Arcane Stalker

Arcane Stalkers are a small sect of skilled Rangers that are in charge of keeping the peace in the magical world. Specializing in magic, they make sure that mages and magical creatures alike do not stray into forbidden territory.

Ranger Spells

Ranger Level Spell 3rd Shield 5th Blindness/Deafness 9th Counterspell 13th Otiluke's Resilient Sphere 17th Wall of Force

Magi Weapon

With your knowledge of the arcane arts, you have learned to conjure a spell weapon. Starting at 3rd level, you gain a favored weapon type choose between daggers, longsword, or long bow. Depending on what weapon chosen as an action, you can summon forth a weapon of pure magical energy. You may choose between fire, cold, or lightning each time summoned. The damage of the weapon attack is determined by this. If you choose daggers you summon an energy dagger in each hand. If you choose long bow you summon a long bow that does not require ammo and fires arrows of the element type. If you choose longsword you summon one energy longsword. This acts exactly like the weapon type chosen, and deals an additional 1d6 damage of the summoned weapon element damage on hit per turn. At 7th and 14th level the weapons gains a +1 to attack rolls and damage.

Spell Storing

At 7th level your knowledge of the schools of magic and their uses has allowed you to begin storing spells into your Magi Weapon. You can store up to one spell into your weapon at a time using an action, the spell stored dissipates after 8 hours or you take a long rest. If an you are under the effects of a spell stored into the weapon you cannot store another until those effects wear off. Below is the list of types of spells and their effects when expended.

Evocation: On hit you may expend your stored spell and do an extra 1d8 force damage per spells slot level used.

Necromancy: On hit you may expend your stored spell and do an extra 1d4 necrotic damage per spell slot level used, and heal yourself for the amount of necrotic damage done.

Divination: As a bonus action you may expend your stored spell and gain advantage on attacks for rounds equal to spell slot level used.

Abjuration: As a bonus action you may expend your stored spell and grant yourself resistance to one of the following elements (fire, cold, thunder, lightning, acid, physic, necrotic, or poison) for rounds per spell slot level used.

Illusion: As a bonus action you may expend the stored spell, granting you a blurred state. Any attack rolls against you have disadvantage for rounds equal to spell slot level used. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with true sight.

Conjuration: As a bonus action you may expend the stored spell, allowing you to use your movement to teleport up to 30ft for rounds equal to spell slot level used.

Enchantment: On a hit you may expend the stored spell, the target makes a wisdom saving throw against your spell save DC. On a failed save it has disadvantage on attack rolls against creatures other than you for rounds equal to spell slot level used.

Transmutation: As a bonus action, you can expend the spell stored and touch a willing creature with your Magi weapon. That creature heals 1d6 health per round for rounds equal to spell slot level used

Arcane Disruption

By 11th level you know magic when you see it and know how to disrupt it. You can now cast the spell detect magic at will for no spell slot. As well once per short or long rest, as a bonus action you can create a 10 ft radius sphere up to 60 ft away, of silence. The effect lasts up to 1 minute and moves with you. No sound may be created within the sphere and casting a spell with verbal components is impossible there. Sound may enter the sphere normally. As a bonus action you can move the sphere up to 30 ft each turn.

Null Weapon

At 15th level you not only understand your own magic, but also the subtlety of casting from others. You can now attempt to catch spells with your Magi weapon. When you become a target of a spell, when your Magi weapon is out, you can use your reaction to give yourself advantage on any spell save or give the caster disadvantage if it is a spell attack, to a spell. If you are hit or effected by the spell, and you Magi weapon does not have a spell stored in it, your Magi weapon gains a spell stored into it equal to spell slot, up to 5th level, and spell school. For example if you are hit by a 9th level meteror swarm you would take damage and then could gain a 5th level stored spell.