Ranger - Singularity Conclave in Ko'hadar | World Anvil

Ranger - Singularity Conclave

Rangers of the Singularity Conclave have spent many of their formative years close to gravity wells and other space altering events, studying them to gain a deep understanding of their magic. Zipping around the battlefield, these rangers are hard to pin down, and will lock their foes in place before finishing them off, guarding the world from foes unheard of.

Singularity Magic

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

Singularity Spells Table

Ranger level Spells
3rd jump, hunter's mark
5th hold person
9th fly
13th dimension door
17th hold monster
 

Anchor

  At 3rd level, as a reaction to a creature marked by your hunter’s mark spell moving or teleporting within 60 feet of you, you can attempt to lock them in place. The creature must succeed on a Strength saving throw against your spell save DC or have the teleport fail, and have their speed reduced to 0 until the start of your next turn.   You can use this ability once per casting of the hunter’s mark spell, or until you expend a spell slot of 1st level or higher to use it again.

Gravitational Weaponry

Also at 3rd level, when you attack with a weapon, you can use your control over gravity to help you wield it with more accuracy and power. You can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls you make with weapons.

Tugging Singularity

At 7th level, you can maneuver around the battlefield at breakneck speeds. As a bonus action, you can create a gravitational singularity at a point within 30 feet of you that you can see. You are instantly pulled to its space in a straight line. This doesn't count against your movement. If you are grappled or restrained, this effect fails.   You can use this ability a number of times equal to your Wisdom modifier before needing to take a short or long rest.

Ramming Impact

Starting at 11th level, your blows alter the gravitational fabric around your targets. Once per turn, when you deal damage to a creature, you can create a temporary disruption of gravity, inflicting an additional 1d8 magical bludgeoning damage. You can then choose to push the creature 10 feet in a straight line in a direction of your choice.

Crushing Presence

At 15th level, you can unleash a terrifying wave of crushing ravity. As an action, all creatures of your choice within 30 feet of you must succeed on a Strength saving throw against your spell save DC or be incapacitated, knocked prone, and have their speed reduced to 0 until the end of your next turn, as the gravity crushes them to the ground.    You can use this ability once per long rest.

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