Base Class: Ranger
You can summon a glowing energy weapon to your hands in an instant, and deal powerful strikes to your foes with it. You have trained for many years, across many different planes, learning how to harness pure energy. The energy you have learned to summon aids you in many ways, from social situations to combat. It has granted you many powers, and you wander the material plane, different from all others, as you use extraplanar energy as your source of power, nothing from your home plane.
Energy Master Features
| Ranger Level | Feature |
|---|---|
| 3rd | Energy Master's Magic, Energy Weapon |
| 7th | Energetic Companion |
| 11th | Energy Influencer |
| 15th | Energy Speed, Energy Burst |
Energy Master's Magic
You learn an additional spell at certain levels of this class, as shown in the Energy Master's Spells table.
Energy Master's Spells
| Ranger Level | Spell |
|---|---|
| 3rd | guiding bolt |
| 5th | branding smite |
| 9th | fireball |
| 13th | resilient sphere |
| 17th | wall of force |
Energy Weapon
You can instantly create a weapon made of radiant energy. Choose between energy sword or energy bow.
Energy Bow
You summon a bow made of glowing, radiant energy that you can use to blast energy beams at your foes, using your Wisdom modifier for attack and damage rolls and dealing 1d8 radiant damage on a hit.
Energy Sword
You summon a glowing sword made of pure energy that uses your wisdom modifier for attack and damage rolls, and deals 1d10 radiant damage on a hit.
Energetic Companion
At 7th level, you gain the ability to summon a companion made of pure energy. You can cast the find familiar spell, but the familiar you summon is made of pure energy, and is glowing white or yellow in color.
Energy Influencer
By 11th level, you can influence the kinetic energy of an object. As an action, you can move an object that weighs 20 pounds or less up to 10 feet in any direction you choose (provided there are no obstacles, and the object is not fixed in place). Any objects moved into the air in this way will fall back down afterwards. You can also use this ability in combat. As an action, you can force a creature to make a Strength saving throw against your spell save DC. On a fail, they are knocked prone.
Energy Speed
At 15th level, your mastery of energy now allows you to move faster, giving you an extra 20 feet of movement.
Energy Burst
At 15th level, you have learned to harness you energy to go into a more powerful state during combat. Once per short rest, you can go into a state in which you release your internal energy, making you more effective in combat. During this burst, which lasts 1 minute, you have a +2 bonus to attack and damage rolls with your energy weapon. At 20th level, you can use this feature twice per short rest.
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