Base Class: Ranger
You have been studying the hows of becoming a warmaster and are eager to use all your newfound power. Be it with the use of new spells, surprises, distractions or just batter fighting, you want to overcome any and all battles.
Art of wits
At 3rd level, you gain the ability to use the magic wizards use through your constant studying of tactics and magic. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells equal to your Intelligence modifier + your Ranger level. The spells must be of a level for which you have spell slots. You can always prepare new spells instead of spells you already have prepared, but this will take one hour. The amount of spellslots available are equal to your Ranger level. The level of the spellslots is half your Ranger level rounded down. You also have three cantrips from the wizard spell list which you can prepare.
For example: You are a fith level Ranger with an Intelligenc score of 16. The number of your prepared spells is 8, the amount of spell slots are 5 and the level of those spell slots is 2.
Your Intelligence score also increases with 1.
Preferred Tactics
Choose which option you want.
!this ability is only acquired at level 4!
Sniping
If you miss an attack with a ranged weapon you can reroll the dice to try an hit. This can be used once per short rest.
Spells
You gain acces to spells which you are able to cast at will, without expanding a spell slot. You cast these as level one spells.
Stable
You get proficiency in heavy armor and in Constitution saving throws. You also get 1 extra HP for every Ranger level you have.
Stealth
You gain expertise in stealth and are able to use Hide as a bonus action.
Surprise
You gain a +2 to initiative and you will always hit an attack on enemies who haven't had their turn yet.
Excellent instincts
If you are hit, you can, as a reaction, attack back. Roll an attack roll. If this beats the enemies attack roll, you get to attack. If this fails, you wil be hit and knocked prone. The enemy has te be in range of the weapon you are currently using, this weapon will also be used for the attack roll and damage.
Domain control
Once per turn, you can cast Create domain as an action:
Create Domain. This is a concentration spell. With a range of 30 feet, this creates a dome around you. All enemies inside the area have to make a Wisdom saving throw to beat your DC (8+proficiency bonus+Intelligence modifier). If they fail, they will get disadvantage on all their attacks, and others will get advantage on attacks against them. Their movement speed will be reduced by 10 feet. They also aren't able to use reactions. This Spell will last a number of turns equal to your Intelligence modifier, or until the concentration stops or you fall unconcious or die.
Brain beyond brawn
You have trained your mental capabilities to the max. You can now replace all DEX and STR with INT. For example, you can use Intelligence for attack or damage rolls. You can use Intelligence for DEX or STR saving throws. You also have proficiency in Intelligence saving throws.
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