Base Class: Ranger
Outcriers are rangers who are determined to explore other planes, taking notes and hunting for magical artefacts along the way. These rangers are friends to, if not heralds of, any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.
Outcrier Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Outcrier Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Outcrier Spells
| Ranger Level | Spell |
|---|---|
| 3rd | protection from evil and good |
| 5th | misty step |
| 9th | haste |
| 13th | banishment |
| 17th | teleportation circle |
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.
Augment of the Echo
You learn to channel the energies of the plane of shadow, the ethereal plane or the feywild.
Ethereal Plane
At 3rd level, you can use your bonus action to cast False Life on yourself and 1d6 damage die of the weapon's base damage type to the next weapon attack you hit within one minute of casting the spell. This damage is treated as magical.
At 11th level you cast False Life at third level and you gain 2d6 additional damage dice instead of 1d6.
You can use this ability number of times equal to 1 + your Wisdom modifier, you regain the uses once you take long rest.
Feywild
At 3rd level, your experience and research in traversing the feywild has made you familiar with the ways of the fey and adept at resisting charms and frightening phantasms. You gain proficiency in Wisdom saving throws and have advantage on saving throws against being charmed or frightened.
Shadowfell
At 3rd level, the learn to channel the energies of the plane of shadow, which gives you proficiency in Constitution saving throws and resistance necrotic damage.
Augment of the Primordials
At 7th level your research of the elemental planes has given you clues on how to channel the elemental energies and grant you an edge over others.
In addition, once per short rest, you can deal additional damage equal to your ranger level when you hit a creature with a weapon attack. This attack's damage is force damage.
Plane of Air
The plane of air is a plane of floating cities and endless expanse of air. The energies of this plane makes you more mobile than your peers.
At 7th level, as a bonus action you gain flight for 1 minute once per short rest. Your movement speed is equal to your base movement. In addition you can jump as high as your strength score. For example if your strength score is 15, you can jump up to 15 feet.
Plane of Earth
Your travels in the endless caverns of the elemental plane of earth has prompted you to learn the proper ways to traverse the plane properly. You gain the ability to move earth in front of you to create tunnels, move along walls and ceilings, and also become tougher to survive the tough environment.
At 7th level, your hit point maximum is increased by an additional one for each level you have in this class. You also gain a burrow speed equal to your base movement speed, and also you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Plane of Fire
You learn to channel the energy of the elemental plane of fire. This expanse of flame desolate wasteland makes you more resistant and adept at traversing its geography. Also thanks to its passionate nature, you can use it to augment your spells further.
At 7th level you gain the ability to walk on molten rock like it's solid ground without taking any damage. You also become resistant to fire damage and your ranger spells deal bonus damage equal to your wisdom modifier.
Plane of Water
The elemental plane of water is an expansive ocean of depths and shallows. You've mastered your element and have become an expert in traversing the plane while also gaining the ability to shift into water yourself.
At 7th level, you gain a swimming speed equal to your base movement and can breathe underwater indefinitely. As a bonus action, you can also turn into a puddle of water for 1 minute that occupies a space of 5 ft., while in this state you gain immunity all damage except for fire, lightning, and cold, to which you are vulnerable. As this puddle of water, you retain your spell concentrations. You can't move by yourself unless you are in a larger body of water. You can use your bonus action to dispel this effect. You regain use of this ability once you take a short rest.
In addition, while in a deep body of water at least knee-high, you can take a bonus action to dash as long as you remain in the body of water at the end of your dash and you don't suffer any combat or out of combat penalties that are caused by being in deepwater or submerged.
Augment of Numen
At 11th level, you have have decided to study the planes and implement their ways into your tactics.
Augment of The Abyss
The Abyss is known to be the home of endless swarms of demons; savage, unruly, merciless. But a well-studied planeswalker sees order there where one would think lacks it. The Evistro for example are demons which excel in packs, helping each other in combat by surrounding their foe and creating openings. Truly, a noteworthy tactic.
You gain +1 to hit for each ally adjacent to a hostile creature. In addition, when you hit a creature with a weapon attack that has one of your allies adjacent to it, you can use your bonus action to take the Help action.
The Augment of Mount Celestia
As an action you call upon the heavenly powers of Mount Celestia. Until the end of your next turn all of your allies within 60 ft. of you are warded by Sanctuary, and regain hit points equal to double your ranger level.
You regain the use of this ability once you take long rest.
The Augment of the Nine Hells
Nine Hells are the home of the devil legionaries who rely on teamwork to protect themselves and each other. By studying their tactics and deploying them on the battlefield, you could bolster the defences of you and your allies.
For every ally that is adjacent to you, you and they gain +2 AC. In addition, whenever an ally that is adjacent to you is hit by a melee weapon attack the attack's damage is reduced by 1d10.
Planar Mastery
When you reach 15th level, you can change your any of your augments when you take a long rest.
In Addition, you can cast Plane Shift once per long rest.
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