
13th |
staggering smite |
|
17th |
steel wind strike |
Ensorcelled Blade
At 3rd level, you have learned how to magically enhance your weaponry through special rituals. When you finish a short rest, choose a number of weapons in your possession up to your Wisdom modifier (minimum of 1). These weapons become ensorcelled, each gaining any one of the following benefits of your choice until your next short rest.
Flying Blade. This weapon gains the thrown property if it does not already have it (weapons that lack this property have a normal range of 20 feet and a long range of 60 feet). If you make a ranged attack with this weapon, you may then use a bonus action on this or any subsequent turn to call it back to your hand, provided it is still within its long range and there is a clear line of sight to you. This option may only be used on melee weapons without the heavy or two-handed properties.
Gossamer Blade. If this weapon has the heavy property, it loses it. If the weapon lacks the heavy property, it instead gains both the light and finesse properties.
Wrathful Blade. Once per turn when you or an ally hits a creature with this weapon, the attacker can cause it to deal an extra 1d8 force damage to the target. The creature must then succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from the attacker and fall prone. This property can be used a number of times equal to your Wisdom modifier (minimum of 1) before the weapon ceases to be ensorcelled.
The force damage dealt increases as you reach new levels in this class, increasing to 2d8 at 7th level, 3d8 at 11th level, and 4d8 at 15th level.
Battle Casting
Also at 3rd level, your spells flow with greater ease on the battlefield. Once on each of your turns when you take the Attack action, you may cast a spell with a casting time of one bonus action at no action cost.
Additional Fighting Style
At 7th level, you can choose a second option from the Fighting Style class feature. The list is also expanded with two additional options, Thrown Weapon Fighting and Great Weapon Fighting.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with both hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Thrown Weapon Fighting
You gain a +2 bonus to ranged attack rolls you make with thrown weapons.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Potent Ensorcellation
Starting at 7th level, any weapon benefiting from your Ensorcelled Blade feature counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, you can now choose two Ensorcelled Blade options per weapon instead of one.
Arcane Ricochet
Beginning at 11th level, you gain the ability to magically bounce your attacks between multiple enemies. Once per turn when you score an attack with one of your ensorcelled weapons, you can immediately make a second attack with the same weapon or projectile against another target within range of the weapon (for ranged attacks, use the weapon’s normal range in relation to the target of the original attack).
At 15th level, you can make one additional Arcane Ricochet attack if your first one hits.
Improved Battle Casting
By 15th level, you have reached an unmatched level of skill with casting spells in the heat of battle. You have advantage on Constitution saving throws made to maintain concentration on spells. In addition, when you take the Attack action on your turn, you may cast a spell with a casting time of one action as a bonus action.
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