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Ranger

Wild Blade

A loose Conclave that rarely meets, meeting exclusively to train new Wild Blades as they know the Wild Magic is new and frightening. These Rangers learn to channel Wild Magic into their swords to free their spellcasting from the chaotic effects of their powers. They are taught to be free and guard the freedom of the wilds and others. Their tempered Wild Magic grants them spells of healing and peace as they find peace within the wild turmoil of their souls.

1D10 Effect
1When you hit a creature with an attack, a small bird orbits its head. Until the end of their next turn they cannot take the Disengage action or an action that involves Teleportation. If a second bird orbits their head they attack with disadvantage until the end of their next turn. If a third bird orbits their head they become stunned until the end of their next turn.
2When you hit a creature with an attack, a bell tolls. The creature must make a WIS saving throw and on a failed save they become Frightened until the end of their next turn. On a successful save the creature takes 1D8 Psychic damage and is Immune to this effect for 24 hours.
3When you hit a creature with an attack, a gentle rain falls on you. You gain temporary hit points equal to 1D8 + your WIS modifier (Minimum 1).
4When you hit a creature with an attack, a skeleton appears. It has one hit point, an AC of 16, Immunity to all conditions, and +2 to all saving throws and ability checks. It attacks the creature you attacked once each turn with a rusty magic dagger with +11 to hit and deals 4 Slashing damage and can take no other actions, doing nothing if the creature is outside of its 25 ft of movement speed. It goes after you in initiative. The number of skeletons that you can summon this way is equal to your Proficiency Bonus, the oldest skeleton vanishes with a dry whoosh when a new one appears.
5When you hit a creature with an attack, a brilliant blue portal appears within 5 ft of you. Each subsequent hit on the same creature summons another portal within 60 ft of the previous portal. The portals are linked and can be used by only you as a bonus action to teleport to an existing portal. Upon hitting a different creature the previous portals vanish and a new one appears. The portals last for one hour or until the original target of your attack dies.
6The first time you hit a creature with an attack this combat, a second blade appears and hovers within 5 ft of you until the end of combat or you become Incapacitated. You can use your bonus action to attack with the blade each turn, it does not benefit from your Proficiency Bonus to attack.
7When you hit a creature with an attack, a 5 ft radius of briars and thorns appear within 60 ft of you in an unoccupied space you can see. The area is Difficult Terrain and deals 6 Piercing damage to each creature that moves through the space or starts its turn there. It withers after one hour or until you dismiss all of them at once as an action.
8The first time you hit a creature with an attack in combat, small wings appear on your feet that give you a Flying speed equal to your movement speed until the end of combat or if you become Incapacitated.
9When you hit a creature with an attack, a bone white viper appears and bites the creature. The creature must make a CON saving throw and on a failed save they become Poisoned until the end of their next turn and take 1D10 Poison damage. For each failed save they take an additional 1D4 Poison damage. On a successful save the creature takes half as much damage and is not Poisoned.
10When you hit a creature with an attack, a thick and hairy hide grows on you. Your AC becomes 14 + your DEX modifier (Minimum 1) (Maximum 2). Each time you hit a creature this combat your fur hardens and gives you plus one AC (Maximum AC of 22). The furry hide gives you Resistance to Bludgeoning damage.
Level Spells
3Healing Word
5Calm Emotions
9Mass Healing Word
13Aura of Life
17Greater Restoration

Subclass Features

Lv 3

Wild Blade

Channeling your Wild Magic, any bladed weapon you are proficient with is a +1, magical weapon in your hands. When you hit a creature for the first time during combat with your Wild Blade you roll on the Wild Surge Table and gain the corresponding effect for the duration of the battle. Any DC for a saving throw for a Wild Surge effect is equal to your spell save DC.

Wild Surge Table

Conclave Spells

Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.

Lv 7

Wild Technique

You allow your Wild Magic to sway you. When you miss an attack with your Wild Blade you can lash out once per round to attack wildly as part of the same attack action. This chaotic attack does not benefit from your Proficiency Bonus.

You can use this feature times per long rest equal to your WIS modifier (Minimum 1).

Lv 11

Wild Criticals

Your wild slashes can unleash the Wild Magic within you. Your critical hit range is 19-20. When you land a critical hit you can roll on the Wild Surge Table and change your effect to the new result. If you choose not to change your effect, you deal an additional 2D6 Radiant or Necrotic damage on that hit.

Lv 15

Soul of Wild Freedom

When you use your Wild Technique the savage joy you feel can be felt by another ally within 10 ft of your choice. They may use their reaction to make a melee attack. If the attack hits, your ally gains temporary hit points equal to your Proficiency Bonus + your WIS modifier (Minimum 1) as you share in that moment of chaotic bliss.

Greater Control

You gain greater control over your Wild Magic. When you roll on the Wild Surge Table for the first time each combat, you roll twice and choose which effect takes place.