Ranger
Base Class: Ranger

2024 ranger makes me sad :,( but still made this subclass with it in mind. Plug it in wherever tho, and please let me know what you think! This is my first time making a home-brew subclass. I wanted a ranger that felt more like a protector than a hunter.

Ranger Sentry’s are the ever-watchful eye of the storm and the the rain of arrows that follows. Their soldier-like routines and precautious nature make them ever watchful, perfect for sneaky foes and standing guard. Sentry's take a different path than most rangers. Bound by code and duty, they dedicate their lives to living in the night, watching out from beyond high castle walls and on the corners of shady alleyways. Sentry's are the archers that have seen war from the ramparts, the darkest forests from deep inside, the eyes of stalkers coming for their lives, and remained unblinking. They are lightning quick with a weapon, and their razor reflexes make it hard to pin them down as well. Much more they are hardened by the experience of many battles, and dulled to any fear of what lurks in the night.  They are the watcher, the eyes above, and the faith people have to rest easy at night. 

Eagle Eyed

Your sharp eyes and wicked sense of danger prevents you from being caught unaware. Much more, when you are aware, you are deadly. 

- Awareness - You can't be surprised while you are conscious and other creatures do not get advantage on attack rolls against you while unseen by you. You add your proficiency bonus to your initiative rolls.

-  Eagle Eyed - Once per turn, when attacking a creature affected by your hunters mark or a creature who hasn't acted during combat you can choose an effect from one of three options:

  • Covering Barrage - Protect your allies and distract an enemy with a quick barrage, target must succeed on a dexterity saving throw or suffer disadvantage on any attack role made until the end of its next turn.
  • Pin Down - Strike a vital joint to pin down a creature, target must succeed on a constitution saving throw or have its speed reduced by 10 until the start of your next turn. 
  • Precise Strike - There's really only one shot that matters, reduce the amount needed to roll a critical strike by 1 on your next attack. 

 

Watchdog

The Eyes and Ears - You call out, warning of incoming danger:

  • You and any ally within 300 feet (okay so sound is hard to measure but the suggested "audible distance" for "very loud noise" is (2d6 x 50 feet) which averages out to 300 feet and the idea is you are warning everyone who can hear you) adds a d4 to initiative rolls. 
  • You gain advantage on dexterity and wisdom saving throws against attacks and abilities you can see. (Upon reaching level 18, Feral senses allows this ability to affect unseen attacks and abilities within 30 feet)

Watchdog - Your keen senses have been attuned to a point. You are a watchdog, you're always on guard. 

  • Mark one ally as "under watch." This can be done out of combat at any time, and remains as long as you can see the person. This cannot be done on an unwilling creature or on a creature with an intelligence of 4 or less. You can change targets for this effect upon rolling initiative, but cannot change again while still in combat. When rolling initiative, you and the "under watch" ally may share the highest initiative roll. They gain advantage on dexterity and wisdom saving throws that you can see when they are within 30 feet of you. (Upon reaching level 18, Feral senses allows this ability to affect unseen allies and unseen spells and attacks within 30 feet).    

Commander's View

Your eyes are quick to dart around the battlefield, assessing all and keeping ever-watchful. You know what's coming, and how to prepare.

You gain proficiency in Perception. If you already have proficiency, you gain expertise. 

Once per turn as a bonus action, you may grant a creature within 60 feet one of the following effects: 

  • Clear Path - The creature doesn't provoke opportunity attacks while moving.
  • Called Strike - The creature adds a d4 to their next attack roll.
  • Bellowing Shout - The creature receives a -d4 penalty to their next attack role. 

Vengeful Guardian

You're keen senses are just the foundation, your razor sharp reflexes allow you to lash out at any who dare to attack what's under your watch.

  • When an enemy within range that you can see targets an ally with an attack, you may make an attack roll against it as a reaction. This attack automatically triggers one of the Covering Fire, Pin Down or Prepared Strike effects without needing hunters mark or triggering the "once per turn" condition. (At level 18, Feral Senses allows this attack to be made against unseen creatures within range, within 30 feet.)

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