Exotic Favored Terrain
Exotic Favored Terrain
14th-level Ranger feature, replaces Vanish
This feature assumes that you are either using my previous Hunter's Mark homebrew, or any other homebrew that provides some variation of Hunter's Mark as a class feature.
At 14th level, your travels in otherworldly environments forced you to adapt to new dangers. Choose one type of favored exotic terrain: Elemental Planes, Feywild, Shadowfell, Abyss, Nine Hells, or Astral Sea. When you make an Intelligence or Wisdom check related to your favored exotic terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
You also gain the benefits corresponding to your exotic favored terrain:
Elemental Planes: Elemental Wanderer
You learn the spell Protection from Energy if you do not already know it. Protection from Energy does not count against the number of ranger spells you know. You can cast it a number of times equal to your Wisdom modifier (minimum of once) without expending a spell slot and without maintaining concentration. You regain expended uses when you finish a long rest.
Feywild: Light of the Faerie
When you target a creature with Hunter's Mark, that creature must succeed a Dexterity saving throw or be under the effects of the Faerie Fire spell for Hunter's Mark's duration. On a successful save, that creature becomes immune to being placed under this effect by you for 24 hours.
Shadowfell: Shadow Step
When you are in dim light or darkness, as a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
Abyss: Bloodlust
When you cast Hunter's Mark, you can choose to target all creatures of your choice within range simultaneously.
Nine Hells: Lord of Terror
When you target a creature with Hunter's Mark, that creature must succeed on a Wisdom saving throw or become frightened by you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature becomes immune to being placed under this effect by you for 24 hours.
Astral Sea: Psionic Bane
When you target a creature with Hunter's Mark, the creature must make a Charisma saving throw. On a failure, whenever the target makes an Intelligence, Wisdom, or Charisma saving throw before the spell ends, the target must roll a d6 and subtract the number rolled from the saving throw. On a successful save, that creature becomes immune to being placed under this effect by you for 24 hours.
Credits
Untitled by Iacocca Khen (Art)
Rework by u/PhDpwnerer
Appendix D: Alternative Ideas
These ideas did not make the final cut, but might be of interest to some of you.
Exotic Favored Terrain
Elemental Planes: Elemental Bane
Whenever you target a creature with Hunter's Mark, choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target cannot benefit from any resistances to that damage type for Hunter's Mark's duration. The creature cannot be placed under this effect by you again for the next 24 hours.
Feywild: Master of Illusions
You learn the spell Mirror Image if you do not already know it. Mirror Image does not count against the number of ranger spells you know. You can cast it a number of times equal to your Wisdom modifier (minimum of once) without expending a spell slot. You regain expended uses when you finish a long rest. In addition, you automatically succeed any checks made to discern illusions.
Nine Hells: Lord of Terror
You learn the spell Fear if you do not already know it. Fear does not count against the number of ranger spells you know. You can cast it once without expending a spell slot and without maintaining concentration. You must finish a long rest before you can do so again.
Nine Hells: Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. (This would conflict with Feral Senses.)
Astral Sea: Fortress of the Mind
You gain resistance to psychic and force damage. In addition, you learn the spell Shield if you do not already know it. Shield does not count against the number of ranger spells you know. You can cast it a number of times equal to your Wisdom modifier (minimum of once) without expending a spell slot. You regain expended uses when you finish a long rest.