Ranger
Base Class: Ranger

As a ranger, you are a warrior of the wild. Not all rangers are fully devoted to the wilds for their power. Arcanist rangers believe that true power comes from understanding many different forms of magic, not just nature magic. As such, arcanist rangers study the magic of civilization, also known as wizardry, and incorporate it into their abilities.

Arcanist Spells

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

Arcanist Magic
Ranger Level Spell
3rd Find Familiar
5th Magic Weapon
9th Fly
13th Arcane Eye
17th Scrying

Arcane Spell

At 3rd level, your study of city wizardry has produced unexpected results. When you gain this feature, choose one of the spells below. At level 7, and again at level 11 and 15, you can choose an additional spell from the list below. You cannot choose the same spell more than once. You can cast one of your chosen spells a 1st level spell without expending a spell slot. Wisdom is your spell casting ability modifier for these spells. You can cast any combination of your chosen spells a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Shield
Fog Cloud
Identify
Charm Person
Magic Missile
Silent Image
False Life
Expeditious Retreat
Charm Person

You can expend a usage of your Arcane Spell feature to cast Charm Person.

Expeditious Retreat

You can expend a usage of your Arcane Spell feature to cast Expeditious Retreat.

False Life

You can expend a usage of your Arcane Spell feature to cast False Life.

Fog Cloud

You can expend a usage of your Arcane Spell feature to cast Fog Cloud.

Identify

You can expend a usage of your Arcane Spell feature to cast Identify.

Magic Missile

You can expend a usage of your Arcane Spell feature to cast Magic Missile.

Shield

You can expend a usage of your Arcane Spell feature to cast Shield.

Silent Image

You can expend a usage of your Arcane Spell feature to cast Silent Image.

Elemental Alterations

When you gain this feature at 3rd level, you can mimic the power of wizards when you use weapon-based spells. When you deal damage with a spell that deals bludgeoning, piercing, or slashing damage based on the weapon used during or as part of the spell (such as Hunter's Mark and Conjure Barrage), you can instead deal acid, cold, fire, lightning, or thunder damage (your choice).

Magic Strikes

Starting at 7th level, you can imbue magic into your weapons temporarily. When you take the attack action on your turn, you can expend a spell slot of 1st level or higher as part of the first attack. When you do, you cause all weapons you are wielding to become magical, if they are not already, and deal 1d8 force damage in addition to their normal damage. This lasts a number of rounds equal to the level of the spell slot used. If you drop one of your weapons, this effect fades from that weapon at the end of the turn.

Arcane Recovery

When you reach 11th level, you learn the way of the wizard to regain magical energy. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a fourth your ranger level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re an 11th-level ranger, you can recover up to three levels worth of spell slots. You can recover either a 3rd-level spell slot or three 1st-level spell slots or a 2nd-level slot and a 1st-level slot.

Extraodinary Student

You are an amazing example of a well-learned individual. Starting at 15th level, you can expand your spellcasting ability once each day.

When you witness the casting of a spell found on the wizard spell list, you can remember the spell if you witnessed all components of the spell. You can remember a number of spells in this way equal to your Intelligence modifier (minimum of 1). If you have memorized your maximum number of spells and meet the requirements for memorizing a new spell, you can choose which spell to forget in order to learn the new spell.

You can cast one of these spells using an available spell slot. Once you do, you cannot cast any spells memorized using this feature until you finish a long rest.

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