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Magical Ranger: Difference between revisions

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{{Infobox_character|name={{PAGENAME}}|field1=Class|field2=Subclass|value1=Fighter|value2=Magical Ranger}}
{{Infobox_character|name={{PAGENAME}}|image=MagicalR2.jpg|field1=Class|field2=Subclass|value1=Fighter|value2=Magical Ranger}}


'''{{PAGENAME}}s '''are chosen champions who bond with mystical totems that grant them the power to transform into radiant, color-clad warriors. When transformed, they wield conjured weapons of light and fight with dazzling speed and style, inspiring allies with their courage.
'''{{PAGENAME}}s '''are chosen champions who bond with mystical totems that grant them the power to transform into radiant, color-clad warriors. When transformed, they wield conjured weapons of light and fight with dazzling speed and style, inspiring allies with their courage.
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Magical Rangers thrive on teamwork and camaraderie, bringing people together in the face of chaos. Their presence lifts the spirits of allies and fills enemies with awe, their coordinated strikes and dazzling displays of power turning the tide of battle. Wherever darkness threatens to overwhelm the world, Magical Rangers rise as beacons of hope to shine brightly.
Magical Rangers thrive on teamwork and camaraderie, bringing people together in the face of chaos. Their presence lifts the spirits of allies and fills enemies with awe, their coordinated strikes and dazzling displays of power turning the tide of battle. Wherever darkness threatens to overwhelm the world, Magical Rangers rise as beacons of hope to shine brightly.

== The Prismarangers ==
As the War of Many Names commenced, the evil dragon goddess Tiamat reanimated the corpse of one of her most loyal servants, Necroflare the Dreadragon, and set it loose on the world. Necroflare seeks to snuff out all color and light from the world, draining magic to paint reality in eternal grey. At its command are humanoids drained of all color and emotion called "Monotone Minions" who serve to aid in Necroflare's goal.

Opposing Necroflare are the Prismarangers! Gathered together by the ghostly spirit of Necroflare's archrival, the wizard Glitterax the Prismancer, the Prismarangers wield crystal shards of pure light and color to fight back the darkness. With these shards they can transform into powerful Prismarangers, granted wondrous abilities with incredible acrobatics and flare. The first five Prismarangers are rumored to possess a massive construct that they all five can pilot to fight back Necroflare.


== Fighter Archetype: Magical Ranger ==
== Fighter Archetype: Magical Ranger ==

Revision as of 20:07, 18 September 2025

Magical Ranger
Class Fighter
Subclass Magical Ranger


Magical Rangers are chosen champions who bond with mystical totems that grant them the power to transform into radiant, color-clad warriors. When transformed, they wield conjured weapons of light and fight with dazzling speed and style, inspiring allies with their courage.

Want to play a magical girl/power ranger in D&D? Well now is your chance!

About

Magical Rangers are valiant heroes chosen by ancient mystical forces to serve as radiant defenders of the world. Some are chosen by ancient wizards, or otherworldly spirits, or even ancient magic. Each one bonds with a unique Ranger Totem, be it a magical relic, a loyal spirit companion, or an emblem of hope, which allows them to transform into their magical warrior form. In this form, they don vibrant armor and flashy clothes, summon signature weapons forged of pure energy, and channel their inner light to fight back the darkness.

Magical Rangers thrive on teamwork and camaraderie, bringing people together in the face of chaos. Their presence lifts the spirits of allies and fills enemies with awe, their coordinated strikes and dazzling displays of power turning the tide of battle. Wherever darkness threatens to overwhelm the world, Magical Rangers rise as beacons of hope to shine brightly.

The Prismarangers

As the War of Many Names commenced, the evil dragon goddess Tiamat reanimated the corpse of one of her most loyal servants, Necroflare the Dreadragon, and set it loose on the world. Necroflare seeks to snuff out all color and light from the world, draining magic to paint reality in eternal grey. At its command are humanoids drained of all color and emotion called "Monotone Minions" who serve to aid in Necroflare's goal.

Opposing Necroflare are the Prismarangers! Gathered together by the ghostly spirit of Necroflare's archrival, the wizard Glitterax the Prismancer, the Prismarangers wield crystal shards of pure light and color to fight back the darkness. With these shards they can transform into powerful Prismarangers, granted wondrous abilities with incredible acrobatics and flare. The first five Prismarangers are rumored to possess a massive construct that they all five can pilot to fight back Necroflare.

Fighter Archetype: Magical Ranger

3rd Level: Ranger Totem

When you choose this archetype at 3rd level, you form a magical bond with a Ranger Totem: an item, creature, or spirit that serves as the source of your power and helps you transform into your magical form. This totem is your magical focus and can take many forms (a ring, badge, crystal, animal familiar, spirit emblem, etc.). Choose from one of the Ranger Totem types below:

Spirit Totem

(Animal companion / magical familiar)

You are bonded to a magical creature or spirit guide (a tiny or small spectral animal, fairy, elemental, etc.) that accompanies you.

Totem Benefits:

  • While not transformed, your spirit is a Tiny creature that can speak and understands your languages. It uses the statistics of an owl, cat, or any Tiny beast with 1 hit point, AC 13, and a fly speed of 30 ft. It can’t attack, but can take the Help action.
  • When you use Second Wind while transformed, all allies within 10 feet gain temporary hit points equal to your Charisma modifier.

Relic Totem

(Magical staff, ring, crystal, amulet)

You are bonded to a powerful and ancient magical relic that fuels your transformation from within.

Totem Benefits:

  • While not transformed, the relic subtly enhances you: you gain proficiency in one saving throw of your choice (Strength, Dexterity, or Constitution).
  • While transformed, when you use your Action Surge feature, you gain temporary hit points equal to your Fighter level + your Charisma modifier.

Emblem Totem

(Team emblem, banner, sash, insignia)

You are bonded to a symbolic emblem of your magical team, embodying hope and heroism.

Totem Benefits:

  • While not transformed, you gain proficiency in Persuasion or Intimidation.
  • While transformed, allies within 10 feet of you gain a +1 bonus to saving throws.


As a bonus action, you can activate your totem to transform into your Magical Ranger form. Your transformation lasts for 1 minute, or until you end it early as a bonus action. You can transform a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

  • Summon Ranger Weapon. You conjure your signature magical weapon, which can be any simple or martial weapon you are proficient with. It counts as magical and can be summoned or dismissed as a free object interaction. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
  • Armor of Light. Your AC becomes 16 + your Dexterity modifier if you are not wearing heavy armor or using a shield.
  • Stylish Strike. The first time you hit on each of your turns while transformed, you deal extra damage equal to your Charisma modifier.

7th Level: Team Spirit

At 7th level, your magical power uplifts allies around you. While transformed, whenever you drop a creature to zero hit points with your Ranger Weapon, choose one ally within 30 feet. They gain temporary hit points equal to your Charisma modifier + half your fighter level (rounded down).

In addition, when you roll initiative and are not surprised, you can immediately transform without using your bonus action.

10th Level: Signature Weapon Mastery

At 10th level, your bond with your Ranger Weapon deepens.

  • Your weapon attacks while transformed score a critical hit on a roll of 19–20.
  • When you score a critical hit with your Ranger Weapon, bright energy flares from it and you can deal extra radiant or force damage equal to your Fighter level.

15th Level: Dazzling Finish

At 15th level, our strikes leave streaks of light and bursts of magic. When you hit a creature with your Ranger Weapon while transformed, you can force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be knocked prone and blinded until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

18th Level: Ranger Ascendant

At 18th level, you have mastered your magical essence. Your transformation now lasts for 10 minutes and while transformed, you gain resistance to all damage except psychic.

Once per transformation, as an action, you can unleash a Darkness Sealing Blow: each creature of your choice within 30 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they take force damage equal to 6d10 + your Fighter level; taking half as much damage on a successful save.

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