Ranger
Base Class: Ranger

As any spellcaster could tell you, one does not trifle with the terrifying power of the weave itself. Wizards especially understand and respect the power that magic originates from, a power that can bring ruin to the hasty and to the unprepared. However, psychic energy is not pure magic nor pure physics, but a realm between. Somewhere between fiction and reality, psionic powers represent their own brand of chaotic terror to those who abuse it's use. If you use such powers, and you ever find yourself in an endless silent forest... Never scream. 

Psionic Pseudo-Magic

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

Warp Walker Spells

Ranger Level Spell
3rd Shield
5th misty step
9th Thunder Step
13th Raulothim's Psychic Lance
17th Telekinesis

Warped by the Warp

When you take this subclass, your body is permanently warped by whatever event caused your psychic powers to awaken. Instead of a ranger hit die of 1d10, it becomes 2d6 (take the average as 6, the same as the 1d10 average). If you take a level in another class, it becomes 1d6 instead for that level. You also awaken with a certain amount of Psy Dice, equal to your ranger level that will fuel your psychic abilities. These dice recharge on a long rest, and when rolled count as a D6. As a bonus action, you can exchange hit dice for Psy dice, not unlike the abilities of a sorcerer; up to 5 die can be converted at a time. You may use intelligence, in place of wisdom for your ranger spell save DC. Each class feature will also grant you an additional psychic ability option, such as the one below:

Deep Leap: You can use an action, as well as 3 Psy dice to cast the jump spell on yourself. While active, you may jump with your intelligence score, instead of strength, and you take no fall damage. If you teleport with a spell or class ability with this active, you can expend 1 Psy Die as a reaction to jump to a point you can reach with your maximum movement speed (does not expend that movement). 

Dangers of the Weave

At 3rd level, you learn of the dangers involved with using psychic powers. Whenever you use a psychic power, you generate psychic noise. roll 1d100, plus a number of d6s equal to the amount of psy dice you expended for the psychic power, then consult the table below:

1-30 - Nothing Happens

31-50 -  You emit a local, chaffing psychic noise perceptible to all creatures with 18 or more intelligence within 500 feet of you. They hear it as if it were a physical noise from your location for a few seconds. 

51- 75 - You garner the attention of the warp itself. For the next hour, any spell you cast has a 25 percent chance of failing. If a spell fails this way, you also take 30 force damage, ignoring any effect to reduce the amount of damage. 

76-98 -  Psychic Noise is emitted in large frequencies from your body, making all psychically attuned creatures in the plane you are currently in aware of a psychic event occurring. The DM may determine if this awareness results in further consequences.  

99-100+ - You disappear from the current plane, appearing on a random plane of the DM's choice (rolling randomly would be appropriate, but not required). The DM decides the level of danger you are in, and what is required for you to escape. No matter how escape is achieved, you reappear wherever you vanished, having aged by 1d10 years. 

Deep Strike

At 7th level, you learn to use your psychic powers for unprecedented mobility and flexibility. You gain resistance to psychic damage, and a new psychic ability.

Deep Strike: You may use your bonus action, as well as 5 psy dice to cast the spell Elevated Sight (still expending a spell slot). Then, teleport to a point on the ground you can see beneath the vision granted by the spell (so for example, you could not teleport up a mountain, but can down a valley, or on the ground below). You appear 120ft above that point, dropping onto it immediately. As you appear, roll the 5 psy dice expended. All creatures within 10ft of you take that in psychic damage. If you choose to use this ability, you may upcast the spell at a higher slot. if you do, your vision rises 30ft higher in the air, and you may roll 2 additional damage die for each spell slot level above first. 

Warp Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. You gain the ability to make psychic weapons instead of just normal ones. These psychic weapons deal psychic damage, have the Sentient property (you choose the alignment and personality), and can only be effectively be used by you or another creature with sufficient psychic ability at a DMs discretion. While you are holding or wearing the sentient weapon, it can speak to you telepathically, and is aware of psychic disturbances or events within 120ft of itself (Blindsight 120ft). 

When you make a melee weapon attack with a psychic weapon, you may extend your reach with that attack to be 15ft further. You can then make another weapon attack at a second creature within this extended range. If both attacks hit, you can vanish, appearing within an unoccupied space within 5ft of one of those two creatures. 

Forced Empathy - When you attack two separate creatures, you may have both of them making a charisma saving throw, adding their values together, with a DC of 2 times (10+INT+Prof). This DC benefits from spell saving DC increases. On a failed save, they become mentally linked for as long as they are within 100ft of one another for the next minute. Any time one of them takes psychic damage, you can expend a psy dice to make the other take the same amount of psychic damage. This ability does not trigger Danger of the Weave until it's duration ends, early or otherwise, and does not trigger at all if both creatures die before then. 

Invulnerable Psionics

At 15th level, you learn to twist the psychic energy around you to change the fabric of harm done to you. Once per long rest, you may cast the spell shadow blade, as if you had used a 6th level spell slot. You may also cast the spell normally, as if it was always prepared for you. 

Invulnerable - When you roll a saving throw, but before you know if you succeed or fail, you may instead discard your d20 roll. Roll and expend any amount of psy dice, replacing that roll with your d20 die's usual amount, and adding any other flat modifiers as normal, such as ability score bonus. However, you cannot use abilities that allow you to reroll or modify the rolls of your save, nor ones that refer to d20 checks, such as portent or lucky. If you use this ability to pass a saving throw, you take no damage as a result of passing the saving throw. If this ability is used against an ability that deals psychic damage, or is psionic in nature, roll your psy dice twice and take the higher result. 

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