Ranger
Base Class: Ranger

Traditional archery isn't as reliant on magic as other professions may be. Crystalline Arcanists break this stigma, granting themselves the ability to infuse magic into their works. Crystalline Arcanists use a mixture of magic and crystals to infuse their arrows with different effects and elemental abilities. These abilities range from raw damage, to crowd control, and even to inflicting status effects. These skilled archers use the magic in their arsenal to grant themselves the upper hand in battle, ensuring a sound victory.

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Crystalline Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Crystalline Arcanist Spells table. These spells count as ranger spells for you, but they don't count against the number of ranger spells you know.

Crystalline Arcanist Spells

Ranger Level Spells

3rd

Mold Earth, Detect Magic

5th

 Misty Step, Earthbind

9th

 Meld with Stone, Protection from Energy

14th

 Arcane Eye, Stone Shape

17th

 Conjure Elemental, Wall of Stone

Crystalline Catalysis

Crystalline Catalysis allows you to infuse your shots in battle using Crystalline Charges. Each charge has its own effect(s). This ability is used without consuming an action or bonus action. You can do this as many times as you are able to attack in one turn, and can only do one effect per attack. 

Crystalline Catalysis Abilities

Crystalline Charge Catalysis Effect

Garnet

Upon infusing your arrow with raging inferno of Garnet, the shot gains the following abilities:
• When hitting a creature, the shot deals an extra d4 fire damage. The amount of d4 used are equal to your proficiency bonus.
• When hitting a creature or object, said entity must make a Dexterity Saving Throw (DC equal to your Spell Save DC) or catches on fire for 2 rounds. At the start of each of your turns during this time, the creature takes fire damage equal to your level + your Spell Attack Bonus.

Topaz

 Upon infusing your arrow with the crackling energy of Topaz, the shot gains the following abilities:
• When hitting a creature, the shot deals an extra d4 lightning damage. The amount of d4 used are equal to your proficiency bonus.
• When hitting a creature, the creature must make a Strength Saving Throw (DC equal to your Spell Save DC) or be knocked back 10 ft, as a thunder rings out from the point of impact.

Kyanite

 Upon infusing your shot with the frigid frost of Kyanite, the shot gains the following abilities:
• When hitting a creature, the shot deals an extra d4 cold damage. The amount of d4 used are equal to your proficiency bonus.
• Any time a creature is hit by this shot, all types of movement speed they have is halved (e.g walking, flying, swimming, etc).

Vesuvianite

 Upon infusing your shot with the crippling poison of Vesuvianite, the shot gains the following abilities:
• When hitting a creature, the shot deals an extra d4 poison damage. The amount of d4 used are equal to your proficiency bonus.
• When a creature is hit by this shot, the creature must make a Constitution Saving Throw (DC equal to your Spell Save DC) or become poisoned. At the start of each of the creature's turns, it takes 1d10 poison damage. The creature may choose to make another saving throw at the end of each of its turns in order to shake the effects of the poison.

Emerald

 Upon infusing your shot with the piercing psyche of Emerald, the shot gains the following abilities:
• When hitting a creature, the shot deals an extra d4 psychic damage. The amount of d4 used are equal to your proficiency bonus.
• After dealing damage to a creature, the creature must make a Wisdom Saving Throw (DC equal to your Spell Save DC). On a fail, the next attack the creature makes is with disadvantage.

Sphene

 Upon infusing your shot with the melting acidity of Sphene, the shot gains the following abilities:
• When hitting a creature, the shot deals an extra d4 acid damage. The amount of d4 used are equal to your proficiency bonus.
• Upon hitting (or missing) a creature, the shot erupts at the point of impact. Acid splashes in a 10ft radius around the creature, dealing acid damage equal to your level + your Spell Attack Bonus.

Celestite

 Upon infusing your shot with the holy radiance of Celestite, the shot gains the following abilities:
• When hitting a creature, the shot deals an extra d4 acid damage. The amount of d4 used are equal to your proficiency bonus.
• Upon hitting a creature, the shot lets out a blinding bright light. Each creature within 10 ft of the target creature must make a Constitution Saving Throw (DC equal to your Spell Save DC) or become blinded until the start of your next turn.

Onyx

 Upon infusing your shot with the sinister necrosis of Onyx, the shot gains the following abilities:
• When hitting a creature, the shot deals an extra d4 necrotic damage. The amount of d4 used are equal to your proficiency bonus.
• When dealing damage to a creature, the creature itself becomes marked for death. However much damage you deal to the creature on this attack, you regain Hit Points equal to half of that number (rounded up).

Elemental Knowledge

In your time studying the ways of the elements, you have learned the inner workings of them and can bend them to your whim. At 3rd level, you learn the "Absorb Elements" spell. This version of the spell has 3 charges, and does not expend spell slots. Additionally, this version of the spell does not count against your known spells.

After 3 charges are used, this feature can not be used again until you finish a long rest.

Sound the Crystal's Call

Your practice in learning the properties of the elements grants you the passive ability to use minerals in the ground as a catalyst for percieving things around you. When standing on natural terrain (e.g grass, dirt, stone, etc), you gain a +5 to Perception Checks involving hearing. Additionally, you gain Tremorsense up to 20ft.

Shining Sequence

The energy from your jewels and gemstones form an aura around you, granting you an enhanced sense of danger. Your Initiative gains a +4 bonus.

Jeweled Distant Shot

Your practice in combat with the elements has granted you a heightened sense of their abilities. Whenever using your Crystalline Catalysis ability, any ranged attack you make with the Crystalline Shot has its range doubled. Additionally, if said attack hits a creature that is farther away than your original range for your weapon, the shot deals an extra 2d8 damage.

One with Jewels and Gemstones

Your usage of your Crystalline Catalysis has caused the elements to fuse with your being. Your damage from your Crystalline Catalysis changes from a d4 to a d8. Additionally, whenever an attack is made against you, regardless if it hits or misses, you may choose to use your reaction to fire off a Crystalline Shot with your weapon. This shot does not invoke disadvantage from being in close quarters.

Previous Versions

Name Date Modified Views Adds Version Actions
10/11/2024 4:08:04 AM
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