Power Ranger

The power rangers are an ancient and elite fighting force, chosen by the gods to wield their power. Each power ranger is unique, but all serve the ancient warriors of old who have since passed on.

The spark of a power ranger is often found in adolescence, and once a ranger is identified by these ancient warriors, it is almost impossible to answer the call. The oath of the power ranger is to be a protector of the weak, and of the innocent, to never escalate a fight, and to do only what is absolutely necessary to save others from harm.

Bonded Coin

At 3rd level, you become bonded with an animal or creature, your spirit mirroring the animal's strength.

Your learn a special ritual that creates a powerful summoning spell attached to a single gold coin. You perform the ritual over the course of 1 hour, which can be done during a short rest. The gold coin must be within your reach through the ritual, at the conclusion of which you touch the coin and forge the bond. During this ritual, you must also choose a set of light or medium armor within reach, as well as a weapon, all of which you must have proficiency with.

Once you have infused the coin with the power of your chosen animal, you can take a special action to channel the animal's power, turning yourself into a power ranger. To perform this feat, you must hold the coin in your hand and take an action to shout your animal's name. You are instantly covered in the armor chosen during your ritual, and the weapon you chose appears in your hand, so long as that armor and weapon are on the same plane of existence as you are. Your armor and weapon are transformed superficially to resemble your chosen animal. Your bonded coin fuses into your armor while the effect lasts.

When you become a power ranger, you are more powerful, but also more vulnerable. You gain the following abilities:

  • Your weapon attacks score a critical hit on a roll of 18-20. Weapon attacks against you score a critical hit on a roll of 18-20.
  • When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. You cannot use this ability if the attack against you is a critical hit.
  • When an attacker completes a successful attack against you, you can use your reaction to make a single melee weapon attack against the target.

Your power ranger form lasts for 10 minutes. You can also end the form on your turn as a bonus action. Once you become a power ranger, you must complete a short or long rest before you can do so again.

Flair

All power rangers have a flair for the dramatic. At 7th level, you gain proficiency in Charisma (Performance) skill checks. If you have already have proficiency in this skill, your proficiency bonus is doubled for any such check.

You can use Charisma (Performance) in place of other Charisma skill checks (such as Deception, Intimidation, and Persuasion).

POWER RANGER

Art Credits

Pg. 1. Mighty Morphin Power Rangers #1

by Pryce14

 

Pg. 2. Mighty Morphin Power Rangers Movie - Whiet Ranger

by jorcerca

 

Pg. 3. todays warmup was ... on fireeeeee

by nebezial

 

Pg. 4. Green

by Quickilicious

 

Zord

Beginning at 10th level, you can take your power ranger abilities even further, covering yourself in a transluscent shell of force which resembles your spirit animal, called a Zord.

On your turn, you can take an action to summon your Zord, which forms around your body. This form lasts for 1 minute. If the duration of your Zord would continue past the duration of your power ranger form, you remain in your Zord until the Zord's duration is complete, after which you revert to normal. While in your Zord, you gain a pool of hit points according to your level. If you run out of this pool of hit points, you immediately lose your Zord.

You can see normally outside of the Zord, but you are heavily obscured from view. When you assume the mantle of your Zord, you gain a number of bonuses according to your level. This includes the size of your Zord (including its reach), and the pool of hit points it has. While in your Zord, you gain a bonus to damage rolls according to the Zord chart (below). You can also choose a number of special abilities according to your level for your Zord which sets it apart from others.

Once you have summoned your Zord, you must complete a long rest before you can do so again.

Zord
Level Size Hit
Points 
Damage
Bonus
Special
Abilities
10th Large 136 +1d4 One
15th Huge 212 +2d4 Two
18th   Gargantuan   288 +3d4 Three

Giant Killer

By 15th level, you are accustomed to facing monsters much larger than yourself. Creatures do not gain any bonuses in combat against you for being larger than you (such as for grappling or shoving). You can move through the space of any creature larger than you as though it were normal terrain.

Megazord

At 18th level, you learn to join with other power rangers to form an ultimate weapon, called a Megazord.

To summon a megazord, at least two (but as many as six) power rangers must be within 30 feet of one another. Each must be able to summon their individual Zord, and must all take the action to do so within 1 round.

A Megazord is an amalgamation of each Zord summoned, taking on the appearance of each animal form which makes up its body. A Megazord gains a number of abilities which make it even mightier than a normal Zord, and which grows based on the number of Zords used to create it.

As the Megazord is a single entity, the power rangers who create it must agree on a course of action for it to take on its turn. If the power rangers cannot reach an agreement, the Megazord will stall, and will take no actions.

A Megazord has a number of hit points equal to the hit point pool of each Zord that created it. It also gains the combined damage bonuses of each Zord used to create it. In addition, a Megazord can retain a single special ability from each Zord used in its creation. A Megazord lasts for a number of minutes equal to number of Zords used to create it.

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Zord Special Abilities

Each power ranger has a Zord that is unique to them, which mirrors their spirit animal in appearance. However, while different power rangers could theoretically have Zords of the same animal, each Zord is a spirit which is bonded to that individual, and takes on individual traits.

When you gain your Zord for the first time, you can choose one of the following special abilities for it. At 15th level, you can choose another ability to add to your Zord. At 18th level, you choose a third ability, making your Zord truly unique.

If an ability requires a target to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier.

The following abilities only apply while you are in your Zord, and end instantly if you are not in your Zord for any reason.

Camouflage

You have advantage on Dexterity (Stealth) checks.

Charging Attack

If you move at least 20 feet straight toward a target and then hit it with an attack on the same turn, the target takes an extra 1d10 damage.

 

Cone of Power

When you gain this ability, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You can take an action to create a 15-foot cone of that type of damage. Creatures in the area must succeed on a Dexterity saving throw or take damage according to your level.

You can choose this ability multiple times. Each time you do so, you must choose a different damage type.

Cone of Power
Level Damage
10th 2d10
15th 3d10
18th 4d10

Constrictor

When you successfully grapple a creature, the target is restrained for the duration of the grapple, and you can't grapple another target.

Frightful Presence

You gain the ability to unleash a mighty roar through your Zord, terrifying foes around you. Each creature of your choice that is within 30 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.

POWER RANGER

Impeccable Senses

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grade.

You can also perceive your surroundings without relying on sight, giving you blindsight with a range of 30 feet.

Legendary Resistance

If you fail a saving throw, you can choose to succeed instead. Each time you use this ability after the first, you gain one level of exhaustion, which doesn't hit you until you lose your Zord.

Line Strike

When you gain this ability, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You can take an action to create a 30-foot-long, 5-foot-wide line of that type of damage. Creatures in the area must succeed on a Dexterity saving throw or take damage according to your level.

You can choose this ability multiple times. Each time you do so, you must choose a different damage type.

Line Strike
Level Damage
10th 2d10
15th 3d10
18th 4d10

Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Magical Strikes

Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Power Blow

You can take an action to knock an enemy away from you. One target within reach must succeed on a Strength saving throw. On a failure, the target takes damage equal to a single melee weapon attack and is hurled away from you a number of feet according to your level.

Power Blow
Level Hurl Distance
10th 10 feet
15th 20 feet
18th 30 feet

Ranged Attack

You can make weapon attacks against targets within 30 feet of you with no penalty, or against targets within 90 feet of you with disadvantage.

Thick Hide

You gain resistance to bludgeoning, piercing, and slashing damage.

True Flight

You gain a fly speed equal to your movement speed, and you can hover.

 

Tunneler

You gain a burrow speed equal to your movement speed. You leave a hole in the earth equal to the size of your Zord which other creatures can pass through.

Wall Crawler

You gain a climb speed equal to your movement speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Waterborne

You gain a swim speed equal double your movement speed. You can breathe both air and water.

Webbing

You can cast the web spell while in your Zord. You are immune to movement restrictions caused by your own web.

Credit

This supplement was produced, written by, and created by Alex Tanner. If you find it listed anywhere not authorized by the creator, please contact:

alexctanner@gmail.com

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