Ranger
Base Class: Ranger

The Terrain Shaper is a ranger who has honed their connection with their favored terrain to unprecedented levels, allowing them to actively manipulate and transform the environment. These rangers use their deep knowledge and mystical affinity with the land to shape the battlefield and gain strategic advantages in their chosen terrain.

Terrain Shaping

 

  • Desert - Sandstorm: As an action, you can create a sandstorm in a 20-foot radius centered on a point you can see within 60 feet. The area is heavily obscured, and creatures other than you have disadvantage on attack rolls while in the sandstorm. The sandstorm lasts for 1 minute or until you dismiss it as a bonus action.
  • Forest - Entangling Vines: As an action, you can cause vines to sprout from the ground in a 20-foot square starting from a point within 60 feet. The area becomes difficult terrain, and each creature in the area when you cast this spell must succeed on a Strength saving throw (DC equal to your spell save DC) or be restrained by the entangling vines. A creature restrained by the vines can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
  • Arctic - Frostbite: As an action, you can create a zone of intense cold in a 20-foot radius centered on a point you can see within 60 feet. Each creature in the area must make a Constitution saving throw (DC equal to your spell save DC). On a failed save, a creature takes 2d6 cold damage and has disadvantage on the next weapon attack roll it makes before the end of its next turn. On a successful save, a creature takes half as much damage and suffers no other effects.
  • Mountain - Rockslide: As an action, you can cause a rockslide in a 20-foot radius centered on a point you can see within 60 feet. Each creature in the area must make a Dexterity saving throw (DC equal to your spell save DC). On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
  • Swamp - Bog Mire: As an action, you can create a mire of sticky mud in a 20-foot radius centered on a point you can see within 60 feet. The area becomes difficult terrain, and each creature in the area must make a Strength saving throw (DC equal to your spell save DC) or be restrained by the mud. A creature restrained by the mud can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

 

Elemental Harmony

Elemental Harmony: Your bond with your favored terrain allows you to tap into its elemental energies. When you are in your favored terrain, you gain resistance to the type of damage associated with that environment as shown in the table below:

Favored Terrain Elemental Resistance
Arctic Cold
Coast Lightning
Desert Fire
Forest Poison
Grassland Thunder
Mountain Bludgeoning
Swamp Acid
Underdark Psychic

Environmental Mastery

 

  • Desert - Mirage: As an action, you can create an illusionary mirage that affects a 30-foot radius centered on a point you can see within 60 feet. The area appears as a shimmering, distorted landscape. Creatures within the area must make a Wisdom saving throw (DC equal to your spell save DC) or become disoriented, causing them to have disadvantage on attack rolls and ability checks. The mirage lasts for 1 minute or until you dismiss it as a bonus action.
  • Forest - Tree Stride: As an action, you can step into a tree within 5 feet and magically teleport to another tree within 60 feet. Both trees must be living and at least the same size as you. You emerge from the second tree and appear in an unoccupied space within 5 feet of it.
  • Arctic - Ice Wall: As an action, you can create a solid wall of ice up to 30 feet long, 10 feet high, and 1 foot thick, centered on a point you can see within 60 feet. The wall provides full cover and lasts for 1 minute or until you dismiss it as a bonus action.
  • Mountain - Earthquake: As an action, you can create a minor earthquake in a 30-foot radius centered on a point you can see within 60 feet. Each creature in the area must make a Dexterity saving throw (DC equal to your spell save DC). On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
  • Swamp - Toxic Fumes: As an action, you can release toxic fumes in a 20-foot radius centered on a point you can see within 60 feet. Each creature in the area must make a Constitution saving throw (DC equal to your spell save DC). On a failed save, a creature takes 3d6 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn't poisoned.

 

Master of the Terrain

Master of the Terrain: At 15th level, your mastery over your favored terrain reaches its peak, granting you unparalleled control over the environment. As an action, you can transform a 60-foot radius area centered on you into your favored terrain. This transformation lasts for 1 hour and provides various tactical benefits. Additionally, you and your allies gain specific benefits while within the transformed area.

Favored Terrain Transformed Terrain Effects Additional Benefits
Desert Scorching heat, swirling sandstorms Resistance to fire damage for you and allies
Forest Dense foliage, entangling vines, natural camouflage Half cover for you and allies
Arctic Freezing winds, ice formations, chilling mists Resistance to cold damage for you and allies
Mountain Jagged rocks, unstable ground, avalanches Advantage on Dexterity saving throws for you and allies
Swamp Thick mud, poisonous gases, murky waters Advantage on saving throws against poison for you and allies

This table clearly shows the effects of transforming the terrain and the additional benefits provided to you and your allies, enhancing the Terrain Shaper’s ability to control the battlefield and support their team.

Comments

Posts Quoted:
Reply
Clear All Quotes