Base Class: Ranger
Many places across the multiverse are of extraordinary beauty, brimming with intense emotion and untamed magic: the Feywild, the Upper Planes, and other supernatural realms radiate a power capable of deeply influencing creatures. Rangers feel things deeply and are particularly sensitive to these wild influences; as a result, some of them are completely transformed by magic. These individuals are known as Wildlands Wanderers.
Level 3: Level 3: Magical Awareness
As an action, you can sense the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you, provided it isn’t behind total cover. When you sense a spell, you also learn its school of magic.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 3: Level 3: Wild Surge
The magical energy boiling within you is sometimes uncontrollable. When you cast a spell that requires concentration, roll on the Wild Magic table to determine the magical effect produced.
If an effect requires a saving throw, the DC equals your spell save DC.
Wild Magic (d8)
1
Dark vines lash the air around you. Each creature of your choice that you can see within 30 feet must succeed on a Constitution saving throw or take 1d10 necrotic damage. You also gain 1d10 temporary hit points that last until you mantain concentration.
2
You immediately teleport up to 30 feet to an unoccupied space you can see. While you maintain concentration, you can use this effect again on each of your turns as a bonus action.
3
An incorporeal spirit, resembling a flumph or a pixie (your choice), appears in an unoccupied space within 5 feet of a creature you can see within 30 feet. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. While you maintain concentration, you can repeat this effect, summoning another spirit on each of your turns as a bonus action.
4
Magic infuses a weapon you are holding. While you maintain concentration, the weapon’s damage becomes force damage and if it leaves your hand, it reappears in it at the end of the turn.
5
Whenever a creature hits you with an attack roll while you are concentrating, that creature takes 1d6 force damage as the magic lashes out at it.
6
While you maintain concentration, you are surrounded by protective, multicolored lights; you gain a +1 bonus to AC, and allies within 10 feet of you gain the same bonus.
7
Flowers and vines temporarily grow around you; while you maintain concentration the ground within 15 feet of you is difficult terrain for your enemies.
8
You channel lightning power in your hands. When you hit a creature with an attack roll while you are concentrating, it must succeed a Constitution saving throw or take an extra 1d6 lightning damage and be blinded until the start of your next turn.
Level 7: Level 7: Empowering Magic
You can harness your wild magic to empower yourself or an ally. As an action, you can touch a creature and grant it one of the following benefits of your choice:
- For 10 minutes, the creature can roll a d4 whenever it makes an attack roll or an ability check and add the number rolled to the d20.
- Roll a d4. The creature regains one expended spell slot, the level of which is equal to or lower than the number rolled (the creature’s choice). Once a creature benefits from this option, it can’t do so again until it finishes a long rest.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 11: Level 11: Unstable Reaction
If you are in danger while concentrating, the magic within you can erupt. Immediately after you fail a saving throw to maintain concentration, you can use your reaction to roll on the Wild Magic table and immediately apply the result. This effect replaces your current Wild Magic effect. If the new effect lasts in time, it will not last until you are concentrating but until the start of your next turn.
Level 15: Level 15: Controlled Surge
Whenever you roll on the Wild Magic table, you can roll twice and choose which effect to use. If you roll the same number on both dice, you can ignore the result and instead choose any effect on the table.
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