Base Class: Ranger
Rangers of the Wanderer Conclave walk the world without master, creed, or nation, bound only by the quiet oath they carry within. To them, the blade is not a mere weapon but an extension of the soul, a mirror to their will and purpose. They have walked countless roads and crossed the untamed wilds, learning to draw strength not from loyalty or law, but from balance. Between body and spirit, motion and stillness, life and death.
Where others see battle as chaos, a Wanderer sees a rhythm. Every breath, every strike, every heartbeat flows in perfect sequence. Their sword becomes a meditation, their movements a hymn to discipline and resolve. To face one in combat is to stand before a still lake moments before the storm.
Though they walk alone, the Wanderer’s purpose is never selfish. Wherever greed, cruelty, or corruption disturbs the world’s harmony, they step forward without hesitation. They seek no glory or reward; their journey is its own end. When the Wanderer’s blade is drawn, it speaks not of vengeance, but of balance restored.
Level 3: Path of the Wanderer
Starting at 3rd level, your life spent upon untamed roads has sharpened both your instincts and endurance. You are gain proficiency in the Survival skill, alongside increasing your movement speed by 5 feet. This increases by 5 feet at 7th level in this class(10 feet), 11th level(15 feet) and 15th level(20 feet)
Additionally, you have an Advantage on Initiative rolls.
Wanderer Magic
At 3rd level, your travels and journeys have allowed you to always have spells ready. When you reach a Ranger level specified in the Wanderer Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Prepared Spells |
|---|---|
| 3 | Fog Cloud |
| 5 | Find Steed [Fey Only] |
| 9 | Spirit Shroud |
| 13 | Death Ward |
| 17 | Steel Wind Strike |
Level 3: Standoff
At 3rd level, when you mark a creature with Hunter’s Mark, you can choose to initiate a Standoff.
The creature is affected normally by Hunter’s Mark. In addition, your focus and presence compel it to acknowledge you as its primary threat. If the marked creature attacks a creature other than you or willingly moves more than 30 feet away from you, you can use your Reaction to move up to your Speed and make one melee weapon attack against it at Advantage, provided it is within your reach. On a hit, the creature’s movement speed becomes 0 until the start of its next turn. You must be able to see the creature, and the attack must be made with a weapon you are currently wielding.
The Standoff ends early if you make an attack against a creature other than the marked target.
Level 7: Unnatural Skills
At 7th level you have mastered the art of channeling your will through your blade. When you hit a creature with a melee weapon attack, you can use your reaction to expend a spell slot and invoke one of the following techniques
Unnatural Parry. Your focus sharpens, anticipating every strike. Your Armor Class increases by 1d4 + the level of the spell slot consumed until the end of your next turn. If a hostile creature misses you with a melee attack while this effect is active, your Standoff target takes slashing damage equal to your ranger level if you are within reach.
Unnatural Movement. Your body moves with inhuman grace. Your movement Speed increases by 5 feet × the level of the spell slot consumed until the end of your next turn. During this time, you have Advantage on Dexterity saving throws, and attack rolls against you are made with Disadvantage.
Unnatural Resolve. You draw on your inner strength and let your blade restore your vitality. You regain Hit Points equal to a number of d10s equal to the level of the spell slot consumed, adding your Constitution modifier to each die rolled. After doing so, you gain Advantage on the next saving throw against the target of your Standoff you make before the start of your next turn.
Level 11: Stances of the Wanderer
At 11th level, you have learned to channel your inner stillness and attune your movements to the world’s elements, you gain access to Stances. At the start of your turn, you may choose whether to adopt Stone, Water, Wind or Moon Stance. Once you use a Stance, you cannot use it again until you take a short rest, or have used all other Stances.
Stone. The Enduring Blade
Your melee weapon attacks deal extra damage equal to your Wisdom modifier. Additionally, you are immune to the Prone condition and cannot be moved or knocked back by attacks, spells, or effects unless you choose to be. You remain in place even when subjected to effects that would normally push, pull, or otherwise displace you.
Water. The Flowing Current
When you hit a creature with a melee weapon attack, you can move up to 10 feet without provoking Opportunity Attacks. Additionally you are immune to the Restrained condition, and you can enter and stay in the space of another creature.
Wind. The Dancing Tempest
Your melee weapons reach increase by 5 feet and you can take the Dash or Disengage action as a bonus action. Additionally, while you are in this stance you ignore Difficult Terrain and your speed cannot be reduced in any way.
Moon. The Silent Reflection
When you hit a creature with a melee weapon attack, each other hostile creature within 10 feet of the target takes damage equal to your Wisdom modifier (minimum 1). If there are no other hostile creatures within 10 feet of the target, you regain hit points equal to your Wisdom modifier (minimum 1). Additionally, you are immune to being Charmed, Frightened, or Possessed. If you are already affected by any of these conditions when you enter this stance, you immediately end that effect.
Level 15: Soul of the Wanderer
At 15th level, At the height of your skill, your mind and body move as one with your blade. Each strike, each step, each breath flows naturally into the next, as if time itself slows to match your rhythm. In this state, your actions become effortless, precise, and unstoppable.
Grace of the Wanderer
You learn the Prestidigitation cantrip. It is always prepared for you, and it counts as a ranger spell for you.
Additionally, your Tireless feature is enhanced. When you use Tireless, you can choose to regain Hit Points equal to 2d10 + your Constitution modifier instead of gaining Temporary Hit Points. You can still use Tireless as normal if you prefer.
Pinnacle of Momentum
When you take the Attack action on your turn, you can expend a spell slot to unleash the full power of your flow. The effects you gain depend on the level of the spell slot expended. You gain the benefits of the chosen level and all levels below it:
1st Level: Focused Strikes
Your strikes flow with perfect precision, granting you a +1 bonus to attack and damage rolls.
2nd Level: Force of Will
Your blade hums with forceful energy, and your strikes deal an extra 2d6 force damage on a hit.
3rd Level: Flawless Assault
Your mastery of rhythm allows you to strike once more in the same Attack action, making one additional melee weapon attack.
4th Level: Fatal Opening
Your strikes find the perfect opening, your critical hit range increases by 1.
5th Level: Fleeting Form
Your strikes are nigh impossible to see, creatures cannot take reactions in response to your attacks.
You can use Pinnacle of Momentum once per turn, and its effects last for the duration of your Attack action.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/17/2025 6:21:09 AM
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19
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0
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Ankylosaurus
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Coming Soon
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