Ranger - Crystalline Trapper
Crystalline Trappers funnel their magic into the veins of rock that act as foundation for all life on the world's surface. They brighten the lives of all they touch, both with their beautiful gifts and natural radiance. However, those who dare threaten the peaceful lives they seek will find themselves unable to do anything without receiving due punishment. As you unleash these abilities on your foes, they will learn that beauty and strength are not mutually exclusive.
Crystalline Trapper Magic
3rd-level Crystalline Trapper feature
You learn the light cantrip if you don't already know it. If you cast it on a crystal or gemstone, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet until the magic is dispelled.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Crystalline Trapper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Crystalline Trapper Spells
| Ranger Level | Spell |
|---|---|
| 3rd | color spray, light |
| 5th | mirror image |
| 9th | hypnotic pattern |
| 13th | Otiluke's resilient sphere |
| 17th | wall of stone |
Crystal Cage
3rd-level Crystalline Trapper feature
Your grasp infuses your weapons and ammunition with tiny crystal seeds that can expand to trap your foes on command. Once on each of your turns when you hit a creature with a weapon attack, you can surround the target with levitating crystals that last until the start of your next turn. If the target willingly makes an attack or moves 5 feet or more before then, it takes 1d6 slashing damage as the crystals cut it and disappear.
This slashing damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and it increases to 2d6 once you reach your 11th level in this class.
Piercing Trail
7th-level Crystalline Trapper feature
When necessary, your footsteps can cause sharp stones to grow from the natural terrain beneath you. After taking the Disengage action on your turn, the ground you move over becomes difficult terrain until the start of your next turn. A creature can choose to move normally through this difficult terrain, but it takes 1 piercing damage for every 5 feet it moves this way.
Additionally, you can use the Disengage action as a bonus action on your turn.
Shattering Cage
11th-level Crystalline Trapper feature
You can now fill your crystals with enough magical energy to make them explode on impact. As an action, you can make a single weapon attack against a creature within range. On a hit, the target suffers the weapon attack's normal effects and automatically takes the extra damage from your Crystal Cage if you haven't already used it this turn. Then, regardless of whether the attack hit or not, the crystals infused into your weapon shatter in a concentrated burst of sound, forcing each creature you choose in a 10-foot-radius sphere centered on the target to make a Constitution saving throw against your spell save DC. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tempered Lattice
15th-level Crystalline Trapper feature
When you take bludgeoning, piercing, or slashing damage, you can use your reaction to harden your flesh and reduce the effect of the incoming blow. You gain resistance to the triggering damage type until the start of your next turn.
If you receive more than one of the triggering damage types at once, you must choose which one you gain resistance to.
Credits
Original Homebrew Content by Acenm5. Take the Survey.
Context: D&D 5th Edition by Wizards of the Coast, LLC.
Art: ACHILLES by Marta Nael.
Made using GM Binder.