Today’s homebrew comes from an idea given to me by @Skoll_NorseWolf. It was suggested that I make a Ranger that seeks out artifacts and quests to destroy evil ones. Albeit that flavor was hard to convey, so I broke it down into the Relic Seeker, a ranger who hunts down magic items in general.
Okay, I’ll admit, this art looks like a paladin, but it is from a Magic: The Gathering Card called Relic Seeker!
Ranger Archetype: Relic Seeker
Magic is a dangerous force in the world and it is truly disastrous when it is abused, especially in the form of a magic item. Relic Seekers take on the challenge of finding and retrieving powerful relics before they can be abused. In order to do so, they adopt the responsibility of navigating deadly traps, dark magics, and the weight of wielding these relics for themselves. These rangers train in magic that better allows them to evade and disrupt traps and magic while unlocking the secret of magical attunement.
Relic Seeker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Relic Seeker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Relic Seeker Spells
You have unlocked the secrets of bonding magic items to yourself. Starting 3rd level, you can attune to one additional item.
Additionally, you can attune to an item as an action instead of taking an hour to do so. Attuning to an item this way still follows the normal rules for attuning to a magic item. Once you attune to a magic item this way, you can’t do so again until you complete a long rest.
At 11th level you can attune to a magic item twice this way before you complete a long rest and you ignore the class requirements on the use of magic items.
Your magically imbued strikes destabilize the flow of magic around their target. Once per turn, when you hit a with a weapon attack you can deal an extra 1d6 force damage to the target. A creature dealt damage this way has disadvantage on Constitution saving throws to maintain concentration on spells and must succeed on a Charisma saving throw against your spell save DC in order to activate the effects of any magic item in its possession until the start of your next turn.
Your magic better protects you against the onslaught of spellcasters, magical artifacts, and the traps that guard them. At 7th level, you gain resistance to damage from spells and traps. When a friendly creature within 30 feet of you takes damage from a spell or trap, you can use your reaction to grant that creature your resistance against spells and traps and you lose the benefit of this feature until the start of your next turn.
Your strikes not only distabilize magic, but can mute magic all together. Starting at 11th level, when you deal the extra damage from your Disrupting Assault feature to a creature or object, you can attempt to suppress a magical effect on the target. Make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell’s effect is suppressed for 1 minute, requiring your concentration as though you were concentrating on a spell.
Beginning 15th level, your magical ward enhances your physical and mental resilience while shielding you. While you benefit from your Seeker’s Ward feature you have advantage on saving throws against spells and traps.
Note: If you are using the Unearthed Arcana Revised Ranger, Relic Seekers gain Extra Attack at 5th level.