Scholared (5e Subclass)
Scholared[edit]
Ranger Subclass
A Scholared ranger is an erudite in the arcane arts, studying primarily spells from the transmutation and conjuration schools of magic, using this knowledge to improve their already great prowess in martial techniques. Being a scholar of conjuration or transmutation, you have learned to affect how you fight with ranged weapons. Using the magic you can hit you enemies harder or multiple times.
- Conclave Spells
You gain conclave spells at the ranger levels listed:
Ranger Level | Spells |
---|---|
3rd | feather Fall |
5th | misty step |
9th | haste |
13th | fabricate |
17th | teleportation circle |
- Imbued Arrows
At 3rd level, you can use your bonus action to imbue an arrow or bolt with transmutation or conjuration magic. The effects depend on the chosen school:
- Conjuration. A second projectile is summoned when you fire the enchanted one, allowing you to attack another target within range. The amount of targets increase to two at 11th level.
- Transmutation. You can cause your arrow to become sharper, increasing the damage in 1d8. The damage grows to 2d8 at 11th level. You can also change the material of the arrow to silver.
The imbued projectile lose its magic after being fired, or at the end of your next turn if not fired. The imbued projectile is considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.
- Bettered Magic
Starting at 7th level, you learn one spell from the Conjuration and one of the Transmutation school of 2nd-level or lower from the Wizard's list, and add it to your list of known spells. This doesn't count against the maximum number of spells you know.
In addition, you can a spell you know from the conjuration or transmutation school of 2nd-level or lower once, without spending a spell slot. After casting either spell, you can't do it again until you finish a short or a long rest.
- Elemental Imbuement
Starting at 11th level, your ranged weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
In addition, whenever you cause damage to a creature with an Imbued Arrow (Transmutation), you can cause additional 3d6 damage. The damage can be from one of the following types: acid, cold, fire, lightning, thunder.
- Defensive Magic
At 15th level, you can use the conjuration and transmutation magic you control to protect yourself. When you take damage from an attack or failed save, you can use your reaction to halve the damage, gaining resistance to it until the start of your next turn. When you do so, you can teleport to an unoccupied place you can see within 30 feet, as part of the same reaction.
You can use this feature a number of times equal to your proficiency bonus, regaining your uses after finishing a short or long rest.
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