Base Class: Ranger
Rangers all are known to master surviving the rigors of natural environments and prove themselves the bane of various creatures, but might find themselves confounded by new enemies and new regions. However, there are some special few that are true explorers of nature and can apply the skills and knowledge that most consider a specialty in order to overcome the adversity of fighting new foes in strange lands. These rangers have learned to adapt to any terrain and any foe, taking their natural wisdom about the places they've been to master new challenges that present themselves throughout an adventure. A rangemaster can never be caught truly off guard, evolving old skills to deal with new experiences. These rangers are known as "Rangemasters", though none among their ranks would use the term to describe themselves, simply referring to themselves and each other as simply "Rangers".
Rangemaster conclaves follow into 5 separate houses.The sovereign Hunters, Waveriders , The Council of faces, green wardens, and mercury knights.The sovereign Hunters take refuge within the arctic north, the high mountains, and the barren plains. Masters of overcoming hazards on the environment and outlasting their targets. The waveriders train with the barren desserts, the diverse coastlines and the terrifying oceans. To adapt, learn and overcome the obstacles to continually advance towards a target.The council of faces are the master bounty hunters of the world. Belonging to a shadow organization to provides outlets to take down the biggest criminals within the confines of urban environments. To Secure, Contain and Protect is their motto. The green wardens belong to grasslands, swamps, and forests of the world. Being the natural guardians to those domains. Over time mastering the techniques from the wildlife and magic within the environments to adapt their professions. Lastly are the mercury knights where they have no dominion over. Their only goal is to rid the world of magical creatures and abusers of the arcane arts. To track, subdue, and eliminate their prey they adapt to the ways of magic to better protect themselves.
. There are some common themes among them, however. Rangemasters are especially observant, and rarely distracted by the wonders one might encounter on an epic journey, simply relating each element to something much more mundane the ranger finds relevant. This does not mean the ranger doesn't take joy in what surrounds them, but simply far more invested in understanding and participating in the natural world, rather than just passively observing.
Rangemaster magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Conclave Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Create or Destroy Water |
| 5th | Find Steed |
| 9th | Leomund’s Tiny Hut |
| 13th | Death Ward |
| 17th | Dispel Evil and Good |
Chosen house of mastery
At 3rd level, you gain one of the following features of your choice. Choose the house you follow to gain benefits
Green Wardens
magical or non-magical effects can no longer reduce your movement speed.You gain 5 ft additional walking speed and you are resistant to poison damage and immunity to diseases.Once during each of your turns, you can deal an Additional 1d6 poison damage to one creature you hit with a weapon attack.
Mercury Knights
Gain Proficiency with arcana and Heavy Armour. You gain the ability to cast True Strike at will . Wisdom is your spellcasting ability for this Spell. When you deal damage with a melee or range attack against a target that is concentrating on a spell. Double the damage to the save dc to maintain concentrating.
Sovereign Hunters
You have resistance to cold and fire damage. You’re also acclimated to high altitude, including elevations above 20,000 feet. You gain 120 ft of darkvision and have advantage on constitution saving throws for exhaustion and attack rolls against flying creatures.
The council of Faces
You gain proficiency with the disguise kits, thieves' tools, Investigation and you gain the ability to learn to read, write, speak Thieves' Cant. Creatures you restrain have a disadvantage on the ability check to break out a grapple or restrain.You can grapple or restrain one size larger than you.Urban environments are considered your favored terrain
Waveriders
You gain resistance to acid damage and can travel comfortably in temperatures up to 200 degrees. You can hold your breath for one hour, you gain 60 ft of Tremorsense sense ,Attack rolls underwater or through wind environmental phenomenon no longer have disadvantage .
Predator and Prey tactics
At 7th level, You become a master of finishing off your trapped opponents. Once on each of your turns, whenever you hit with a weapon attack against a creature that is Blinded, Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Restrained, Stunned or Unconscious you deal extra weapon damage equal to your ranger level.
At 7th level, you also gain one of the following features of your choice:
Body purification training
You have advantage on rolls against affects the blinded, deafened, petrified, poisoned or paralyzing condition.
Mind purification training
Mind purification training: You have advantage on rolls against effects the Frightened, Charmed, or Berserk(spells or effects that force you to make a weapon attack against a random creature within reach ) conditions
Dynamic Combat Specialist
You can make ranged opportunity attacks as well as melee attacks. Also you also gain an additional ranger fighting style:
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Prominence
At 15th level,Depending on your choice of house you follow you gain one of the following features of your choice.
Green Wardens
You are proficiency is wisdom saving throws
Also, When ever you take damage from a effect that forces you to make a saving throw you can spend up to half you walking speed to reduce the damage taken by the amount of movement speed used. Until the end of your next turn your total movement speed is reduce by the amount used for this feature .You can use this feature a number of times equal to your proficiency bonus per long rest.
Mercury Knights
You gain proficiency is Intelligence saving throws and you also take half damage from spells.
Sovereign Hunters
Also you are now proficiency in constitution saving throws
As a bonus action, You can replace up to your total walking speed with an equal amount of flying speed on your turn. Once per turn while flying, When you make a make a melee or ranged attack you gain advantage on your first attack against that creature.
The council of Faces
Whenever you hit with a attack roll on a Large or smaller target you may choose either, to deal an additional 1d6 damage of the weapons damage type OR pin the target in place and reduce their movement speed to 0 until the end of their next turn. The target must make a Dexterity saving throw against your ability save DC (8 + your proficiency bonus + wisdom)
Waveriders
As a bonus action, you can replace any amount of your walking speed with an equal amount of burrowing or swimming speed on your turn. When you move in this way you doesn't provoke an opportunity attack when you move out of an enemy's reach.
Previous Versions
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1/27/2021 10:00:38 PM
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1/30/2021 8:00:34 PM
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