Ranger
Base Class: Ranger

Ancient artillerist mages of the past combined archery with sorcery. You may be a descendant of one of these powerful masters. Or you may just be naturally gifted with the arcane arts and have a knack for weapons.
     Your magic springs from a mystical link between the magic in your soul and the innate aptitude for weaponry. You might trace a distant ancestor to an ancient ranger of the past who combined the might of their bow with sorcery, or you may just be naturally gifted with the arcane and have a knack for weapons. Whatever your past, magic is inherent in your blood along with an affinity for bows. This link grants you extraordinary affinity for combat. Rangers with this origin have a knack for wielding both spells and weapons. In combat your place is amid the fray. You rely on your arcane prowess to shield you from harm and your magic infused arrows to overwhelm your foes.

Archer's Paradox

At 3rd level, you can use choose which ability modifier to use in place of Strength or Dexterity for ranged attacks when rolling to hit or damage and you may add that modifer to spell damage. When casting a spell, you may cast it through a ranged/thrown weapon.

When casting a spell, you may choose to make a ranged weapon attack with your current weapon while casting the spell to increase its range to the minimum range of your weapon (Can only be used on spells with a range greater than self or touch), if your ranged weapon attack hits you deal additional damage equal to your weapon's damage as normal and the target has disadvantage on any saves made against that spell. However, to do this, you must give up your base movement speed until the start of your next turn as you focus on controlling the magic; if you are subjected to a saving throw or an ability that moves you after using this feature you cannot save against such effects until the start of your next turn.

Archer's Bond
By spending 1 hour of meditation with a chosen ranged weapon, you forge a special bond with the weapon. If you forge a bond with a different weapon the old bond dissipates. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to repair or recreate the weapon from a fragment. All other fragments lose any unique or magical properties they may have once had. The bonded weapon can only be repaired up to the condition it was in when you bonded to it. As a free action, you can call your bonded weapon to your hand from anywhere unless it is being stopped from moving. You can also use your bonded weapon as a spell focus for your spells.

Battle Mage Utility

At 5th level, you gain an improved font of magic feature that allows you to tap into the dormant powers of your blood. At level 5, you get twice your highest ability modifier in spell points and you gain 1 additional spell point every other character level. When creating a spell slot with spell points you may cast a spell from any of your class's lists for that slot level. The spell point cost per spell slot has also changed. This otherwise functions as the font of magic feature

Spell slot level Sorcery Point cost

1st

2

2nd

3

3rd

5

4th

6

5th

7

6th

9

7th

10

8th

11

9th

13

Artillerist's Aegis

Starting at 7th level, your command of archery magic grows stronger, allowing you to harness it for your allies’ protection.

Shielding Aegis:

As a reaction, you can grant an aegis to one friendly creature, you can see, within 60 feet of you after they take damage. The aegis is a dim, gray aura of arcane energy that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by an amount equal to your proficiency bonus. This effect lasts for 1 minute or until you use it again.

Rebuking Aegis

As a reaction, when a creature you can see within 60 feet of you hits a target protected by your Shielding Aegis with an attack, you can use your reaction to make an attack against the attacker.

Archer's Edge

At 11th level, you have mastered manipulating your body with magic. After rolling initiative you can choose to immediately gain the effects of Haste by spending 5 sorcery points, you do not expend a spell slot or an action casting Haste

Grand Magi

Starting at 15th level, your mastery of magic allows you to add extra arcane force to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to your level. This feature can only be used a number of times equal to your wisdom mod per day.

Previous Versions

Name Date Modified Views Adds Version Actions
9/6/2020 2:30:42 PM
0
0
--
Coming Soon
3/24/2021 8:43:24 PM
33
5
--
Coming Soon
3/24/2021 8:44:24 PM
33
0
--
Coming Soon
3/27/2021 6:29:57 PM
34
0
--
Coming Soon
3/30/2021 12:44:46 AM
34
0
--
Coming Soon
5/3/2021 11:52:02 PM
38
1
--
Coming Soon
5/4/2021 12:00:02 AM
38
0
--
Coming Soon
5/4/2021 12:06:41 AM
38
0
--
Coming Soon
10/26/2023 9:01:55 PM
142
21
--
Coming Soon
10/26/2023 9:24:50 PM
140
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes