Ranger
Base Class: Ranger

3rd - Inner Flame, Heat Tracer, Firekeeper Magic

  • Firekeeper Magic

Ranger Level

Spell

3rd

Burning Hands

5th

Flame Blade

9th

Fireball

13th

Wall of Fire

17th

Immolation

  • Inner Flame
    • Your soul burns bright with the strength of wildfire, reenforcing your vitality. Once per long rest as a bonus action, you can activate your Inner flame, giving you the following benefits: 
      • You gain a ward to take damage for you, which has a Hit Point maximum equal to 2x Ranger level + WIS modifier. When you take damage, your Inner Flame takes damage instead. If this damage reduces your inner flame to 0 HP, you take any remaining damage. When the Inner Flame has 0 HP, it is extinguished and cannot regain HP until after a long rest. 
      • While your Inner Flame is active your weapon attacks do an extra 1d4 Fire damage. This damage increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level. 
      • While you Inner Flame is active, you are resistant to Fire and Cold damage. 
  • Heat Tracer
    • When you hit a creature with a weapon attack while your Inner Flame is active, you know the general direction of that creature until your Inner Flame is extinguished. You also have advantage on any WIS (survival) checks made to track a marked creature as long as your Inner Flame remains active. 
  • 7th - Stoke the Fire
    • The survivability of your Inner Flame lingers, and it no longer disappears when it reaches 0 hit points. You may only gain its benefits when it is at least 1 HP, however. 
    • Each turn as a bonus action, you may recover HP of your Inner Flame equal to your Proficiency bonus + your WIS modifier.
    • Once per short rest as an action, you may recover your Inner Flame’s HP equal to your Ranger level + your WIS modifier. At 15th level, you may do this twice per short rest as a bonus action. 

11th - Feed the Fire, Controlled Burn

  • Feed the Fire  When you take Fire damage, your Inner Flame recovers HP equal to half the Fire damage you took. (Meaning a quarter of total fire damage while you are resistant).
  • Controlled Burn  For spells that deal Fire damage, you may alter their fundamentals and overcome their limitations. When you cast a spell of 1st level or higher that deals Fire damage and has a duration of instantaneous, you may use your reaction to add one of the following effects. In order to use this reaction and add an effect, you must sacrifice a number of your Inner Flame’s hit points as indicated in the effect. If your Inner Flame does not have enough HP to spend to use the effect, it cannot be used. You may use this reaction a number of times equal to your WIS modifier per long rest, and may only add one of these effects at a time.  
    • Double the range of the spell. (7 HP)
    • Add an extra 10 feet to the effective radius or cone. (Example: 30 foot radius becomes a 40 foot radius, 60 foot cone becomes a 70 foot cone) (10 HP)
    • Allies within the area of effect automatically succeed their saving throws and take no damage. (12 HP)
    • If the spell requires a saving throw, all creatures within its area of effect disadvantage on the saving throw. (15 HP)
    • You may reroll any 1s on the damage dice, keeping the second roll. This reaction may be used after the spell has been cast. (20 HP)

15th - Warden of Wildfire

    • When you take damage, you can choose whether you or your Inner Flame takes the damage, and may distribute the damage between your HP and your Inner Flame’s HP as you wish. 
    • When you take fire damage your Inner Flame now recovers HP equal to half the total Fire damage dealt to you, rather than half the total Fire damage you take. 
    • When you deal fire damage with a spell of 1st level or higher and a duration of instantaneous, your Inner Flame recovers HP equal to half the Fire damage dealt to one creature. 

Level 3: Firekeeper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Firekeeper Magic table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Firekeeper Spells

 

Ranger Level

Spell

3rd

Burning Hands

5th

Flame Blade

9th

Fireball

13th

Wall of Fire

17th

Immolation

Level 3: Inner Flame

  • Inner Flame
    • Your soul burns bright with the strength of wildfire, reenforcing your vitality. Once per long rest as a bonus action, you can activate your Inner flame, giving you the following benefits. You may only benefit from these features as long as your Inner Flame has at least 1 HP.  
      • You gain a ward to take damage for you, which has a Hit Point maximum equal to twice your Ranger level + your Wisdom modifier. When you take damage, your Inner Flame takes damage instead. If this damage reduces your inner flame to 0 HP, you take any remaining damage. When the Inner Flame has 0 HP, it is extinguished and cannot regain HP until after a long rest. 
      • While your Inner Flame is active your weapon attacks do an extra 1d4 Fire damage. This damage increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level. 
      • While you Inner Flame is active, you are resistant to Fire and Cold damage. 

Level 3: Heat Tracer

When you hit a creature with a weapon attack while your Inner Flame is active, you know the general direction of that creature until your Inner Flame is extinguished. You also have advantage on any WIS (survival) checks made to track a marked creature as long as your Inner Flame remains active. 

Level 7: Stoke the Fire

The survivability of your Inner Flame lingers, and it no longer disappears when it reaches 0 hit points. You may only gain its benefits when it is at least 1 HP, however.
Stoke - Each turn as a bonus action, you may recover HP of your Inner Flame equal to your Proficiency bonus + your WIS modifier.
Reignite - Once per short rest as an action, you may recover your Inner Flame’s HP equal to your Ranger level + your WIS modifier. At 15th level, you may do this twice per short rest as a bonus action. 

Level 11: Feed the Fire

When you take Fire damage, your Inner Flame recovers HP equal to half the Fire damage you took. (Meaning a quarter of total fire damage while you are resistant).

Level 11: Controlled Burn

  • For spells that deal Fire damage, you may alter their fundamentals and overcome their limitations. When you cast a spell of 1st level or higher that deals Fire damage and has a duration of instantaneous, you may use your reaction to add one of the following effects. In order to use this reaction and add an effect, you must sacrifice a number of your Inner Flame’s hit points as indicated in the effect. If your Inner Flame does not have enough HP to spend to use the effect, it cannot be used. You may use this reaction a number of times equal to your WIS modifier per long rest, and may only add one of these effects at a time.  
    • Double the range of the spell. (7 HP)
    • Add an extra 10 feet to the effective radius or cone. (Example: 30 foot radius becomes a 40 foot radius, 60 foot cone becomes a 70 foot cone) (10 HP)
    • Allies within the area of effect automatically succeed their saving throws and take no damage. (12 HP)
    • If the spell requires a saving throw, all creatures within its area of effect disadvantage on the saving throw. (15 HP)
    • You may reroll any 1s on the damage dice, keeping the second roll. This reaction may be used after the spell has been cast. (20 HP)

Level 15: Warden of Wildfire

  • When you take damage, you can choose whether you or your Inner Flame takes the damage, and may distribute the damage between your HP and your Inner Flame’s HP as you wish. 
  • When you take fire damage your Inner Flame now recovers HP equal to half the total Fire damage dealt to you, rather than half the total Fire damage you take. 
  • When you deal fire damage with a spell of 1st level or higher and a duration of instantaneous, your Inner Flame recovers HP equal to half the Fire damage dealt to one creature. 

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