Ranger
Base Class: Ranger

Psionic Power

Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The power below use your Psionic Energy dice.

Hunter's Clarity. When you make a weapon attack roll you can expend and roll one Psionic Energy die and add the number rolled to the attack roll. If that roll hits, that creature cannot hide from you or become invisible to you or your senses, you will know exactly where it is for the next 1 hour. You may use this power once before the beginning of your next turn.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Wisdom modifier.

Sense Small Minds. As a bonus action, you can detect the presence of all creatures with Intelligence 4 or less within a 60 foot radius of yourself, and you know where each one is, relative to yourself. You can also sense what current surface emotion the minds are feeling, such as hungry or thirsty, angered, resting, or nesting (getting home, building a home). The first time you use this power after you finish a long rest, you do not expend a Psionic Energy die. All other times, you do.

Aberrant Slayer Spells

At 3rd level, you learn specific magical spell which enhance your training as you battle Aberrant beings and harness your psionic mind. You learn the Mage Hand cantrip. Additionally, you learn each spell listed when you gain the appropriate Ranger level to cast that spell, as below:

3rd level- Shield, Mage Hand
5th level- Detect Thoughts
9th-level- Sending
13th-level- Phantasmal Killer
17th-level- Telepathic Bond

 

Slayer Mindset

At 7th level, you learn powerful insightful skills to help you eliminate Aberrant mental magics. You gain the following new powers:

Assert Nature. As a reaction, you can roll and expend a Psionic Energy die, and you cast Counterspell without expending a spell slot. If you succeed in the Counterspell, the same creature you targeted cannot cast the same spell against you as an individual target for a number of rounds equal to the number rolled on the Psionic Energy die. When you use this power, you may expend additional Psionic Energy dice to increase the spell level of the Counterspell by 1 spell level for each die expended. You may cast Counterspell as no higher spell level than half your Ranger level in this way.

Hustle. As an action, you cast Haste on yourself without expending a spell slot. You maintain the benefits for as long as you maintain concentration, as if concentrating on a spell, up to 1 minute. The first time you use this power after finishing a long rest, you do not expend a Psionic Energy die. All other times, you do.

Protect Mind. As an action, a creature you touch gains resistance to psychic damage and advantage on saving throws against Enchantment and Illusion spells. These benefits last for 1 hour. The first time you use this power after finishing a long rest, you do not expend a Psionic Energy die. All other times, you do.

Psi-Boosted Senses

At 11th level in this class, you learn to possess penultimate awareness. You gain proficiency and Expertise in both Perception and Insight. Additionally, as an action you can expend a Psionic Energy die to cast the True Seeing spell on yourself without expending a spell slot.

Finally, you are now able to assert your will with lightning speed due to your extraordinary awareness. You add your Wisdom bonus to your Initiative.

Nemesis of Abominations

At 15th level, you are a master of mental powers that dominate many psionic enemies. Even powerful aberrations may shirk away from the power you can bring to bear. You gain the following powers:

Psionic Freedom of Movement: As an action, you cast Freedom of Movement without any components and without expending a spell slot. The first time you use this power after finishing a long rest, you do not expend a Psionic Energy die. All other times, you do.

Psionic Ward: As an action, you cast Primordial Ward on yourself without expending a spell slot. While you maintain concentration on this power, you also have resistance to psychic damage, and can gain immunity to it as normal for damage this spell describes. The first time you use this power after finishing a long rest, you do not expend a Psionic Energy die. All other times, you do.

Synaptic Discharge: As an action, you cast Synaptic Static without expending a spell slot. When you cast this spell, you may roll and expend any additional number of Psionic Energy dice up to your Proficiency Bonus. Add the total rolled on these dice to the damage dealt for the spell. The first time you use this power after finishing a long rest, you do not expend a Psionic Energy die. All other times, you do.

Lastly, creatures who are resistant to psychic damage are not resistant to any psychic damage you deal. A creature must be immune to psychic damage to negate your damaging effects.

Psionic Power

3rd-level Aberrant Slayer feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 7th level (d8), 11th level (d10), and 15th level (d12). The powers below use your Psionic Energy dice.

Hunter's Clarity. When you make a weapon attack roll you can expend and roll one Psionic Energy die and add the number rolled to the attack roll. If that roll hits, that creature cannot hide from you or become invisible to you or your senses, you will know exactly where it is for the next 1 hour. You may use this power once before the beginning of your next turn.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Wisdom modifier.

Sense Small Minds. As a bonus action, you can detect the presence of all creatures with Intelligence 4 or less within a 60 foot radius of yourself, and you know where each one is, relative to yourself. You can also sense what current surface emotion the minds are feeling, such as hungry or thirsty, angered, resting, or nesting (getting home, building a home). The first time you use this power after you finish a long rest, you do not expend a Psionic Energy die. All other times, you do.

Aberrant Slayer Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Aberrant Slayer Spells

RANGER LEVEL SPELL
3rd shieldmage hand
5th detect thoughts
9th sending
13th phantasmal killer
17th telepathic bond

Slayer Mindset

7th-level Aberrant Slayer feature

 At 7th level, you learn powerful insightful skills to help you eliminate Aberrant mental magics. You gain the following new powers:

Assert Nature. As a reaction, you can roll and expend a Psionic Energy die, and you cast Counterspell without expending a spell slot. If you succeed in the Counterspell, the same creature you targeted cannot cast the same spell against you as an individual target for a number of rounds equal to the number rolled on the Psionic Energy die. When you use this power, you may expend additional Psionic Energy dice to increase the spell level of the Counterspell by 1 spell level for each die expended. You may cast Counterspell as no higher spell level than half your Ranger level in this way.

Hustle. As an action, you cast Haste on yourself without expending a spell slot. You maintain the benefits for as long as you maintain concentration, as if concentrating on a spell, up to 1 minute. The first time you use this power after finishing a long rest, you do not expend a Psionic Energy die. All other times, you do.

Protect Mind. As an action, a creature you touch gains resistance to psychic damage and advantage on saving throws against Enchantment and Illusion spells. These benefits last for 1 hour. The first time you use this power after finishing a long rest, you do not expend a Psionic Energy die. All other times, you do.

Ps-Boosted Senses

Psi-Boosted Senses

At 11th level in this class, you learn to possess penultimate awareness. You gain proficiency and Expertise in both Perception and Insight. Additionally, as an action you can expend a Psionic Energy die to cast the True Seeing spell on yourself without expending a spell slot.

Finally, you are now able to assert your will with lightning speed due to your extraordinary awareness. You add your Wisdom bonus to your Initiative.

Nemesis of Abominations

15th-level Aberrant Slayer feature

At 15th level, you are a master of mental powers that dominate many psionic enemies. Even powerful aberrations may shirk away from the power you can bring to bear. You gain the following powers:

Psionic Freedom of Movement: As an action, you cast Freedom of Movement without any components and without expending a spell slot. The first time you use this power after finishing a long rest, you do not expend a Psionic Energy die. All other times, you do.

Psionic Ward: As an action, you cast Primordial Ward on yourself without expending a spell slot. While you maintain concentration on this power, you also have resistance to psychic damage, and can gain immunity to it as normal for damage this spell describes. The first time you use this power after finishing a long rest, you do not expend a Psionic Energy die. All other times, you do.

Synaptic Discharge: As an action, you cast Synaptic Static without expending a spell slot. When you cast this spell, you may roll and expend any additional number of Psionic Energy dice up to your Proficiency Bonus. Add the total rolled on these dice to the damage dealt for the spell. The first time you use this power after finishing a long rest, you do not expend a Psionic Energy die. All other times, you do.

Lastly, creatures who are resistant to psychic damage are not resistant to any psychic damage you deal. A creature must be immune to psychic damage to negate your damaging effects.

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