Ranger
Base Class: Ranger

Rangers of the Forgotten Conclave can tap into the long lost ancient energy of the world, allowing them to draw magical energy from the world around them. They seek to unravel the secrets of long dead magic and learn ways of harnessing the power of the natural world. Forgotten Hunters are a secluded bunch that travel the world in search of long lost ancient magic's. These hunters revel in the chance to explore ancient dungeons, research lost magic, and find secret grottos. Most hunters will not master their forgotten magic, but a select few have learned how to cultivate their connection to ancient magical energy, granting them unmatched levels of magical understanding and power.

Forgetten Magic

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

Ranger LEVEL

SPELLS

3rd

detect magic, find familiar

5th

detect thoughts, levitate

9th

sending, counterspell

13th

banishment, find greater steed

17th

wall of force, scrying

Worldly Knowledge

When you choose this archetype at 3rd level, you become connected to the world's untapped wealth of information, allowing you to draw forth knowledge from your Wisdom. You can use your Wisdom score instead of Intelligence for your Arcane, History, and Nature skill checks, and you gain proficiency in one of the following skills of your choice: Arcana, History, Investigation or Nature. Alternatively, you learn one language of your choice.

Follow Up

Starting at 3rd level, your newly found connection to lost magic almost seems to make your attacks stronger over time. Every time you hit a creature with a ranged weapon attack, your ranged weapon attack deals 1 additional damage. If you do not hit a creature with a ranged wepaon attack on your turn, this bonus damage is reset back to zero. Your ranged weapon attacks may deal a maxiumum amount of bonus damage with this feature equal to your Wisdom modifier(minimum one).

Forgotten Secrets

By at 7th level, you are beginning to understand forgotten magic to a greater degree through the vast amounts of magical knowledge gained through your magical connection to the world and study of forgotten magic, giving you the following effects.

  • -You gain advantage on Wisdom saving throws from magic.
  • -Your maximum ability score for Wisdom is increased to 22.

Enchanted Strikes

Beginning at 11th level, you have further coalesced the ancient energy of the world within you, allowing you to enchant your weapon attacks with magical energies. Your weapon attacks ignore any bonuses provided to AC through magic, and deal 1d6 additional force damage to creatures with natural or worn armor.

Magical Barrier

Starting at 15th level, you have learned how to draw forth scattered magical energy to protect you from harm. Whenever you are damaged, you can use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn. You may use this feature three times, and you regain all uses of this feature at the end of a short rest.

Arcane Volley

At 15th level, you have study over the many lost, ancient magic's over the years and now you have discover a forgotten spell that was the original form of "Conjure Volley", yet more powerful and deadly, known as "Arcane Volley".

Where as you needed to used a piece of non-magical ammunition or a non-magical weapon for the Conjure Volley spell, you can instead create pure-energy arrows out from thin air and choose a point within range. Hundreds of duplicates of the magical arrows will fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 force damage on a failed save, or half as much damage on a successful one. It can only be used once and a long rest is needed to gain the ability back.

Forgetten Hunter Image

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