Ranger Archetype: Moon Caller

by Onyx Cicada

Search GM Binder Visit User Profile




Discord of Many Things: A friendly community of folks playing D&D 5e, and aiming to be better GMs and players in all aspects of the game. We are found at Discord.gg/JSArr5p.
/r/UnearthedArcana: A catalog for homebrew rules, weapons, scenarios, monsters, or anything else you can think of. We are found at /r/UnearthedArcana.

Moon Caller | u/Onyx-Dragon
"Crescent Moon Celtic Knot" by JLHilton
"Ranger Archetype: Moon Caller" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Moon Caller

Moon Callers use occult runes to draw on the moon's innate arcana, inscribing tattoos on their body as conduits. These enigmatic rangers fight ethereal threats and shapeshifters, such as phase spiders, displacer beasts, and lycanthropes. They take special pride in their elusiveness and ability to take on mercurial enemies. Their reputations suffer for their blatant use of deviant magic, but Moon Callers are as stalwart in their cause as any ranger.

Moon Caller Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Moon Caller Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Moon Caller Spells
Ranger Level Spell
3rd armor of agathys
5th moonbeam
9th bestow curse
13th confusion
17th dream

Twilight Leaper

At 3rd level, you have learned how to cast various enchantments and hexes. You gain proficiency in the Arcana skill if you don't already have it.

The occult marks on your skin magically augment your jumps, allowing you to leap across the battlefield with ease. You gain the following benefits:

  • You can use Dexterity to determine your jumping distance.
  • The distances of your standing jumps are not halved.
  • You have advantage on ability checks that involve jumping.
  • You can jump through occupied spaces.

Lunar Hex

At 3rd level, the symbols inscribed on your body draw in magic cast from the moon, which you can use to empower your attacks. If you move at least 15 feet in a line immediately before attacking, your next attack deals an extra 1d4 cold damage. If this movement was made in dim light or darkness, the extra damage is 1d6, and you do not have disadvantage on your attack.

When you reach level 11 in this class, the extra damage increases to 2d4 (2d6 in dim light or darkness).

Midnight Flight

At 7th level, you seem to flutter around your enemies, escaping their grasps with unnatural celerity. When you make a weapon or spell attack against a creature, you can immediately use your bonus action to disengage.

Additionally, enemies have disadvantage on attempts to grapple you.

Revised Ranger

If you are playing UA's Revised Ranger, you gain Extra Attack as your 5th level Ranger Archetype feature.

Gray Crescent

By level 11, your body is infused with lunar energy, which you can release in an icy arc. You can choose to use this feature when you make an attack against a creature. Each creature in a 15 foot cone originating from you must make a Dexterity saving throw against your spell save DC. On a failure the creature takes 1d8 cold damage and 1d8 radiant damage. You can only use this feature once per turn.

False Dusk

Starting at level 15, you gain a powerful incantation that can protect you from harm and deceive your foes. Whenever a creature makes an attack roll against you, you can use your reaction to turn invisible and teleport to an unoccupied space 30 feet away from you, leaving an illusion where you were standing. You stay invisible until the start of your next turn, or until you attack or cast a spell. You must use this feature before you know the outcome of the attack roll.

The illusion is a copy of you, except it is entirely pale gray and is perfectly still. The illusion disappears at the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.