Ranger
Base Class: Ranger

  a Arachnoid Ranger is the epitome of a ranger. an Arachnoid Pirate's spider abilities make them better at navigation, riding a steed, and being a skirmisher. but a life-changing event, such as being literally rebirthed or resurrected by a drider or being bitten by a dangerously transmuted arachnid, has imbued you with the abilities of a spider. and this arachnid humanoid transformation has left you physically unchanged except you can now produce deadly poison and ropes of silken web from your palms, and even scale walls with your fingertips.

Basic Spider Traits

Jumper. You can determine your jump distance using your wisdom rather than your Strength.

 

Strong. you can use your wisdom ability modifier when rolling your strength rather than your Strength ability modifier.

 

Natural Web Creation. You can magically produce sticky, silken spider webs from your hands as a Action or bonus action. This web dissolves after 24 hours. You have these abilities:

 

Pull Yourself. You project a line of web at a point you can see within 60 feet, pulling yourself to that point in a straight line without provoking opportunity attacks. You can also use this benefit as a Reaction, when you fall to pull yourself up to 60 feet in any direction.

 

Manipulate Objects. You can use a line of web to manipulate an object within 60 feet from you. For example, you can pull an object to your hand, close a door, or snatch a medium or smaller object. this can be used with the Robbery spell.

 

Web Swing. You can use your walking speed to swing through an area like Disney's Spiderman (just like when Spiderman is moving through new york city using the web ropes he can shoot from his palms in order for him to swing through new your city.).

 

Shoot Rope web. as an action or a reaction, you can shoot a 60-foot-long rope of web to a point you choose and that web rope is strong enough to anchor it to that point you chose.

 

Web Tent. as a action and for 1 hour, you can create a tent made out of spider webbing that protects you and your party members from the weather. this tent is soft inside enough to sleep good at night. the tent can comfortably have the whole party in it. the tent is as magic and elemental resistant as a tent. you and any of your party members that have web sense will be alerted to creatures getting close to the web tent, and thus they will have advantage on initiative rolls while in the tent. also you and your party members can easily walk around the inside of the tent without getting stuck to the webbing of the tent.

 

Web Sense. While in contact with a web or a web tent, the spider knows the exact location of any other creature in contact with the same web.

 

Web Parachute. When you fall, you descend at a rate of 60 feet per round and you take no falling damage.

 

Web Walker. You automatically ignore movement restrictions caused by webbing.

 

Reel. you pull a creature, that you or your party members have grappled or restrained by using webbing, up to (a number of feet equal to your walking speed).

Base Ranger traits improvements

Darkvision. you have darkvision with a range of 300 feet. if you already have darkvision of that range then this trait does not affect your character.

 

Quick Archer. when you use an action to attack something with a ranged weapon, you attack twice instead of once. at Ranger class level 7, you attack three times per action you use. at ranger class level 14, you can attack four times per action you use. you can use this trait to attack multiple targets making any of your extra attacks hit and potentially damage other somethings. this ability only works with bows and crossbows.

 

Parry. When you are hit by a melee attack roll while holding a melee weapon you can add a bonus (your wisdom ability modifier) to your AC against that attack, possibly causing it to miss.

 

Charge. if you move at least 15 feet towards a creature while you are on a steed, then, when you attack that creature but for 1 round only, you have advantage on hit rolls and damage rolls you roll to attack that creature with your Trident.

 

Strong Skin. you have a bonus armor class of +2. that + 2 bonus armor class is increased by 1 at certain character levels, at level 5 (+3), at level 11 (+4), at level 17 (+5). because of this, manually subtract any equipped shield's given bonus to your armor class.

  

Calvary. you gain a free non flying mount that has a walking speed as your summoned steed. you also gain a free non flying mount that has a swimming speed as your summoned steed. at level 10 you gain a mount that has a flying speed as another summoned steed you have. The summoned steed you gain has a max speed of 60 in any speed. a summoned steed cannot attack creatures and objects. also, the only languages your summoned steeds know are your languages. Summoned steeds are unsummoned and summoned as an action. Also, your mounts look like undead versions of the living creatures they are supposed to be.

 

Fast Swordsman. you can do two melee attacks per action you use.

 

Elven Armor. your armor class, minus the armor class benefit of your, is (14 + your wisdom ability modifier).

 

Ballistic Shield. if you have a shield in one of your hands, when a creature that succeeds in their hit rolls against you, that creature has to roll a 1d20 to see if the damage that creature does is not nullified by your shield. if the creature rolls a 12 or higher on that 1d20 roll, your shield does not nullify the attack but if the creature rolls a 11 or lower on that 1d20 roll, your shield does nullify the attack. also, ranged attacks against you, have disadvantage in hit rolls and attack rolls while you have a shield equipped and in one of your hands.

 

Infinite ammo. any ranged weapon you have equipped automatically creates its own ammo when you attack something with it. also, any weapon you equip that has the thrown property, returns to your hand immediately after you use it to make a ranged attack roll.

 

Improved Hunter's Mark (Hunters Mark spell improvement). you can use hunters mark as a cantrip. And at certain character levels you gain the ability to do other types of damages with hunter's mark, level 7 (fire, Cold, Lightning), level 11 (acid, necrotic, psychic), level 15 (radiant). also, your hunter's mark no longer requires concentration.

 

Light Infantry (replacement for the Level 2: Fighting Style trait that is a ranger class trait). you can use your Wisdom ability modifier instead of your dexterity ability modifier or strength ability modifier that is used in the calculation of your hit rolls and damage rolls of any one handed weapon and any ranged weapon you have equipped. also, any ranged weapon's or one handed weapon's damage die roll (minus the ability modifier) is increased at certain levels, at level 5, double the base roll, at level 11, triple the base roll, at level 17, quadruple the base roll.

 

Cloak (replacement for Level 14: Natures Veil which is a ranger class trait). you can become invisible for an unlimited amount time. while you are invisible, only creatures you talk to or creatures that are your allies can see you while you are invisible. if you harm, steal from, or attempt to touch a creature while you are invisible, you instantly become visible for 5 minutes. if you are invisible, while in combat, you end up staying visible during combat but only if you attack or try to steal from a creature. also if you enter a room that has monsters in it and you open any door or open any window or use any stairs or use a ladder, you will have to succeed on a wisdom saving throw with a DC of (8 + any creature in that room''s wisdom modifier + that same creature in that room's proficiency bonus) or no longer be invisible.

 

Unnatural Silent Movement (extra ranger class level 16 trait). while using your Cloak trait, you no longer have to make a saving throw to stay invisible if you if you enter a room that has monsters in it and you open any door or open any window or use any stairs or use a ladder.

 

Park Ranger Traits

Survivalist Healing. Your body can rapidly recover from injury. When you expend a Hit Die to regain hit points, you regain additional hit points equal to your Wisdom modifier (minimum of 1 hit point).

 

Survivalist Recovery. When you make a death saving throw, you add your Wisdom modifier to the roll (minimum of +1). If the result of your roll is 20 or higher, it is as if you had rolled a 20 on the d20.

 

Natural Spell Regeneration. During a short rest, you can recover spell slots of a combined level equal to your Wisdom modifier. Once you do, you must finish your next short rest before you can use this feature again.

 

Herbalist. You have an extensive knowledge of plants and their healing properties. You gain proficiency with herbalism kits, and you automatically succeed on your Wisdom (Medicine) checks to stabilize creatures at 0 hit points if you use a herbalism kit.

 

Potioneer. You have learned to use natural plants and herbs to create healing salves. Over the course of a long rest, you can spend 1 hour using an herbalism kit to create a number of flasks of antitoxin or potion of healing equal to (1 + your Wisdom ability modifier).

 

Hidden. You cannot be tracked, even by magic. You are always under the effects of the nondetection spell, and you can't be tracked by divination magic or magical means unless you wish to be.

 

Expert Navigator. You ignore the effects of difficult terrain imposed by natural environments, such as undergrowth, snow, or swamp. You also can't become lost so long as you can see the night sky. Finally, you and up to 10 creatures who travel with you don't have your travel slowed by natural difficult terrain.

 

Beast Language Expert. You have a special insight into the mannerisms and sounds of wild animals. You can communicate back and forth with beasts as if you were always under the effect of a speak with animals spell.

 

Wilderness Expert. At the end of a long rest, you can attune to your surrounding environment. Examples include, but are not limited to: arctic, coast, desert, forest, grassland, mountain, or swamp. While in your attuned environment, you gain the following benefits:

 
  • You have advantage on Wisdom (Nature) checks related
    to the local plants, animals, ecosystem, and weather.
  • You find twice as much food when foraging or hunting.
  • You cannot be surprised unless you are incapacitated.
  • You have advantage on your initiative rolls so long as you are not surprised or incapacitated.

Wall Crawling

Climber. You gain a Climb Speed equal to your Speed.

 

Hiding on Ceilings. If you are on a ceiling, you are invisible as long as any enemy that could see you is below you and you haven't attacked any of those enemies.

 

Spider Climb. You can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.

Use Magic Device and Spider Sense

Attunement. You can attune to up to four magic items at once.

 

Charges. whenever you use a magic item property that expends charges, roll 1d6. On a roll of 4 to 6, you use the property without expending the charges.

 

Scrolls. You can use any spell scroll, using wisdom as your spellcasting ability modifier for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell’s level) using your wisdom ability modifier instead of your intelligence ability modifier. On a successful check, you cast the spell from the scroll. On a failed check, nothing happens but when using the spell scroll in combat, you also can't use the spell scroll until your next turn in combat.

 

Spider Sense. As a reaction, when an attacker you can see hits you with an attack, you can halve the damage against yourself.

 

Sniper Trait

Sniper Shot. if you have equipped either a bow, a crossbow, a trident, or any amount of one handed melee weapons, then a hit roll with that weapon or weapons is a critical hit on a 1d20 hit roll of 11 or higher.

 

Head Shot. If you succeed in rolling a hit roll against a creature that has fewer than 100 hit points, that creature must roll a 1d20 roll to avoid being slain instantly with that attack. if the creature rolls a 10 or less on that 1d20 roll, the creature is instantly slain with the attack. but if the creature rolls a 11 or higher on that 1d20 roll, the creature avoids being instantly slain with that attack. if you succeed in rolling a hit roll with a two handed weapon other than a bow or a crossbow or you succeed in rolling a hit roll with a non one handed melee weapon, the head shot trait is not used.

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