Ranger

by CalvinTheRed

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Ranger Conclave

At 3rd level, a ranger gains the Ranger Conclave feature, which offers you the choice of a subclass. The Beyonder and the Time Treader are options available to a ranger making that choice.

Beyonder

"Wait, I can get superpowers just by relaxing on some alien beach? Sign me up!" - Shuffles

Permanent interplanar portals are rare, dangerous, and well-documented by groups such as the Horizon Walker ranger conclave. However, temporary portals are known to open spontaneously and unpredictably. And sometimes, those portals transport unsuspecting creatures to a place far removed from the other planes, a place called the Far Realm.

Most unfortunate souls who unexpectedly find themselves in the Far Realm will succumb to madness after witnessing the alien world. But for those who prove to be strong of will, they are able to endure the madenning experience and, with a bit of fortune, make their way home. But during this journey, these individuals are vulnerable to the transformations the far Realm performs on their minds, and may begin to develop special psionic abilities as a result. Once this process begins, it is irreversible and will continue to act on the person even if they leave the plane.

Those who are subjected to this change are referred to as Beyonders, and are sought out by scholars researching the Far Realm and psionics.

Psionic Strikes

3rd-level Beyonder feature


At 3rd level, you gain the ability to attack a creature's mind instead of its body. Once during your turn, when you hit a creature with a melee weapon attack, you can change the attack's damage type to psychic instead of its normal damage type. When you do, the attack deals an additional 1d6 psychic damage.

Beyonder Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beyonder Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Beyonder Spells
Ranger Level Spells
3rd Command
5th Mind Spike
9th Sending
13th Confusion
17th Contact Other Plane

Knowledge from Beyond

3rd-level Beyonder feature


Also at 3rd level, your knowledge of the beyond lends itself to your everyday tasks. As a result, whenever you make an Intelligence check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion.

Invasive Mind

7th-level Beyonder feature


While you are concentrating on your Mind Spike, you can perceive through the target's senses and read their surface thoughts (no action required). You gain the benefits of any special senses possessed by the target, such as blindsight, when you do.

Furthermore, whenever the target of your Mind Spike makes an ability check, attack roll, or saving throw, you can use your reaction to grant advantage or disadvantage (your choice) to the roll and end the spell.

Master of Madness

11th-level Beyonder feature


At 11th level, you have grown accustomed to the mind-breaking effects of alien encounters. You are immune to insanity and madness, and you gain proficiency in Intelligence saving throws.

Also, when you deal psychic damage to another creature, you can force it to make a Wisdom saving throw or become afflicted by a random form of short-term madness as described in the Dungeon Master's Guide.

Once you use this feature, you can't use it again until you finish a short or long rest.


Art: 'Nightstalker' by @EmberWickArt on twitter.com

Mind Break

15th-level Beyonder feature


At 15th level, you learn to channel the psionic powers you have developed into a single devistating blast. You can cast the Feeblemind spell as an action. This spell counts as a ranger spell for you, and does not require any spell components to be cast.

Once you use this feature, you can't use it again until you complete 1d4 long rests.


Art: 'DnD - Timelord's Sorrow' by rudiindra4 on artstation.com

Time Treader

"Where in the godsforsaken Hells did you come from? I just watched you get run through by a spear!" - Shuffles

Time is a finnicky thing, and disturbing it can have dangerous consequences. Those who dedicate themselves to maintaining the integrity of time itself are called Time Treaders. They are rarely seen on the job, as threats to time itself are few and far between, but their work is critical for the continuity and wellbeing of all the planes.

Time Treaders have an uncanny relationship with time. They seem to mold the very fabric of time around themselves according to their need, and they have a curious ability to peer into and even traverse between alternate timelines. Such temporal displacements are mind-baffling to behold, but to a Time Treader, it is just another day on the job.

Time Treader Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Time Treader Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Time Treader Spells
Ranger Level Spells
3rd Gift of Alacrity
5th Augury
9th Haste
13th Divination
17th Temporal Shunt

Tempus Imperium

3rd-level Time Treader feature


Starting at 3rd level, time warps and bends around you, allowing you to fit more activity into the same amount of time. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier, and your movement speed increases by 10 feet.

Furthermore, you can spend your bonus action to take the Dash, Disengage, Help, Hide, or Search action.

Rewind

7th-level Time Treader feature


Beginning at 7th level, you can magically rewind time around yourself. As a bonus action, you can teleport to any unoccupied space that you occupied at some point in the past minute. You cannot teleport to another plane of existence in this way.

Once you use this feature, you can't use it again until you finish a short or long rest.

Portent Strike

11th-level Time Treader feature


At 11th level, you can peer into the future to preempt your own failure. When you make a weapon attack on your turn and miss, you can re-roll the attack. If you hit, the attack deals extra force damage equal to your level.

You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Borrowed Time

15th-level Time Treader feature


At 15th level, you can cross timelines in order to continue your journey where it might otherwise have ended. When you are reduced to 0 hit points but not killed outright, you can use your reaction to magically swap out with another version of yourself from a parallel timeline. You regain half of your maximum hit points, you gain 1 level of exhaustion, and you can teleport up to 60 feet to an unoccupied space you can see.

Once you use this feature, you can't use it again until you finish a long rest.

 

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