Ranger Archetype: Construct Commander in Neria | World Anvil

Ranger Archetype: Construct Commander

Construct Commander

  While traditionally known for their bonds with wild beasts, these rangers have adapted to the new type of fauna created by men. These rangers familiarize themselves with the mechanical bodies of Constructed animals, learning to take advantage of its versatility while also learning how to keep these constructs - and themselves - safe from the effects of the aether storms. 

Companion's Chassis

At level 3, you understand enough about the mechanical body to know how to build, change, and maintain one. You now have a Companion's Chassis, a rather 'unfinished' Construct with no real shape or form. You have also identified and collected enough crystal shards containing the spirits of natural animals to have a variety of animals to 'program' the Chassis with. The available forms for your Chassis to take can mimic any organic beast with a CR of 1/4 or lower; your companion shares the stats of its organic relatives, with two exceptions:
  • Every constructed companion gets a +2 to their AC, as their bodies are metal and more resilient than most.
  • Every constructed companion has the shocking body feat, as the aetheric energies powering them are likely to arc out towards nearby enemies.
The companion obeys your commands to the best of its abilities. It takes its turn on your initiative, when you can verbally command the creature where to move for no action cost. You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action; if you don't issue a command, the construct will take the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command your companion to take the Attack action.   If you are incapacitated or absent, the construct acts on its own, prioritizing protecting you and / or itself. The companion never requires your command to use its reaction(s). While traveling through your favored terrain with only your construct, you can move stealthily at a normal pace.   Unlike when an organic creature dies, the Chassis itself is unaffected if your constructed companion is defeated. However, you will not be able to use the specific animal crystal that was destroyed until after you spend 8 hours searching for and identifying another. This does not stop you from using other control crystals with the Chassis during this time.   You can change which control crystal is currently powering the Chassis at the end of a long rest. The Chassis automatically adjusts its form to take the shape of whatever animal spirit resides within the control crystal.  

Storm Lashed

At level 3, you have spent enough time exposed to the aetheric storms that you've begun to adapt and tolerate its affects. Understanding the patterns in the storm is much like tracking an animal, and you find yourself skilled in doing so. You can now replace the favored terrain you chose at level 1 with 'storm lashed', which grants the same benefits as any other favored territory while moving through an area where an aetheric storm is present.   This does not affect the additional terrains you can choose at levels 6 and 10.  

Construct Magic

As your understanding of the aether storms and their effects grows, so too does your ability to harness and control those factors. You know how to interpret the way the aether moves, and can use it to your advantage, granting you a sort of sixth sense. At levels 3, 5, 9, 13, and 17, you learn an additional spell, as shown below. The spell counts as a ranger spell for you, and doesn't count against the number of ranger spells you know.  
  • Level 3: mending*, identify
  • Level 5: see invisibility
  • Level 9: hypnotic pattern
  • Level 13: hallucinatory terrain
  • Level 17: mislead
*another cantrip of your choice, if you already have mending.  

Predatory Response

Beginning at level 6, you no longer have to wait until the end of a long rest to change which control crystal is currently operating the Chassis. You can now spend an action to change the control crystal in play out for another. In addition, all attacks made by the companion are considered magical.  

Interference

Beginning at level 11, your companion is now an efficient conduit for the aetheric energies around them - and just as efficient of an interrupter. Now, whenever your companion successfully hits an enemy with an attack, that enemy must make a Wisdom saving throw against your spell save DC. If the save fails, that enemy cannot cast spells until the beginning of your next turn. On a successful save, all spellcasting rolls made by the enemy must be rolled with disadvantage.  

Open Channel

At level 15, the symbiotic bonds between you, your companions, and the aetheric energies are now strong enough to allow for some incredible feats of magic. When casting a spell, you can choose to use your companion's position instead of your own for determining point of origin, line of sight, and other factors that may affect your action. This allows you to channel your spell through your bond, and cast it through your companion.

Comments

Please Login in order to comment!