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Moonstream Warden Ranger

Moonstream Warden Ranger

3rd Level - Moonstream Awareness

As a Moonstream Ranger, you have a heightened sensitivity to the presence of magic. You gain the ability to cast the Detect Magic spell, without requiring any components, as a ritual. Additionally, while you have an active Hunter's Mark spell on a target, you can sense if the target possesses any magical items or abilities.

7th Level - Moonstream Infusion

At 7th level, you learn to channel the power of the Moonstreams to enhance your weapon attacks. Once per turn, when you hit a creature with a weapon attack, you can choose to deal an additional 1d8 force damage. Additionally, your weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

11th Level - Moonstream Attunement

At 11th level, your connection to the Moonstreams has deepened, granting you the ability to sense their presence and harness their power. While within a number of miles equal your Ranger level of a Moonstream, you gain the following benefits: You can sense the direction and distance to the nearest Moonstream. You have advantage on Intelligence (Arcana) and Wisdom (Survival) checks related to Moonstreams and their effects. When you cast a spell that deals damage or requires a saving throw, you can use your action to draw upon the power of the Moonstream to enhance the spell. When you do so, you add your Wisdom modifier to the damage dealt or the spell's save DC. Once you use this feature, you can't use it again until you finish a short or long rest.

15th Level - Moonstream Hunter

At 15th level, you become an expert at hunting down creatures that draw upon magical powers. You gain advantage on attack rolls against creatures that have the ability to cast spells or have innate spellcasting. In addition, whenever you hit a creature that can cast spells with a weapon attack, the creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or lose a spell slot of its choice. If the creature has no spell slots remaining, it takes an additional 1d8 force damage instead.

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