Ranger
Base Class: Ranger

Rangers in The Shifting Wane decide to take about things differently. Switching every aspect about them after one quick sleep, as to hunt their strange prey differently. When they come about a target they need, they will quickly 'mark' the target, something that allows them to know exactly where their prey is for the next day, before they sleep. After said sleep, they change the terrain they know how to hunt in and the creatures they know how to hunt. This process changes everything about what they know, and right after this; they stalk their prey. When they find that prey they deal with it.

They live, hunt, and sleep. But there is more, as the magic absent in The Shifting Wane merges with them, making their magic similar to that of sorcerers and other such people born with powerful magic. These rangers thrive in chaos and change on a whim, with the help of magic.

Level 3: Mark of The Wander

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has Immunities. Your Hunter's Mark also lasts a day no matter what spell level you use, and when you cast a level 3+ spell slot, you know exactly where the Marked creature is, even during a long rest.

Level 3: Change by The Hours

Whenever you finish a Short or Long Rest, you can replace your favored enemy option with the other one, and change the language you gain from it as well.

Level 7: Unknown World

Whenever you finish a Short or Long Rest, you can replace the options chosen as your favored terrains with other options. You can also deal 1d6 damage additional of any type you choose once per turn, and you can do this an amount of times equal to twice your proficiency bonus. When you reach the limit, you must finish a Long Rest to recharge it. The damage increases by one dice at level 11 (2d6), at level 17 (3d6), and at level 20 (4d6).

Level 11: Worldwalker

When you wander around in a familiar space, magic pulses in you, allowing you to fight what is familiar better, and healing you up. When you enter your favored terrain, you gain 2d10 temporary hit points and have advantage on all attack rolls against your favored enemies until you leave your favored terrain.

Level 15: Mark the Wicked

When a creature marked by your Hunter’s Mark, that is also a favored enemy deals damage to you, it must succeed on a charisma save equal to your spell save DC, or become Obvious. Whist Obvious gain one levels of Exhaustion and take damage equal to your proficiency bonus once every 30 minutes. It's motives are clear to any Humanoid, Beast, Dragon, Monstrosity, Plant, Fiend, or Celestial with 8 intelligence or lower. It's Exhaustion gets one level higher ever day. The creature can repeat the save once every hour. It can only have one Obvious in effect on it.

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4/20/2025 7:19:57 PM
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