Base Class: Ranger
Arcane subclass for Ranger
Arcane Initiate
At 3rd level, you gain two cantrips from the Wizard spell list. These cantrips count as ranger spells for you.
Additionally, when your Spellcasting feature lets you learn a ranger spell of 1st level or higher, you can choose the new spell from the ranger spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a ranger spell for you.
Furthermore, you can use a simple or martial weapon as a spellcasting focus for your ranger spells, and can perform the somatic components of spells even when you have weapons in both hands (this specifically does not apply to shields).
Combat Arcana
At 7th level, you have learned to use your magic to better defend yourself. You gain one of the following features of your choice.
Adamantine Focus
While concentrating on a spell, you add half your Wisdom modifier (rounded up) to all Strength, Dexterity and Constitution saving throws
Evasiveness
As a reaction when an enemy ends its turn within 5 feet of you, you may expend a spell slot to teleport up to 20 feet to an unoccupied space that you can see. After using this reaction, your next attack roll is made with advantage.
Spellweaving
Whenever you take the Attack action, you can cast a ranger cantrip in place of one of the attacks.
Note: for this feature to be used, you need to be able to make at least 2 attacks with the Attack action, e.g. this can not be used with the action granted by the haste spell
Crowd Control
At 11th level, you gain one of the following features of your choice.
Adaptive Shield
You learn to create a barrier of arcane energy that reacts to the presence of nearby foes.
As a bonus action, you can grant yourself temporary hit points equal to half your Ranger level (rounded up), multiplied by the number of hostile creatures within 5ft of you, up to a number of creatures equal to your Wisdom modifier
Dual Targeting
When you cast a spell that targets only one creature and requires an attack roll or a saving throw, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.
Force Wave
Once per turn, when you hit a creature with an attack, you can expend one spell slot to cause a wave of arcane energy to emanate from the hit.
Choose one of the following effects:
- All creatures in a 10ft. cone originating from the target and facing away from you must make a Strength saving throw against your spell save DC. On a failed save, they take 2d4 force damage and are pulled up to 10ft. towards you. On a successful save, they take half as much damage and are not pulled. The damage of this option increases by 1d4, the cone's size increases by 5ft., and the distance pulled or pushed increases by 5ft. for each slot level above 1st.
- All creatures in a 10ft. cone originating from the target and facing away from you must make a Dexterity saving throw against your spell save DC. On a failed save, they take 2d8 force damage. On a successful save, they take half as much damage. The damage of this option increases by 1d8 and the cone's size increases by 5ft. for each slot level above 1st.
- All creatures in a 10ft. wide line originating from you and extending to your target must make a Constitution saving throw against your spell save DC. On a failed save, they take 2d10 thunder damage. On a successful save, they take half as much damage. The damage of this option increases by 1d10 for each slot level above 1st.
Note: as per the rules for Areas of Effect, you may choose whether or not the attack's target is included in the area.
Superior Combat Arcana
At 15th level, you have perfected the use of magic in combat, granting you one of the following features of your choice.
Magic Resistance
You have advantage on saving throws against spells and magical effects.
Supreme Spellweaving
When you take the Attack action on your turn, you can cast a spell of up to 3rd level as a bonus action. The spell must have a casting time of 1 action to be cast with this feature.
You can use this feature a number of times equal to your Wisdom modifier, and regain all expended uses when you finish a long rest.
Previous Versions
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