ranger_archetypes

Ranger Archetypes

Initially, the Plaguewardens were a group of survivors within the deep south of Umbria, in the present day Shimmering Commonwealth. They were formed with the singular goal of combating the Shimmerskin plague, preventing its spread from outside the frozen region in which it first appeared.

The Magnate of Life would eventually appear, and successfully create treatments and vaccines that ended the Shimmerskin threat indefinitely. With their original purpose fulfilled, most Plaguewardens decided to serve the Magnate in the hopes of doing further good in the fight against plague and disease, and became his supplicants.

You learn the spare the dying cantrip if you don't already know it. When you cast it, the target glows light blue for a moment as the magic takes effect.

You learn an additional spell when you reach certain levels in this class, as shown in the Plaguewarden Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd Healing Word
5th Prayer of Healing
9th Aura of Vitality
13th Aura of Purity
17th Mass Cure Wounds

At third level, you can imbue an item with the lifegiving power of your Void Lord to create an Auspicious Aura. As a bonus action, you touch an object, which begins to glow light blue and grant greater healing for the next minute. When a creature would roll one or more dice to heal a friendly creature located within 15 feet of this object, they may roll twice and take the higher result. If you have already imbued an item with your Auspicious Aura when you do so a second time, the first object loses the effects of this feature.

As an action, you may end the effects of your Auspicious Aura early to cast Cure Wounds at second level, or to cast Lesser Restoration. When cast using this feature, these spells may target a single creature within 15 feet of the imbued object. You can end your Auspicious Aura early to cast these spells a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a Long Rest.

Also at third level, your weapon attacks carry a poisonous sting. When you hit a creature with a weapon attack, you can deal an extra 1d10 poison damage to the target, which can take this extra damage only once per turn. If the target is within your Auspicious Aura when you deal this damage, it treats immunity to poison damage as resistance.

When you reach 11th level in this class, the extra damage increases to 2d10.

At 7th level, the power of your Auspicious Aura increases, with the effects now extending 30 feet from the imbued object. Additionally, when you use an action to end the effects of your Auspicious Aura, you may choose one of the following effects:

  • You cast Cure Wounds at 2nd level on 2 creatures
  • You cast Lesser Restoration on 2 creatures
  • You cast Greater Restoration on a single creature

When you deal damage to a creature using an object imbued with your Auspicious Aura, you can cause the object to embed itself in your target, as the wound you cause instantly heals around the object. While an object emitting your Auspicious Aura is embedded in a creature, that creature cannot regain hit points or gain temporary hit points, and the object cannot be removed through non-magical means.

At 15th level, you can appear or disappear in a puff of healing mist. As a bonus action, you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step using this feature, you heal creatures near either your starting point or your destination. You may grant any creatures adjacent to you 4d4+4 hit points either before or after casting the spell.

  • ranger_archetypes.txt
  • Last modified: 2024/01/01 19:27
  • by shto