[Ranger] Item - Terraformers
Added 2022-09-19 14:00:07 +0000 UTC
I know Tasha's Ranger options are much better for the Ranger nowadays but I'm only allowed to work with the SRD, plus I figured it might be nice to make the original ranger more fun and interesting. More choices, maybe.
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This set of thick boots warm to rangers who cherish their fundamental connection to druidic magic and the environment around them. Each step and footprint offers a brief glimpse of the terrain they last manifested, and leaves behind a similar lingering scent.
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Terraformers
Wondrous item, uncommon (requires attunement by a Ranger)
Your intrinsic connection to your favored terrain is amplified by these boots. While you wear these boots, you naturally imbue the ground within 30 feet of you with characteristics of your favored terrain. You gain the benefits of traveling in your favored terrain for an hour or more after traveling for only 10 minutes (instead of an hour).
Manifest Terrain. You can use a bonus action to magically transforms the area within 30 feet of you into a version of one of your favored terrain of your choice, which creates additional effects. You don't need to use a bonus action to use this property if you roll initiative and is the first to act. This change lasts for 10 minutes and reverts to its original characteristics when it ends. You can transform the area into each of your favored terrain once, and can't transform an area into that terrain again until the next dawn. The effects created by this property depends on your chosen favored terrain, as listed below.
- Arctic. Within the area, slippery ice covers the ground (if any) and the temperature falls to a chilly 30 degrees Fahrenheit. Creatures other than you that start their turn in the area or moves into it for the first time on their turn must make a Dexterity saving throw against your spell save DC. On a failed save, the creature falls prone.
- Coast. A three-inch shallow pool of saltwater sweeps across the ground in the area and its air becomes humid and salty, instilling a sense of open sail freedom. Creatures in the area cannot be involuntarily pushed or pulled.
- Desert. Within the area, burning sand covers the ground (if any) and the temperature rises to a hot 90 degrees Fahrenheit. Creatures other than you that start their turn in the area or moves into it for the first time on their turn must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 1d8 fire damage.
- Forest. Small wooded plants quickly sprout and fill the area, transforming it into a visible thicket. Creatures other than you that move more than 10 feet through the area take 2d4 piercing damage. A creature can take this damage no more than once per turn.
- Grassland. The area becomes warm and serene and any temperature becomes a lovely 60 degrees Fahrenheit. Small grass sprout from the ground (if any). Creatures in the area have advantage on Wisdom saving throws made to avoid or end the frightened condition.
- Mountain. The air in the area (if any) whips up to a high wind. Creatures other than you that start their turn in the area or moves into it for the first time on their turn must make a Strength saving throw against your spell save DC. On a failed save, the creature is pushed 10 feet in one direction (you choose the direction when you first create this effect). Small or Tiny loose or unattended objects in the area are also blown along that a direction until it exits the area.
- Swamp. The ground in the area (if any) becomes soft and damp. It is difficult terrain for creatures other than you.