Ranger
Base Class: Ranger

The Waste Wanderer survives alone in even the most barren environments. They have seen things and acts no person should witness, and it has taken a toll on their mind.  Even as loners they are usually eccentric and well known for their feats in battle. This renown sometimes provides them with a bit of a cult following in the less civilized areas of the world.

Madness

Your time spent alone, free from society and it's structure, has driven you mad. 

Your attacks are much more reckless granting advantage on weapon attacks and scoring critical hits on rolls of 19 and 20.

The madness has negatively affected your mind giving disadvantage on Wisdom and Intelligence saving throws. You also roll to gain a character flaw on the indefinite madness d100 table. This flaw changes and must be rolled for after every long rest.

The madness can be temporarily cured by the following spells:

Calm Emotions - All effects of madness are removed for the spells duration.

Lesser Restoration - All effects of madness are removed until the end of a long rest.

Greater Restoration - Negative effects of madness are removed until the end of a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

WITNESS ME!

If you are reduced to 0 hit points you become engaged and attempt to die for the glory of Valhalla. Before going unconscious, you can move up to double your max movement then make an opportunity attack with advantage against the target that attacked you last. If this attack kills them you remain conscious with 1 hit point. This effect can only occur once per day, and it is not triggered by non enemies like environment hazards or traps.

Road Warrior

You gain proficiency in all vehicles and tinkering. If you make an attack with the vehicle or it's weapons you can add proficiency and your wisdom modifier. 

Additionally you can take a long rest to outfit your armor or vehicle with spikes.

Enemies making melee attacks against you in your armor take 1d6 piercing damage if they are successful.

Vehicles outfitted with spikes add 3d6 piercing damage to their ram attacks.  The spikes are treated as difficult terrain for enemies, and enemies must succeed in a DC12 dexterity check or take 3d6 piercing damage.

Imperator of the Wastes

You have gained renown for your exploits in the wilds. You gain advantage on charisma checks and saves anytime you are outside of cities and towns. 

Additionally people in your preferred environments will be more willing to aid you, at the DM's discretion, giving information and even helping when they can.

As an action you can intimidate one creature within 60 ft. that can see you. They must succeed on a Wisdom saving throw against your spell save DC or become frightened for 1 minute.

Previous Versions

Name Date Modified Views Adds Version Actions
10/26/2020 3:04:52 AM
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7/8/2021 12:46:32 AM
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