Base Class: Ranger
Rangers are some of the greatest when it comes to environmental knowledge and creature studies, however you practiced your craft to absolute perfection. You decided to learn the ins and outs of all biomes, the creatures and plants who live in their habitats, and how to properly utilize the gifts of nature to perfect your abilities.
Natural Habitat
When you pick this subclass at 3rd level, you gain more knowledge of your preferred environment and how to make use of their properties. You gain new abilities based on which terrain you picked for the "Natural Explorer" feature. You gain a new ability each time you gain a new favored terrain type.
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Arctic |
You gain the 1st level spell Ice Knife which does not count against your known number of ranger spells. You can cast this spell as a bonus action without material components and if you cast this spell against one of your favored enemy types, you gain advantage rolls to hit the target. |
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Coast |
Whenever you land an attack on a creature, you can spend a spell slot and recreate the force and power of a wave. The creature must make a Constitution saving throw against your Spell Save DC. On a fail they extra damage and are knocked prone. On a save they take half damage and are not knocked prone. The extra damage is 1d8 thunder damage for a 1st level spell slot, plus 1d8 thunder damage for each spell slot higher than 1st, up to a max of 5d8 thunder damage. |
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Desert |
You can magically store a 1ft by 1ft cube of sand. As a bonus action, you can throw the sand into a creature’s eyes, giving them disadvantage on attack rolls and all checks involving sight for their next turn. |
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Forest |
You can cast the spells Speak with Animals and Speak with Plants once without using a spell slot before needing a long rest to regain their use. |
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Grassland |
Your base walking speed increases by 5 feet. If one of your favored enemies or a creature you have damaged is 60 feet away from you or more and you can see the creature, you can take a bonus action to dash towards the creature. |
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Mountain |
You magically harden your skin to a tough, sturdy rock like substance. While you are not wearing armor, your AC is 10 + your Dexterity modifier + your Wisdom modifier. You still gain benefits from shields. You lose this ability whenever you fall unconscious but you regain it each time you regain consciousness. |
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Swamp |
You gain a swimming speed of 20 feet if you do not have a swimming speed. You can hold your breath for 5 minutes and your movement is not slowed in water regardless of what you are currently carrying. |
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Underdark |
You are able to clearly see in the dark of up to 120 feet as if it were bright light. You are able to see colors using your darkvision. Your sight cannot be impaired through any means such as poisons or spells like Blindness/Deafness. |
Urban Studying
At 7th level, you begin studying about urban habitats, specifically the habits and characteristics of the inhabitants, using your knowledge to your advantage. You can pick two humanoid races (such as goblins or kobolds) to be added to your list of favored enemies. You gain advantage on Charisma rolls against your favored enemies if they can understand you. You also learn the 1st level spell Charm Person. If you cast Charm Person against one of your favored enemies, the target makes the Wisdom saving throw with disadvantage.
Environmental Enhancements
At 11th level, you begin to incorporate the aspects of nature into your fighting style. You gain one of the following features of your choice.
Warmth of Sunlight: Whenever you deal damage with a weapon, you may choose to deal radiant damage instead.
Flow of Water: Whenever a creature misses a melee attack against you, you may take a reaction to make an melee attack against the creature.
Endurance of Stone: You gain advantage on Constitution saving throws against any non-magical effect.
Three World Pillars
At 15th level, you decide to dedicate yourself to the three main pillars of the world. The land, the sea, and the sky. You receive each of the following benefits.
Strength of the Land: Spells and abilities such as Thunderwave that can push you away or knock you prone fail to move you from your original position. Other effects still apply.
Body of the Sea: You gain resistance to all non-magical forms of damage.
Openness of the Sky: You gain proficiency in Perception if you are not proficient in it. You can double your proficiency bonus with all Perception checks you make.
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