Ranger
Base Class: Ranger

"You don't want to be the prey that I hunt."

The town of Bestraville in Kelerak has long been protected by the Woodsmen, a group of mysterious rangers that battled the dark folk during the Occupation and kept the town a bastion of freedom in a world of slavery. The most elite of the woodsmen get inducted into "The Pack," the secret inner circle of the organization. They join their blood with the blood of the Alpha of the Woodsmen, who carries on the tradition of Fulk, the organization's founder. For the Woodsmen perhaps should really be called "The Wolfmen"... because the Pack gains its power from the lycanthrope-infected blood of Fulk.

If you gain induction into the Pack, you may take the following ranger archetype at 3rd level.

Credit: Farlandworld.com

Wolf's Blood

At 3rd level, the wolf blood in your veins awakens. At night, your face grows more lupine and you grow more hair. You gain the following features:

  • You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • On the first melee attack you make against a creature, if you hit it and it is no more than one size larger than you, it must succeed on a Strength Saving Throw against your ranger spell DC or be knocked prone.

Wolf's Pack

At 7th level, your wolf's blood makes you especially effective when fighting with allies, whom you consider your "pack." You gain the following benefits:

  • You have advantage on one attack roll you make on your turn against a creature if at least one of your allies is within 5 ft. of the creature and the ally isn't incapacitated. This feature can't grant advantage on more than one attack roll per round.
  • If you make a melee attack against a creature that you have knocked prone and hit it, you deal an extra 1d8 damage.
  • Your speed increases by 10 feet.

Wolf's Bite

At 11th level, when you fight, you gain a wolf-like snout, complete with a maw full of sharp teeth. When you take the attack action on your turn, you may also bite, which is an additional attack. Your bite is a melee weapon attack that does 1d8 piercing damage plus your Strength bonus.

 

Wolf's Form

While you are transformed, the following rules apply:

  • Your statistics are the same in wolf form, including your Hit Points, Armor Class, and the number of attacks you are able to make, except for the following exceptions: your speed becomes 40 feet, unless your is equal or higher. You lose your Wolf's Pack feature and gain the wolf's Pack Tactics feature. You become proficient in Perception and Stealth, if you aren't already. Any time you hit a creature with a melee attack, it must succeed on a Strength Saving Throw against your ranger spell DC or be knocked prone.
  • You can't cast spells, speak, or take any action that requires hands. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the wolf is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless the wolf also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your wolf form, or is worn by the wolf form. Worn equipment functions as normal, but the GM decides whether it is practical for the wolf to wear a piece of equipment. Your equipment doesn't change size or shape to match the wolf form, and any equipment that the wolf form can't wear must either fall to the ground or merge with it. Equipment that merges with the wolf form has no effect until you leave the form (with the exception of equipment that provides a bonus to your Armor Class).
  • You gain resistance to damage from bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons.

Previous Versions

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2/17/2022 9:20:15 PM
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