Base Class: Ranger
In the hidden corners of the world where magic intertwines with nature, there stand the Arcane Keepers - guardians of enigmatic realms pulsating with arcane energies. Chosen by fate or circumstance, these rangers have dedicated their lives to the perilous duty of protecting the delicate balance between the natural and the arcane. Having immersed themselves in the very essence of mystical landscapes, they wield a unique fighting style that fuses the primal with the arcane, becoming sentinels of regions where the magical and mundane collide.
Arcane Keeper Magic
3rd-level Arcane Keeper feature
You learn an additional spell when you reach certain levels in this class, as shown in the Arcane Keeper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Arcane Keeper Spells
| Ranger Level | Spell |
|---|---|
| 3rd | magic missile |
| 5th | shatter |
| 9th | protection from energy |
| 13th | arcane eye |
| 17th | arcane hand |
Natural Wizardry
3rd-level Arcane Keeper feature
Your connected to the high magic terrain lends you its power. When your Spellcasting feature lets you learn or replace a ranger spell of 1st level or higher, you can choose the new spell from the wizard spell list or the ranger spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a ranger spell for you.
Spellworking Imbuement
3rd-level Arcane Keeper feature
Using wisps of the magic you know, you can then enchant your weapon with it. As a bonus action, you can expend a 1st level spell slot to enchant your weapon for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
While enchanted in this way, it deals a certain damage type. Additionally, once per turn, you can cause it to deal an additional 1d8 of damage (no action required). The damage type is of a spell that you have for that level or higher, of your choosing. For example, if you know the frost fingers spell, then you can choose for the damage type to be cold damage.
You can expend a higher level spell slot on this feature, the damage increasing by 1d8 for each spell slot level above 1st.
The damage type also determines a special effect when a creature is damaged by this feature other than you, as seen in the Spellworks section at the end of the subclass.
Mage Killer
7th-Level Arcane Keeper feature
You are an expert at dealing with anything magic related, even against those use use it. When you see a creature attempting to cast a spell, that is within your weapon’s range, you can use your reaction to attack the caster before the spell takes effect. On a hit, the target’s arcane focus is disabled for 1 minute, if it was holding any when it was hit.
When they attempt to cast a spell, roll a d20. On a 12 or higher, the spell doesn’t take effect.
The caster can spend its action and make an intelligence or charisma check (its choice) against your Spell Save DC while holding the arcane focus to remove this effect.
You can use this feature once per short rest.
Semi Magic Resistance
11th-Level Arcane Keeper feature
Whenever you are subjected to a spell or other magic effect and are required to make a saving throw, you can use your reaction to add your Wisdom modifier to your saving throw roll, potentially turning a fail into a success.
Spell Capture
15th-Level Arcane Keeper feature
Using your proficient arcane knowledge and the power you’ve built up till now, you’re able to absorb the spells thrown at you into your weapons.
When you are damaged by a spell, while your weapon is enchanted, you can, as a reaction, choose to not take the damage and absorb it. After this, the weapon becomes imbued and the damage is turned into a pool of damage points.
While your weapon is imbued in this way, you can choose to deal additional damage when you hit with an attack using this weapon. Dealing an additional amount of damage up to your Wisdom modifier each time and up to the maximum amount remaining in the pool.
After dealing the additional damage, subtract the damage done from your pool. You can keep doing additional damage until this pool has run out. This additional damage also triggers the special effects of your Spellworks.
Any remaining damage in your pool disappears after a long rest.
You can only use this feature once per long rest.
Spellworks
Acid
The target takes 1d4 acid damage at the start of its next turn. At 14th level, the damage increases to 2d4.
Bludgeoning
The creature is pushed 5 feet away from you. At 14th level, the push is increased to 10 feet.
Cold
The creature’s movement speed is reduced by 10 feet. At 14th level, the reduction is increased to 20 feet.
Fire
The target is set ablazed until the end of its next turn. During this, any other creature that’s within 5 feet of it, and starts its turn there, takes fire damage equal to your Wisdom modifier. At 14th level, the fire damage increases to twice the amount of your Wisdom modifier.
Force
The creature drops a weapon or item that it is holding.
Lightning
The target is electrocuted until the start of its next turn. Once, during while electrocuted, the creature takes additional lightning damage equal to your Wisdom modifier when it takes lightning damage from any source. At 14th level, the lightning damage increases to twice the amount of your Wisdom modifier.
Necrotic
You heal an amount of hit points equal to the additional necrotic damage dealt.
Piercing
Your attack strikes in a line and through the original target. After you hit, you can make an attack roll against any creature that’s within your weapon’s range and is behind the original target.
Poison
The target has disadvantage on its next attack roll made until the start of your next turn.
Psychic
The target has a 1d4 penalty to its next wisdom saving throw made until the start of your next turn.
Radiant
You may add your Wisdom modifier to the additional damage roll if the target’s alignment is evil.
At 14th level, the radiant damage increases to twice the amount of your Wisdom modifier.
Slashing
Creatures within 5 feet of the original target also take the additional slashing damage.
Thunder
The target is deafened and can only speak falteringly until the start of its turn.







Comments