Ranger
Base Class: Ranger

The Best At Preventing Any Forest Fires

An unattended fire is asking for a disaster to happen. That’s why it is a ranger’s job to be mindful of the potential threats a fire could pose to the natural world. However, members of this conclave are tasked with being responsible for creating prescribed fires and preventing their areas from being scorched by threats. Whether it be due to natural causes or otherworldly threats, fires are to be controlled and if

Flame Watcher Magic

3rd-level Flame Watcher feature

You learn an additional spell when you reach certain levels in this class, as shown in the Flame Watcher Spells table. The spell counts as a Ranger spell for you, but it doesn’t count against the number of Ranger spells you know

Flame Watcher Spells
Ranger Level Spells
3 Produce Flame, Burning Hands
5 Heat Metal
9 Fireball
13 Wall of Fire
17 Flame Strike

Incendiary Edge

3rd-level Flame Watcher feature

You can infuse your weapons with the power of fire. As a Bonus Action, any weapon(s) you are holding you can choose to wreathe in magical flames, inflaming it. You determine the color of the flames. You can have up to two inflamed weapons. This benefit lasts for 1 minute and it ends early if you have the Incapacitated condition. Once you use this feature, you cannot use it again until you finish a Short or Long Rest, unless you spend a spell slot to use it again. While your weapon is inflamed, it gains the following benefits:

Luminous. The weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Propulsion. The weapon gains the Thrown (30/60) property provided it lacks the Heavy property. The weapon returns to your hand immediately after making a ranged attack.

Searing Die. The weapon deals an extra 1d6 Fire damage to the target whenever you hit it with an attack roll. This damage increases to when you reach level 11 (1d8) in this class.

Infernal Sense

3rd-level Flame Watcher feature

You have the ability to sense the presence of otherworldly fiery threats. As a Bonus Action, you can detect the presence of Fiends and Elementals within 1 mile of you. This feature doesn’t reveal the amount of creatures in the area nor their exact location; however, you gain Advantage on Wisdom (Survival) or Intelligence (Investigation) checks to search for the creature(s).

Once you use this feature, you can't use it again until you finish a Short or Long rest.

Exploding Flames

7th-level Flame Watcher feature

You can prevent fires from harming others or make fire deadlier. You gain the following benefits.

Explosion. When you hit a creature with a weapon effected by your Incendiary Edge, you can choose another creature within 10 feet to take Fire damage equal to the Searing Die + half your Ranger level (round down).

Resistance. You and creatures of your choice within 10 feet of you gain Resistance to Fire damage. If you already have Resistance to Fire damage, you gain Immunity to Fire damage instead.

Searing Fear

11th-level Flame Watcher feature 

You instill the fear of fires into your enemies. Whenever you deal Fire damage to a creature, you can force that creature to make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature is Frightened of you and starts Burning for 1 minute. A Burning creature takes an extra 2d4 Fire damage (3d4 Fire damage total) at the start of each of its turns. At the end of the Frightened creature’s turns, the creature repeats the save, ending the Frightened condition on itself on a success.

Once a target fails its saving throw against this feature, you can’t use it again until you finish Short or Long Rest.

Wildfire

15th-level Flame Watcher feature

Your flames burn even hotter but its ashes can create new life. You gain the following benefits.

Incinerate. When you make a damage roll that deals Fire damage, it ignores Immunity and Resistance to Fire damage.

Burning Light. While holding weapons benefiting from your Incendiary Edge, creatures of your choice that start its turn or move within 10 feet of you on its turn must succeed on a Constitution saving throw against your Spell Save DC. On failure, the creature has the Blinded condition until the end of its current turn.

Kindle. Once on each of your turns immediately after you deal Fire damage to a target, you can choose a different creature you can see within 30 feet of the target you damaged. The creature regains a number of Hit Points equal to half your Ranger level (rounded down).

Previous Versions

Name Date Modified Views Adds Version Actions
5/23/2025 5:47:05 AM
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12/17/2025 8:29:59 AM
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