Chaos Zone Guardian
Chaos Zone Guardians honed their skills in Supernatural Regions; areas where the normal laws of nature are warped and twisted. These rangers maintain the borders of these zones, diverting travelers, or directing them through the safe paths, and fighting any monster that may make their home there.
However, as time passes, they are not unchanged by these Supernatural Regions; they are warped just like everything else, and gain strange powers which they can put to use with ease.
Additional Ranger Spells
Starting 3rd level, you gain access to certain spells based on the Supernatural Region you have spent much of your time in. You learn these spells when you reach the appropriate level. These spells count as ranger spells for you, and do not count against your total spells known. The most common Supernatural Regions are listed below, but if you can from another such region, you can create your own spell list to reflect this.
Blessed Radiance Spells
| Ranger Levels | Spells |
|---|---|
| Cantrip | Guidance |
| 3rd | Bless, Healing Word |
| 5th | Prayer of Healing, Spiritual Weapon |
| 9th | Mass Healing Word, Revivify |
Far Realm Spells
| Ranger Levels | Spells |
|---|---|
| Cantrip | Eldritch Blast |
| 3rd | Arms of Hadar, Hex |
| 5th | Crown of Madness, Darkness |
| 9th | Fear, Hunger of Hadar |
Haunted Spells
| Ranger Levels | Spells |
|---|---|
| Cantrip | Chill Touch |
| 3rd | Faerie Fire, Unseen Servant |
| 5th | Levitate, Invisibility |
| 9th | Bestow Curse, Feign Death |
Infested Spells
| Ranger Levels | Spells |
|---|---|
| Cantrip | Poison Spray |
| 3rd | Bane, Ray of Sickness |
| 5th | Spider Climb, Web |
| 9th | Gaseous Form (takes the form of a swarm of insects), Vampiric Touch |
Mirror Zone Spells
| Ranger Levels | Spells |
|---|---|
| Cantrip | Minor Illusion |
| 3rd | Disguise Self, Silent Image |
| 5th | Blur, Mirror Image |
| 9th | Hypnotic Pattern, Major Image |
Psychic Resonance Spells
| Ranger Levels | Spells |
|---|---|
| Cantrip | Mage Hand |
| 3rd | Catapult, Shield |
| 5th | Detect Thoughts, Hold Person |
| 9th | Sending, Slow |
Unraveling Magic Spells
| Ranger Levels | Spells |
|---|---|
| Cantrip | Prestidigitation |
| 3rd | Dissonant Whispers, Armor of Agathys |
| 5th | Misty Step, Moonbeam |
| 9th | Blink, Lightning Bolt |
Warped Influence
You have been changed by the influence of the areas you guard. At 3rd level, and again at 11th level, you pick one of the Warped Influence options listed on the next page. You choose from the options related to your Supernatural Region, unless you are not from one of these, in which case, you are free to choose any of them for your first Warped Influence, but must choose one from the same region for your second.
Defensive Chaos
At 7th level, you have learned to use the chaos of the Supernatural Region you guard in order to guard yourself in turn.
When you are hit by an attack or fail a saving throw, you can use your reaction to gain +2 to your AC, and +4 to all saving throws against the incoming attack.
You can use this reaction a number of times equal to your proficiency bonus.
You choose the appearance of this feature. A ranger from a Mirror Zone might shatter into pieces when hit, only to reform a couple feet to the side, one from an Infested Region might conjure a cocoon of webbing around them, and one from a Psychic Resonance Region might use telepathy to throw off the aim of their attacker.
Boon of Chaos
You have worked the essence of the supernatural into yourself, becoming more powerful, and ever changing.
At 15th level, you choose one of the following benefits, and can change this benefit to any other benefit, when you complete a long rest.
- You gain a +2 bonus to your AC.
- You cannot loose concentration on a spell due to taking damage.
- You gain proficiency in all saving throws.
- Your maximum hit points is increased by twice your level.
- Your speed increases by 10 feet.
- You gain a bonus to your weapon attack rolls equal to your Wisdom Modifier.
- You gain resistance to one type of damage of your choice (including bludgeoning, slashing, or piercing).
Once again, how this benefit appears is up to you. An Infested Region ranger might gain a hardened layer of webbing for a boost to AC, or for a hit point boost. A Far Realm ranger might warp slightly while moving, increasing the distance they can travel, or one of their eyes might become larger, and telepathically give the ranger advice on how to hit their target. The limitations are endless.
Warped Influence Options
Healing Gift (Blessed Radiance)
You have a pool of hit points equal to 3 times your ranger level. You can use an action to heal a creature you touch, subtracting the healed amount from the pool. This pool of hit points is replenished when you finish a long rest.
Smite (Blessed Radiance)
When you hit a creature, you can expend a spell slot and deal extra radiant damage equal to 1d10 times the slot level. You can use this feature 3 times per long rest.
Lightbringer (Blessed Radiance)
You learn the light and dancing lights cantrips. You also learn the daylight spell. It counts as a ranger spell for you, and does not count against your spells known. You can also cast this spell once per day without expending a spell slot.
Additionally, dim light does not impose disadvantage on your Wisdom (Perception) checks relying on sight.
Unfathomable Mind (Far Realm)
You gain resistance to psychic damage and have advantage on saves against charming effects.
Glimpse From Beyond (Far Realm)
You can look a creature in the eyes and grant it visions of the Far Realm. As an action, you can target a creature within 10 feet of you that is not blinded and has in Intelligence of 6 or more. The target must make an Intelligence save, or be stunned until the end of its next turn, or until you are ore than 10 feet away from it. You can use your action on subsequent turns to repeat this effect.
Searing Blast (Far Realm)
When you cast eldritch blast, you add your Wisdom modifier to the damage you deal on a hit.
Eyes of the Dead (Haunted)
You gain a darkvision of 60 feet. If you already have darkvision, its range is increased by 60 feet.
Voices from Beyond (Haunted)
You can cast speak with dead once per rest without spending a spell slot.
Heart Stopper (Haunted)
When you are hidden from a creature, and hit it with a spell that deals damage, that spell deals a number of d6s as extra damage, equal to your proficiency bonus. This extra damage can only affect one target, and can only be used once per turn.
Arachnid's Snare (Infested)
You know the snare spell, which does not count against your spells known, and can cast it without spending a spell slot, and without requiring the material components. When you cast this spell in this way, the snare is made of spider silk, rather than rope.
Venomous Constitution (Infested)
You gain immunity to the poisoned condition, and resistance to poison damage.
Gift of the Many Eyed (Infested)
Your Passive Perception increases by 5, you cannot be surprised while you are conscious, and other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
Distorted Image (Mirror Zone)
When you cast disguise self, you can use a bonus action to change the nature of your illusory appearance, using the spells normal parameters. You can also increase or decrease your height by 3 feet, rather than 1 foot, now.
Reflected Spell (Mirror Zone)
You can cast a spell twice in a single casting. Once you do this, you cannot do it again, until you complete a long rest.
Mirror Warp (Mirror Zone)
You can teleport a number of feet equal to 10 times your ranger level as your move action, but there must be a reflective surface within 5 feet of where you start, and where you end, in order to do so.
Psychic Feast (Psychic Resonance)
When you take psychic damage from a hostile creature, you take no damage, and instead regain 1d6 hit points.
Force Thoughts (Psychic Resonance)
You know the command spell, which does not count against your spells known, and can cast it without spending a spell slot, or material components.
Lesser Telekinesis (Psychic Resonance)
When you cast mage hand, it can carry up to 50 pounds.
Stream of Chaos (Unraveling Magic)
You can use an action to roll three times on the Wild Magic Table, keeping one roll of your choice. Once you do this, you can't do so again until you finish a short or long rest.
Boon of Lesser Magic (Unraveling Magic)
You can cast any cantrip you do not know. To do so, make a Wisdom check, DC 13. On a success, you cast the cantrip. Otherwise, nothing happens, and you cannot use this feature for 10 minutes.
Warp the Weave (Unraveling Magic)
You can cast counterspell and dispel magic once per rest without expending a spell slot. You can only cast one of these spells per short or long rest.