Ranger
Base Class: Ranger

The rangers who traverse the Underdark outside of the cities are brave souls indeed. They have found and devised many ways to survive and thrive in the wild, stony world. A member of the unofficial Crystal Conclave knows how to use the naturally-occurring crystals to their best advantage.

Mineral Knowledge

Starting at 3rd level when you take this archetype, you know where crystals and gems are likely to be found, within a mile, and can identify them. In addition, you always know how much a gemstone or precious mineral is worth.

Crystalline Attunement

Also at 3rd level, you gain the ability to use crystals to enhance your weapons and replace your ammunition. Melee and ranged weapons might have a place to tie or attach different crystals, while other members of the crystal conclave have special weapons akin to crossbows or bows to shoot the crystals as ammunition, which still deals the weapon damage.

You can only benefit from the effects of one crystal at a time. The effect is in addition to the normal weapon damage, and requires a bonus action to apply. Each of these crystal options are counted as in stock in a pack like a component pouch, or at your DM’s discretion, may be kept track of and scavenged or bought. You know how to use the following three crystals.

Compass Crystal

With this crystal on your weapon, you determine North as well as the direction of the nearest settlement. If you spend a second bonus action focusing on this crystal, you know the location—but not nature or danger level—of any traps, actively hostile creatures, or other such threats in a 120-foot radius.

Flashbang Crystal

Within a 10 foot radius of the creature or space hit, each creature becomes blinded or deafened (your choice) for 1 round.

Smoke Crystal

This crystal creates a 20-foot radius sphere of fog centered on the creature or the space hit. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

Underdark Explorer

Starting at 7th level, you can cast the spell Spider Climb as a second-level spell on yourself at will without expending a spell slot or using any material components.

Attunement Improvement

At 11th level, you can use more types of crystals. Choose 2 more crystal types to add to your repertoire.

Hard Crystal

The target of this attack must succeed on a Wisdom saving throw or be petrified for 1 minute. The target may make a Wisdom saving throw each round, ending the petrification effect on a success.

Heavy Crystal

The target of an attack with a heavy crystal weapon must make a Strength saving throw or be knocked prone. 

Lightning Crystal

The target of this attack, and all creatures within 20 feet of the point of impact, must make a Dexterity saving throw against your Ranger spell DC or be blinded for a number of rounds equal to your Wisdom modifier. In addition, any creature hit with an attack that has been empowered by this crystal takes an additional 4d6 lightning damage. Hitting a Large or smaller object with this crystal attunement destroys it, and carves out a 10 foot by 10 foot sphere. 

Viscous Crystal

This crystal causes a gluelike substance to flow where it hits, causing the target of this attack to become stuck to the ground. The target’s movement speed drops to 0 for 1 round.

Alternatively, a surface up to 20 feet by 20 feet struck with this crystal at its center becomes difficult terrain. Any creature who ends its turn inside the area becomes trapped, its speed dropping to 0 for 1 round unless it uses its next action to make a Strength saving throw using your Ranger spell DC.

Crystal-Clear Reflexes

At 15th level, you can use your crystals to cause a bit of distraction. When you hit with a weapon attack enhanced by any crystal, you can immediately make another weapon attack with your reaction.

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