The Ranger
Rangers are fairly common in the more overgrown areas of Hyrule. In those wilds people do many things to survive, often finding and making friends with beasts, learning to hunt, and the like.
New Ranger Spells
- 1st Level: Conjure Weapon, Detect Terrain, Owl Flight, Sunrise/Sunset, Wind Compass
- 2nd Level: Ascend, Bird’s Eyes, Revali’s Gale
- 3rd Level: Form to Fairy, Sidon’s Bubble, Stormy Night
- 4th Level: Return Beast Spirit
- 5th Level:
Cartography Conclave
3rd Level: Favored Terrain
You have become an expert at surviving in, mapping out, and fighting creatures within the specific terrain you are communed with. You gain a +1 bonus to hit with attack rolls and ignore difficult terrain when fighting in the terrains chosen by your Deft Explorer feature.
3rd Level: Decipher Languages
Making and deciphering ancient maps has given you an uncanny knack for understanding the written word. You can read all writing and have advantage on Intelligence (Investigation) checks made to decipher written codes and puzzles.
7th Level: Geomancy
As an action you may expend a spell slot to transform the area around you into difficult terrain that matches one of your terrains chosen by your Deft Explorer feature, granting you your favored terrain benefit while within it. This feature requires use of your concentration to maintain, lasts up to a minute, and has a radius equal to 10 feet times the spell level used to activate this feature.
11th Level: Terrain’s Cloak
When you are within a terrain you are communed with from your Deft Explorer feature you can cast a specific spell on yourself as an action. Maintaining this spell does not require concentration and immediately ends when you leave that terrain. Only one spell from this feature may be active at any given time and the spells are the following:
15th Level: Dungeon Mapping
As an action you touch a blank piece of paper to immediately transform it into a map of a specific square mile of your choosing. This map contains general terrain information, the current location of any magic items or valuables worth more than 100 rupees, the location of the highest CR creature in the area, and information about any secret locations, doorways, or tunnels that may be within the area. Once you use this feature you must take a Long Rest before using it again.
You have become an expert at surviving in, mapping out, and fighting creatures within the specific terrain you are communed with. You gain a +1 bonus to hit with attack rolls and ignore difficult terrain when fighting in the terrains chosen by your Deft Explorer feature.
3rd Level: Decipher Languages
Making and deciphering ancient maps has given you an uncanny knack for understanding the written word. You can read all writing and have advantage on Intelligence (Investigation) checks made to decipher written codes and puzzles.
7th Level: Geomancy
As an action you may expend a spell slot to transform the area around you into difficult terrain that matches one of your terrains chosen by your Deft Explorer feature, granting you your favored terrain benefit while within it. This feature requires use of your concentration to maintain, lasts up to a minute, and has a radius equal to 10 feet times the spell level used to activate this feature.
11th Level: Terrain’s Cloak
When you are within a terrain you are communed with from your Deft Explorer feature you can cast a specific spell on yourself as an action. Maintaining this spell does not require concentration and immediately ends when you leave that terrain. Only one spell from this feature may be active at any given time and the spells are the following:
- Arctic: Mirror Image
- Coast: Water Walk
- Desert: Blur
- Forest: Barkskin
- Grassland: Pass Without Trace
- Mountain: Enlarge/Reduce
- Swamp: Spider Climb
- Underdark: Darkvision
15th Level: Dungeon Mapping
As an action you touch a blank piece of paper to immediately transform it into a map of a specific square mile of your choosing. This map contains general terrain information, the current location of any magic items or valuables worth more than 100 rupees, the location of the highest CR creature in the area, and information about any secret locations, doorways, or tunnels that may be within the area. Once you use this feature you must take a Long Rest before using it again.
Demolition Conclave
3rd Level: Flame and Shrapnel
Your knowledge of explosives allows you to use weaponry with a bit of extra firepower. Whenever you hit a target with a ranged weapon attack you may have all creatures within 5 feet of that target take fire damage equal to your Wisdom modifier.
3rd Level: Destruction Expertise
You have expertise on Intelligence (Investigation) and Intelligence (Nature) checks knowing about how to make and identify explosives and explosive materials.
7th Level: Spell Bombs
When casting a spell that creates an area of effect you may instead enchant a bomb with the spell and give the bomb a specific way to detonate. You may have a number of bombs enchanted in this way at any given time equal to your Wisdom modifier, however they become inert after 8 hours have passed and any spell that would require concentration to maintain still requires you to do so. The potential ways to detonate the bomb are as follows:
11th Level: Incendiary Spellcasting
Your mastery of explosives has advanced to your knowledge of spells as well. You always have the Burning Hands, Pyrotechnics, and Fireball spells prepared and learn the Remote Bomb cantrip.
15th Level: As Bombos
Your explosive expertise makes even larger explosions than usual. When you use a spell, item, or weapon attack that has a radius or hits all creatures within a range you may choose to increase or decrease that distance by up to 10 feet.
Your knowledge of explosives allows you to use weaponry with a bit of extra firepower. Whenever you hit a target with a ranged weapon attack you may have all creatures within 5 feet of that target take fire damage equal to your Wisdom modifier.
3rd Level: Destruction Expertise
You have expertise on Intelligence (Investigation) and Intelligence (Nature) checks knowing about how to make and identify explosives and explosive materials.
7th Level: Spell Bombs
When casting a spell that creates an area of effect you may instead enchant a bomb with the spell and give the bomb a specific way to detonate. You may have a number of bombs enchanted in this way at any given time equal to your Wisdom modifier, however they become inert after 8 hours have passed and any spell that would require concentration to maintain still requires you to do so. The potential ways to detonate the bomb are as follows:
- Impact Detonation. After throwing the bomb with an attack roll it explodes with the spell effect in addition to its standard explosion. This happens regardless of whether the initial attack hits or misses.
- Proximity Detonation. The bomb is stealthily set in a location within 5 feet of you as an action, becoming armed after 6 seconds have passed. After it is armed the bomb explodes when a creature next walks within the spell’s area of effect (using the bomb as its center point). You can render a proximity bomb inert as a bonus action and the DC to notice a bomb placed by you in this way is 8 + your proficiency bonus + your Wisdom modifier.
- Remote Detonation. The bomb is thrown anywhere within 20 feet of you as an action. You may use your bonus action to have the bomb explode, applying its spell effect to the area with the bomb’s initial location as the center point.
11th Level: Incendiary Spellcasting
Your mastery of explosives has advanced to your knowledge of spells as well. You always have the Burning Hands, Pyrotechnics, and Fireball spells prepared and learn the Remote Bomb cantrip.
15th Level: As Bombos
Your explosive expertise makes even larger explosions than usual. When you use a spell, item, or weapon attack that has a radius or hits all creatures within a range you may choose to increase or decrease that distance by up to 10 feet.
Destined Conclave
3rd Level: Destined Weapon
You find a hidden shrine containing a magical weapon that calls out to you, taking it up and fulfilling your destiny. Pick 2 creature types from the following: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. You deal 2d6 extra damage with weapon attacks made against the chosen type of creature when using that weapon.
3rd Level: Dowsing
You know the Locate Object spell and ignore its distance requirements when locating the nearest object.
7th Level: Enhanced Weapon
Your destined weapon becomes a +1 magical weapon. At 11th level this becomes a +2 magical weapon and at 17th level this becomes a +3 magical weapon.
11th Level: Elemental Empowerment
You continue to unlock the latent powers of your destined weapon, granting you the ability to empower it with a number of different elements equal to your proficiency bonus. As a bonus action you expend a spell slot to have your destined weapon deal 1d6 times spell level expended extra damage for the next minute. This extra damage is one of your chosen damage types, chosen when using the bonus action. You may choose to dismiss this effect as a bonus action.
15th Level: Destiny Fulfilled
The extra damage caused by your destined weapon feature increases to 6d6 and your Destined Weapon gains the properties of an Uncommon or Rare magical weapon of your choice.
You find a hidden shrine containing a magical weapon that calls out to you, taking it up and fulfilling your destiny. Pick 2 creature types from the following: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. You deal 2d6 extra damage with weapon attacks made against the chosen type of creature when using that weapon.
3rd Level: Dowsing
You know the Locate Object spell and ignore its distance requirements when locating the nearest object.
7th Level: Enhanced Weapon
Your destined weapon becomes a +1 magical weapon. At 11th level this becomes a +2 magical weapon and at 17th level this becomes a +3 magical weapon.
11th Level: Elemental Empowerment
You continue to unlock the latent powers of your destined weapon, granting you the ability to empower it with a number of different elements equal to your proficiency bonus. As a bonus action you expend a spell slot to have your destined weapon deal 1d6 times spell level expended extra damage for the next minute. This extra damage is one of your chosen damage types, chosen when using the bonus action. You may choose to dismiss this effect as a bonus action.
15th Level: Destiny Fulfilled
The extra damage caused by your destined weapon feature increases to 6d6 and your Destined Weapon gains the properties of an Uncommon or Rare magical weapon of your choice.