Taking Bookings Now! Scheduling for new player/character building free!
Taking Bookings Now! Scheduling for new player/character building free!
Life in the Null is devoid of the magics that have bolstered many of the city states. Despite this, it also has prevented large scale conflicts between casters and the natural devastation that follows. Null Rover's have both lived and thrived in this environment and strive to maintain the natural beauty of the land without the influence of magic. The limited magic they do understand, is primarily utilized in the furtherance of this goal.
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Null Rover Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
1st: Shield
3rd: See Invisibility
5th: Counterspell
7th: Freedom of Movement
9th: Dispel Evil and Good
At 3rd level, you are adept at tracking and hunting down those that use magic. When a creature you can see within 60' casts a spell, activates a magic item, or uses a spell-like ability you may move up to half your walking speed and make a weapon attack as a reaction. You may also choose to attack and then move instead. Creatures struck by this attack have disadvantage on their check to maintain concentration. Starting at 7th level, when you observe a creature using a martial technique you may make an athletics or acrobatics check equal to 10 + the observed creatures CR to learn the martial technique they have used. Doing so permanently grants you access to that martial technique with no additional training required. Additionally, if the the observed technique utilizes a feature you don't have access to (Ex: Spell Slots) you may instead roll a D10 and subtract it from your max hit points in lieu of the required feature. These losses are returned on a short rest.
By 7th level, you have learned to cultivate the natural extract that permeates the Null. You craft a vessel to contain this extract and can propagate and maintain a number of them equal to your proficiency modifier during a short rest. These extracts can be used in the following ways.
At 11th level, your attacks disrupt the magical forces that reside in all creatures. Once per round you deal an additional 1d8 force damage on a weapon attack. If the creature is not a beast or humanoid, it instead deals 3d8 force damage.
Starting at 15th level, you are able to use your extract to create a zone of anti-magic. This functions like the spell anti-magic field but only lasts for 1 minute.
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