Ranger
Base Class: Ranger

An ace who lives for the perfect shot, in a gunfight at the edge of the world. A warden that hunts down evil across even the most sparse and desolate corners of creation.

Warden’s Lore

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 any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Warden’s Smite

When you hit a creature with a weapon attack, you may expend a spell slot to deal 2d8 lightning, fire, cold, or poison damage, with an additional 1d8 damage for each spell slot above first. Each chosen damage type has a unique effect.

Lightning- also damages any creatures within 10 ft. of the target other than the Warden.

Fire- deals an additional 1d4 fire damage and causes the target to become more easily visible, granting +1 to attacks made against it until its next turn.

Cold- inflicts a 15 ft. penalty to the target’s movement speed until the start of the Warden’s next turn. Each subsequent application of this penalty onto a target is half as effective as the last.

Poison- the target must succeed on a constitution saving throw against the Warden’s spell save DC, or be poisoned until the end of the Warden’s next turn. This poison deals 1d4 poison damage to the target when the target is dealt damage as a result of the Hunter’s Mark spell.

Defensive Tactics

You gain one of the following options of your choice. Whenever you finish a Short or Long Rest, you may replace the chosen option with another.

Deft Recovery

When you are subjected to an effect that allows you to make a Dexterity or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Escape the Horde

You no longer provoke Opportunity Attacks. Additionally, your walking speed increases by 15 ft.

Stand your Ground

Creatures have disadvantage on attacks against you unless you have taken damage since the start of your last turn.

Warden’s Ire

Hunter’s Mark no longer requires concentration, and it lasts until you choose to end it, or the target dies. When casting or reapplying it, you may choose to begin or end concentration nonetheless. While concentrating, the damage of the spell is doubled.

Superior Warden’s Defense

While Hunter’s Mark is inactive, you have advantage on all saying throws. While Hunter’s Mark is active, you have advantage on all saving throws that you are subjected to by your Quarry.

Previous Versions

Name Date Modified Views Adds Version Actions
10/2/2024 8:12:46 AM
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10/2/2024 8:30:17 AM
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10/2/2024 8:34:06 AM
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10/2/2024 11:51:33 PM
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4/30/2026 9:34:30 PM
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7/8/2026 8:05:14 AM
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7/8/2026 8:27:46 AM
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