Ranger
Base Class: Ranger

Whereas bards use their general knowledge to aid others, factotums focus their abilities solely upon themselves. Constantly on the hunt for new abilities and tricks, factotums eventually find the right tool to overcome practically any problem. As a factotum, you are a jack of all trades. For short periods of time, you can stand in for almost any other member of the party. Your intellect, training, and experiences allow you to bolster your efforts in almost any situation.

Opportunistic Piety

Starting at 3rd level, you are legendary for the number of holy symbols, lucky trinkets, and blessed items you keep handy. These items enable you to channel divine energy that allows you to learn an additional spell when you reach certain levels in this class, as shown in the Opportunistic Piety Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Opportunistic Piety Spells

Ranger Level Spell
3rd bless
5th lesser restoration
9th beacon of hope
13th guardian of faith
17th mass cure wounds

Cunning Acts

At 3rd level, while you may learn many paths, you master none of them. Rather than train in a given field, you master all the basics and manages to pull out something useful when the situation is desperate enough. At the beginning of each day you gain an amount of inspiration points equal to your Ranger level, that you can spend to activate your cunning acts. All inspiration points refresh after a long rest.

Cunning Awareness. When attempting to use the Primeval Awareness feature, you can spend 2 inspiration points to reveal the location or number of creatures and traps that are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain).

Cunning Defense. You study your opponents and learn to anticipate their attacks, as a reaction, when you are hit by an attack, you can spend 3 inspiration points to gain a bonus to your Armor Class, equal to your Wisdom modifier, against the triggering attack.

Cunning Insight. Before making an attack roll or damage roll, you can spend 1 inspiration point to gain a bonus to the roll equal to your Wisdom modifier. 

Cunning Knowledge. When making an ability check, with a skill in which you have proficiency, you can spend 1 inspiration point to gain a bonus to the roll equal to your Wisdom modifier. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Stealth check, you cannot use the ability to improve other stealth checks for the rest of the day, though you can use it on different skills.

Brilliance

At 7th level, you can add half your proficiency bonus, rounded up, to any ability check you make that doesn’t already include your proficiency bonus.

Arcane Dilettante

At 11th level, your understanding of magic becomes more detailed. By spending an amount of Inspiration points equal to twice the spell's level, you may cast a Ranger spell without expending a spell slot.

Improved Cunning Acts

At 15th level, you have become the ultimate jack of all trades. With all your newfound cunning acts you can use your inspiration points in new ways. Additionally, when you roll initiative and have no inspiration points remaining, you regain 3 inspiration points.

Cunning Dodge. Your luck, reflexes, and intuition allow you to nimbly dodge attacks, as a reaction, when an attacker that you can see hits you with an attack you can spend 3 inspiration points to halve the attack’s damage against you.

Cunning Strike. Your broad knowledge allows you to study an opponent and gain a brief dash of insight to breach their defenses. When you take the attack action you can spend 2 inspiration points to ignore resistance to nonmagical attacks and damage until the end of your turn. 

Cunning Surge. You learn to push yourself when needed, immediately after you take the Attack action on your turn, you can spend 3 inspiration points and can take one additional action.

Improved Cunning Knowledge. When making an ability check or saving throw, with a skill or save regardless of if you have proficiency, you can spend 2 inspiration points to gain a bonus to the roll equal to your Wisdom modifier.

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