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Wildweaver: Ranger Subclass

by AI generated using NightCafe
  3rd Level: Wild Essence - You gain a pool of energy points equal to your ranger level. These points represent your connection to the raw and wild magic in the world. Drawing in the raw and wild magic of the world takes it's toll, you must take a short or long rest to regain your expended energy points. As a bonus action on your turn, you can draw energy from this pool to enhance your attacks or perform other magical feats. You start by knowing the following features.
  • Wild Shot. Immediately after you take the Attack action on your turn, you can spend 1 energy point to make an extra attack.
  • Energy Surge. You can spend 1 energy point to regain hit points equal to your ranger level + your Wisdom modifier.
  • Energy Tether. As you take make an attack you can spend 1 energy point to overcharge an arrow with pure energy. On a successful hit, the target must succeed on a constitution saving throw or be restrained until the start of your next turn.
  Also at 3rd Level: Mystic quiver - When you draw your bow you pull the magic around you into the form of an arrow, eliminating the need for traditional ammunition. Your arrows now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.   7th Level: Your continued use and study of the energy in the world around you grants you access to more features.
  • Velocity Stride. You can spend 3 energy points to move with incredible speed. Until the start of your next turn, attacks against you have disadvantage, your movement speed is doubled, and you gain advantage on Dexterity saving throws.
  • Deflective Strike. As a reaction, when you would be hit with a ranged weapon attack that you can see, you can spend 2 energy points to fire an energy arrow directly back at the attacker. Make a ranged weapon attack against the original attacker. If your attack hits, it deflects the incoming attack and deals damage to the attacker.
  11th Level: Distortion Bolts - As a bonus action, you can spend 4 energy points to infuse your arrows with raw dimensional magic for 1 minute. When you hit a creature with an arrow, you can choose to teleport to an unoccupied space adjacent to the target. Alternatively you can choose to have the creature make a Charisma saving throw or be teleported up to 30 feet in a direction of your choice   15th Level: Energy Nova - As an action, you can spend 5 energy points to focus all your energy into a devastating attack. Choose a point you can see within 120 feet. You create a sphere in that location which gathers raw magical energy from around it until it explodes. All creatures within a 20-foot radius must make a Dexterity saving throw, taking 10d10 force damage on a failed save, or half as much on a successful one. Additionally the affected area becomes an antimagic field for 1 minute.
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Cover image: by AI generated using NightCafe

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