Ranger
Base Class: Ranger

There are many different vocations available to a ranger. Some seek an ally in the form of an animal, while others attune to the magical lessons of the fey. Instead, some choose to join the Gold Leaves, an elite group that take on young apprentices, who are dubbed Silver Leaves until they reach master status. Most Gold Leaves favor stealth, logic, and planning over a direct head on approach. They often rely on skill rather then magic, but are often considered scouts, informants, or even assassins. 

Many ideas in this (namely the Explorer Conditioning) are taken from a youtube video by "The Dungeon Coach".

Expertise

Starting at 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Explorer Conditioning

At 3rd level, your Favored Terrain choice at level 1 grants you additional benefits due to your training and experience in the field.

You gain a new benefit whenever your Natural Explorer feature allows you to choose an additional terrain, at 6th and 10th levels.

Arctic

You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against cold damage.

Coast

Swimming no longer costs you extra movement. You can also hold your breath twice as a long as you normally can.

Desert

You are naturally adapted to hot climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against fire damage.

Forest

You gain proficiency in Perception and Survival if you don't already have it.

Grassland

Your speed increases by 10 feet.

Mountain

You are naturally adapted to high altitude as described in chapter 5 of the Dungeons Master's Guide. Also, climbing no longer costs you extra movement.

Swamp

You gain resistance to poison damage and have advantage on saving throws against disease.

Underdark

You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, you instead gain blindsight with a range of 5 feet.

Improved Hunter's Mark

Starting at 3rd level, when you are tracking a favored enemy, or any creature in your favored terrain, you may cast Hunter's Mark at your highest level spellslot without consuming it if you have it prepared. The spell's range is increased to 5 miles, and you do not have to see the creature in order to use this feature.

If you are tracking a group of creatures, the DM decides what creature the mark is placed on (typically the strongest creature, or the one with the most defined tracks). 

Weaponized Knowledge

At 7th level, when initiative is rolled against a favored enemy, creature native to your favored terrain, or that you have fought before, roll a DC 14 Survival check to learn aspects from this list; Damage Vulnerabilities, Damage Resistances, Damage Immunities, Condition Immunities, or Senses. If the creature is a favored enemy, this roll is made with advantage. On a success, you may learn two qualities about the creature, on a failure you learn one. Additionally, you may apply Hunter's Mark at first level to the target of this feature without expending a spellslot.

You may also use this feature as a bonus action a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

Gold Leaf Promotion

At 11th level, you trade in a Silver Leaf for a Gold One, becoming a respected member of the conclave. As a result, you are given special training of your choice by the senior members. This can take the form of skills, tools, or providing a feat from a specific list of options. 

Alert - Special Training

You receive training to always be on guard, and never let your eyes wander from the hiding spots in any given place, granting you the Alert feat.

Dual Wielder - Special Training

You are taught the value and finesse required to wield weapons in both hands with a great deal of grace and unexpected speed. You gain the Dual Wielder feat.

Healer - Special Training

You are taught the importance of keeping ones allies and enemies alive in despite straits, and gain the Healer feat.

Sharpshooter - Special Training

You are given training by the best shooter among the Gold Leaves, training at extreme ranges no one else could hit, gaining the Sharpshooter feat.

Skill Training

You touch base with other senior members you may have never needed to converse with before, and they offer you even more training as reward. You gain proficiency in 2 skills or tools of your choice.

Skulker - Special Training

You are further taught the value of striking at the right time, only with the upper hand, and gain the Skulker feat.

Hunter's Quarry

At 15th level, your time spent tracking has improved past mundane means. You gain access to the Hunter's Quarry spell, and it does not count against known or prepared spells. When using the Improved Hunter's Mark feature gained at 3rd level, you may cast Hunter's Quarry instead of Hunter's Mark. This feature does not improve weaponized knowledge.

Please Note: D&D Beyond does not allow linking homebrew spells from a homebrew class. The spell should be automatically added to your spell list upon gaining this feature.

Previous Versions

Name Date Modified Views Adds Version Actions
10/4/2020 2:54:58 PM
21
0
1
Coming Soon
10/4/2020 3:04:28 PM
22
0
2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes