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# Ranger: Mirage Nomad ___ A homebrew ranger subclass by DragonZaid. ___ Mirage Nomads take after the ways of those who dwell in and wander the Kharidian Desert. By magically heating and manipulating the air around them, they can form illusions far more potent than those of other rangers. The Mirage Nomad fends off those who would combat the forces of nature, using their illusions to gain the upper hand via trickery and even direct harm. #### Mirage Magic At 3rd level, you learn the *minor illusion* cantrip, which counts as a ranger cantrip for you. You also learn additional spells when you reach certain levels in this class, as shown on the Mirage Spells table. Each of these spells counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Mirage Spells | Ranger Level | Spells | |:---:|:-----------:| | 3rd | *silent image* | | 5th | *mirror image* | | 9th | *major image* | | 13th | *hallucinatory terrain* | | 17th | *mislead* | #### Create Mirage Also at 3rd level, you can control mirages to create illusory copies of yourself. Using an action or when you make an attack, you can create a mirage in an unoccupied space within 10 feet. The mirage mimics your attacks in an attempt to confuse your adversaries. The mirage shares your AC and saving throw bonuses and is immune to all conditions. The mirage disappears after 1 minute or if you create another mirage. You can use this feature a number of times equal to your proficiency bonus. You regain any expended charges after you finish a long rest. \columnbreak - Whenever a creature that can see the mirage targets you with an attack or spell, it must make an Intelligence (Investigation) check against your spell save DC. On a failure, the creature must target the mirage instead of you. If the attack or spell cannot reach the mirage, the creature must either move so that it can, choose another target other than you, or forfeit it. If the mirage takes any damage or fails a saving throw, it becomes blurry and obviously magical, no longer able to fool any creatures in this way. - You can use a bonus action to move the mirage up to 20 feet and have it make an attack. The mirage makes either a melee or ranged spell attack with a reach of 5 feet or a range of 60 feet, respectively, using your spell attack bonus. On a hit, the target takes psychic damage equal to 1d4 + your Wisdom modifier. #### Desert Survival Also at 3rd level, your mastery of desert magic and dwelling has made it easier for you to survive in all sorts of environments. You are naturally adapted to hot climates, ignoring the effects of Extreme Heat (see page 110 of the GM's Guide). In all other climates, you require only half the normal amount of food and water to sustain yourself. #### Sand Stride At 7th level, you can use a bonus action to teleport, magically swapping places with your mirage if it is within 30 feet. Additionally, you have advantage on saving throws and checks made to resist the grappled and restrained conditions. #### Discern Illusions At 11th level, your mastery of illusions has made you more impervious to those created by others. You have advantage on saving throws against spells in the school of illusion and ability checks you make to discern illusions. #### Mirage Warrior At 15th level, your control of mirages has become more potent. You gain the following features: - The range at which you can create your mirages increases to 30 feet. - Your mirages can withstand up to 10 damage before becoming blurry and obviously magical. - You can have up to 2 mirages active at once. When you use a bonus action to control a mirage, you can move and attack with up to 2 mirages at once. - When you make an attack or cast a spell, you can originate that effect from the mirage's space, provided that both you and the mirage can see the target.
Ranger: Mirage Nomad — DragonZaid
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