Base Class: Ranger
Despite a life spent among nature, you have shown a knack for the arcane. Though untrained in the art of arcane spellcasting, you have learned to adapt your magical prowess to your lifestyle by infusing weapons and ammunition with spell-like abilities.
Arcane Bindings
At 3rd level, you learn how to channel your magical power into arcane bindings. An arcane binding requires you to spend a spell slot each time you use it.
You learn 2 arcane bindings of your choice, which are detailed in the "Arcane Bindings" section below. You learn one additional arcane binding at 7th level, 11th level, 15th level, and 19th level.
Whenever you gain a level in this class, you can also replace one arcane binding that you already know with a different binding.
Blast Strike
As a bonus action, you can spend a 1st level or higher spell slot to bind your weapon with thunderous magic. The next time you hit a creature with this weapon before the end of this turn, you deal an additional 1d10 thunder damage, and the creature must succeed on a Constitution saving throw or be knocked back 15 feet.
For every 1 spell level above 1st, the damage increases by 1d10.
Blink Strike
As a bonus action, you can spend a 3rd level or higher spell slot to bind your weapon with teleportation magic. The next time you hit a creature with this weapon before the end of this turn, you deal an additional 2d8 force damage and teleport to an empty space within 5 feet of the creature.
For every 1 spell level above 3rd, the damage increases by 1d8.
Chain Strike
As a bonus action, you can spend a 1st level or higher spell slot to bind your weapon with lightning magic. The next time you hit a creature with this weapon before the end of this turn, the target and up to 3 other creatures you can see within 15 feet of the first must succeed on a Dexterity saving throw or suffer 1d6 lightning damage.
For each 1 spell level above 1st, the damage increases by 1d6.
Diminishing Strike
As a bonus action, you can spend a 4th level or higher spell slot to bind your weapon with transmutative magic. The next time you hit a creature with this weapon before the end of this turn, you deal an additional 2d8 force damage. Additionally, the creature must succeed on a Constitution saving throw or deal half damage with Strength-based attacks until the start of your next turn.
For every 1 spell level above 4th, the damage increases by 1d8.
Draining Strike
As a bonus action, you can spend a 5th level spell slot to bind your weapon in necrotic energy. The next time you hit a creature with this weapon before the end of this turn, you deal an additional 4d6 necrotic damage and heal for the amount rolled.
Flash Strike
As a bonus action, you can spend a 2nd level or higher spell slot to bind your weapon with radiant magic. The next time you hit a creature with this weapon before the end of this turn, all creatures within 15 feet of the target excluding yourself must succeed on a Constitution saving throw or suffer 1d8 radiant damage and be blinded until the start of your next turn..
For each 1 spell level above 2nd, the damage increases by 1d8.
Frost Strike
As a bonus action, you can spend a 2nd level or higher spell slot to bind your weapon with cold magic. The next time you hit a creature with this weapon before the end of this turn, you deal an additional 2d6 cold damage. Additionally, the creature must succeed on a Constitution saving throw or be restrained until the start of your next turn as they are partially encased in ice.
For every 1 spell level above 2nd, the damage increases by 1d6.
Gravity Strike
As a bonus action, you can spend a 3rd level or higher spell slot to bind your weapon with radiant magic. The next time you hit a creature with this weapon before the end of this turn, the target takes an additional 2d8 Force damage. Additionally, the creature must succeed on a Constitution saving throw or be knocked prone.
For each 1 spell level above 3rd, the damage increases by 1d8.
Restoring Strike
As a bonus action, you can spend a 1st level or higher spell slot to bind your weapon with healing magic. The next time you hit a creature with this weapon before the end of this turn, you do not deal damage, and instead, the creature regains health equal to the damage you would deal, plus an additional 1d6.
For every 1 spell level above 1st, the healing increases by 1d6.
Searing Strike
As a bonus action, you can spend a 4th level or higher spell slot to bind your weapon with fire magic. The next time you hit a creature with this weapon before the end of this turn, the target takes an additional 4d10 fire damage. Additionally, the creature must succeed on a Dexterity saving throw or become wreathed in flames and take an additional 4d10 fire damage at the start of their next turn.
For each 1 spell level above 4th, the damage increases by 1d10.
Stasis Strike
As a bonus action, you can spend a 5th level or higher spell slot to bind your weapon with chronurgy magic. The next time you hit a creature with this weapon before the end of this turn, the target takes an additional 4d8 Force damage. Additionally, the creature must succeed on a Constitution saving throw or be frozen in time until the start of your next turn. While affected in this way, the creature is incapacitated and has a speed of 0.
For each 1 spell level above 5th, the damage increases by 1d8.
Toxic Strike
As a bonus action, you can spend a 1st level or higher spell slot to bind your weapon with toxic magic. The next time you hit a creature with this weapon before the end of this turn, the target takes an additional 1d10 Force damage. Additionally, the creature must succeed on a Constitution saving throw or be poisoned until the start of your next turn.
For each 1 spell level above 1st, the damage increases by 1d10.
Magic Comprehension
At 7th level, your understanding of the arcane has grown to a greater depth. You become proficient in Intelligence {Arcana) checks and can add your Wisdom modifier to any checks made with this skill.
Reactive Binding
At 11th level, your arcane binding becomes easier to wield. Whenever you would make an attack of opportunity against a creature with a weapon, as part of the reaction you can spend a spell slot to attach an arcane binding to the attack.
Transfer User
At 15th level, your power over the arcane has transcended previous understanding, and you gain the ability to transfer magic from creature to creature, or to assume control of a creature summoned by magic. As an action, you can target a creature within 60 feet of you that has an active spell upon them and make a contested spellcasting ability check against the creature that initially cast the spell. On a success, you can transfer the spell to a different creature as long as they are within the spell's normal range, or you can take control of the creature if it was summoned by magic. If the spell requires concentration, you must maintain concentration, and the previous caster is no longer concentrating on it.
You can use this ability a number of times equal to your Wisdom modifier (minimum of 1), and you regain all uses when you finish a long rest.







Comments