Introduction
This ranger archetype was spitefully designed and written by /u/valtia_dm (uwu#0003). Reviewed by the nice people over on the Haven Discord. Come join for a bunch of homebrew and bad memes!
An extra variant option is also included at the end of this archetype description. It is not recommended to use this variant option if you value any semblance of balance, or if you think the ranger class is perfectly fine as written. It's just there for funsies! Also, fricc Bando and his mod-abusing ways. But that's more like a request, Daddy Bando needs love too uwu. β₯ β₯ β₯ π
Art Credits
- On the Cover: Grand Temple of Mystra by Pat Boiteux
- Page 3: Lycanthropia by Taissia Abdoullina
- Page 4: Symbol of Mystra, Wizards of the Coast
Ranger Archetypes
At 3rd level, a ranger gains the Ranger Archetype feature. The following is available to a ranger, in addition to those offered in the Player's Handbook.
Shooting Star
Some rangers recognize the value and importance of arcane magic in nature. In FaerΓ»n, such rangers find their way into the Order of the Shooting Star, an order dedicated to the service of Mystra, the goddess of magic. There, they serve as long-range scouts and spies for the church. Shooting star rangers are experts when dealing with threats to the natural order of the world, and excel in bringing down rampaging monstrosities and magical abominations.
Shooting Star Features
| Ranger Level | Feature |
|---|---|
| 3rd | Sword of the Arcane Order, Blessings of the Mystic Fire |
| 7th | Weavespeak |
| 11th | War Magic, Word of Recall |
| 15th | Arcane Mastery |
Sword of the Arcane Order
Starting at 3rd level, you've gained entry into an arcane order and specialize in hunting down magical anomalies. To this end, you've learned to channel special magical effects through your swords. When you gain this feature, you learn two Arcane Order options of your choice (see βArcane Order Optionsβ below).
Once per turn when you make a melee attack using a light weapon as part of the Attack action (unless otherwise specified), you can expend one ranger spell slot to apply one of your Arcane Order options to that attack. You decide to use the option when you hit a creature, unless the option doesn't involve an attack roll.
You gain an additional Arcane Order option of your choice when you reach certain levels in this class: 5th, 7th, 11th, and 15th level.
Blessings of the Mystic Fire
At 3rd level, you learn the message cantrip if you don't already know it, as well as two other wizard cantrips of your choice. Intelligence is your spellcasting ability for these spells.
Additionally, you learn an additional spell when you reach certain levels in this class, as shown in the Blessings of the Mystic Fire table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Blessings of the Mystic Fire
| Level | Spell |
|---|---|
| 3rd | detect magic, identify |
| 5th | blur, see invisibility |
| 9th | counterspell, magic circle |
| 13th | greater invisibility, locate creature |
| 17th | banishing smite, circle of power |
Weavespeak
By 7th level, members of the Order of the Shooting Star need to report their findings over long distances. You develop the power to use the Weave itself to transmit short messages. You can cast the sending spell once without expending a spell slot.
Once you use this feature, you must finish a short or long rest before you can use it again.
War Magic
At 11th level, you have mastered the art of weaving spellcasting and weapon use into a single act. When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Word of Recall
Starting at 11th level, you can cast the word of recall spell once without expending a spell slot.
Once you use this feature, you must finish a short or long rest before you can use it again.
Arcane Mastery
At 15th level, you have achieved such mastery over certain Arcane Order options that you can activate them at will. Choose an Arcane Order option that you know that expends a 1st-level spell slot. You can use that option at its lowest level without expending a spell slot. If you want to use the option at a higher level, you must expend a spell slot as normal.
Arcane Order Options
The Sword of the Arcane Order feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one requires that you expend a spell slot. If an option has prerequisites, you must meet them to learn it. You can learn the option at the same time you meet its prerequisites. If an option requires a saving throw, your Arcane Order save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Breezy Blade
When you hit a creature with a melee weapon attack, you can expend a 1st-level or higher ranger spell slot to make a resounding cut through the air. The attack deals an extra 1d8 slashing damage, and the wind of your blade deals 1d8 slashing damage to creatures in a 10-foot cone centered behind your target.
When you use this option using a spell slot of 2nd level or higher, the initial and cone damage increases by 1d8 for each slot level above 1st.
Clear Mind
When you hit a creature with a melee weapon attack, you can expend a 1st-level or higher ranger spell slot to gain crystal clear insight into your foe. The attack deals an extra 1d6 force damage, plus 1d6 for each spell level above 1st, and ignores any damage resistance or damage immunities the target has.
Cold Blade
When you hit a creature with a melee weapon attack, you can expend a 1st-level or higher ranger spell slot to sap the vitality from your foe. The attack deals an extra 1d8 cold damage, plus 1d8 for each spell level above 1st, and you regain hit points equal to the amount of cold damage dealt.
Nature's Fury
When you hit a creature with a melee weapon attack, you can expend a 1st-level or higher ranger spell slot to cause your weapon to surge with the untamed fury of nature. The attack deals an extra 1d6 psychic damage, plus 1d6 for each spell level above 1st. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Nature's Tremble
Prerequisite: The ability to cast 4th-level spells
When you hit a creature with a melee weapon attack, you can expend a 4th-level or higher ranger spell slot to cause a roaring wall of wind to spring up in front of you. The wall is a cube 20 feet long, 5 feet wide, and 20 feet tall. The wall is created on the ground, is centered on you, and the point of origin can be the center of the long side or the short side of the wall (your choice). The wall lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
When the wall appears, each creature within its area takes 3d6 force damage, plus 1d6 for each spell level above 4th. For the duration, a creature that enters the area for the first time on a turn or ends its turn there takes 3d6 force damage.
The wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss (boulders hurled by giants or siege engines, and other similar projectiles, are unaffected). Creatures in gaseous form can't pass through it.
Β
Regenerative Squall
Prerequisite: The ability to cast 3rd-level spells
As an action, you can expend a 3rd-level or higher ranger spell slot to summon a gale of regenerative winds. Each creature in a 20-foot radius sphere centered on you must succeed on a Strength saving throw or be pushed 20 feet away from you, up to the edge of the area. The squall disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
When you use this option, you can designate any number of creatures you can see to be protected from the winds. Protected creatures within the option's area are not pushed away, but instead regain a number of hit points equal to 1d6 + your Intelligence modifier, plus 1d6 for each spell level above 3rd. This healing has no effect on undead or constructs.
Severing Slash
Prerequisite: The ability to cast 3rd-level spells
When you hit a creature with a weapon attack, you can expend a 3rd-level or higher ranger spell slot to sever the target's connection to the Weave. The attack deals an extra 3d6 force damage, plus 1d6 for each spell level above 3rd. Additionally, the target must make a Charisma saving throw. On a failed save, any spell of 3rd level or lower on the target ends and the target is unable to cast spells or maintain concentration for 1 minute or until you lose your concentration (as if you were concentrating on a spell). At the end of each of its turns, the target can repeat its saving throw against this option, ending it on a success.
When you use this option using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Spirit's Shackles
Prerequisite: The ability to cast 2nd-level spells
When you hit a creature with a melee weapon attack, you can expend a 2nd-level or higher ranger spell slot. If you do so, glowing green chains spring from the earth and bind the creature to the ground. The attack deals an extra 2d6 force damage, plus 1d6 for each spell level above 1st, and the target must succeed on a Strength saving throw or be restrained by the magical chains until the end of your next turn.
Wailing Wind
Prerequisite: The ability to cast 2nd-level spells
As an action, you can expend a 2nd-level or higher ranger spell slot to conjure a storm of wailing wind in a 10-foot cube originating from you. A creature takes 4d4 slashing damage, plus 2d4 for each spell level above 2nd, when it enters the storm's area for the first time on a turn or starts its turn there.
The storm lasts until the end of your next turn, unless you extend the duration. As a bonus action, you can expend another ranger spell slot of a level equal to or higher than the one you used to activate this option. If you do so before the effects of this option ends, the duration is extended by 1 round.
Waltz of Wind
Prerequisite: The ability to cast 3rd-level spells
When you hit a creature with a melee weapon attack, you can expend a 3rd-level or higher ranger spell slot to teleport from your target, behind another. The attack deals an extra 2d8 force damage, plus 1d8 for each spell level above 3rd, and you disappear into thin air. A heartbeat later, you reappear behind a creature of your choice within 100 feet of the original target. Before the end of your turn, you gain advantage on the first attack roll you make against the new target. On a hit, the attack deals an extra 2d8 force damage, plus 1d8 for each spell level above 3rd.
Wind Step
As a bonus action, you can expend a 1st-level or higher ranger spell slot to briefly become incorporeal like the wind, lunge forward up to 20 feet, then make a single weapon attack. Your movement doesn't provoke opportunity attacks, and you can move through creatures with the lunge.
Variant: Mystic Ranger
If you want an especially fun option to play with, you can add this feature to the Shooting Star ranger (or just the ranger in general) at 3rd level. If you use this option, the ranger class does not get the Extra Attack feature at 5th level. Keep in mind that adding the Enhanced Spellcasting feature is absolutely broken and not in any way balanced whatsoever.
But it's fun as hecc.
Enhanced Spellcasting
Your link to the arcane in nature allows you to learn spells normally associated with the wizard class. In addition to your known ranger spells, you can also prepare and cast spells from your spellbook. Use the Mystic Ranger table to determine your known spells and spell slots.
Cantrips. You learn two wizard cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mystic Ranger table.
Spellbook. You gain a spellbook in which you can record your mystic ranger spells. Each time you gain a ranger level, you can add one wizard spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Ranger table. You must otherwise obey all the restrictions for selecting the spell, and it becomes a mystic ranger spell for you.
Preparing and Casting Spells. The Mystic Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a ranger spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of mystic ranger spells that are available for you to cast separately from your ranger spells. To do so, choose a number of mystic ranger spells from your spellbook equal to your Intelligence modifier + half your ranger level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of mystic ranger spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Intelligence is your spellcasting ability for your mystic ranger spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a mystic ranger spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mystic ranger spell you cast and when making an attack roll with one.
Blessings of the Mystic Fire. If you use this variant option alongside the Blessings of the Mystic Fire feature (or other features that grant additional spells known), you gain the new spells at 3rd, 4th, 5th, 7th, and 9th level instead.
Mystic Ranger
| Ranger Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | β | β | β | β | β | β | β | β | β |
| 2nd | β | 2 | 2 | β | β | β | β | β | β |
| 3rd | 2 | 3 | 3 | 2 | β | β | β | β | β |
| 4th | 3 | 3 | 3 | 2 | β | β | β | β | β |
| 5th | 3 | 4 | 4 | 3 | 2 | β | β | β | β |
| 6th | 3 | 4 | 4 | 3 | 2 | β | β | β | β |
| 7th | 3 | 5 | 4 | 3 | 3 | 1 | β | β | β |
| 8th | 3 | 5 | 4 | 3 | 3 | 1 | β | β | β |
| 9th | 3 | 6 | 4 | 3 | 3 | 2 | 1 | β | β |
| 10th | 4 | 6 | 4 | 3 | 3 | 2 | 1 | β | β |
| 11th | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | β |
| 12th | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | β |
| 13th | 4 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
| 14th | 4 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
| 15th | 4 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
| 16th | 4 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
| 17th | 4 | 10 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
| 18th | 4 | 10 | 4 | 3 | 3 | 3 | 3 | 1 | 1 |
| 19th | 4 | 11 | 4 | 3 | 3 | 3 | 3 | 2 | 1 |
| 20th | 4 | 11 | 4 | 3 | 3 | 3 | 3 | 2 | 2 |