Base Class: Ranger
The Wildborne learns his skills and knowledge from his mentors that are not necessarily from the Ranger conclave. These mentors don't have to be a Ranger themselves but can teach their trainee what they know in order for them to survive or to operate with their coven, cult or organization.
As the last member member of your tribe, you have suffered through hard ships from nature, people and towns that impose their strict rules on people like you. You are a survivor and you do what you can to survive. Even it is working with someone you don't like to be around with.
Shamanistic Knowledge
Through your teachings from your mentor you gain an understanding of nature around you. These spells are added to your ranger spell list.
Wild Highbourne Spells
RANGER LEVEL |
SPELL |
3 |
Cyclonus![]() |
5 |
Trapfinder |
9 |
|
13 |
|
17th |
Relentless Endurance
You learn to surpass your normal limits and are granted the following.
- your movement speed increases by 5 feet
- you gain temporary hit points equal to your class level plus your con. modifier (minimum of 1)
- you gain damage resistance to non-magical bludgeoning, piercing and slashing damage, up to DR/1. This resistance last until you take damage equal to your total temporary hit points.
These abilities can be used once per day and can be regained after you finish a long rest.
Frenzy
You learn to hone your weapon skills towards your enemies. This increases your prowess in battle with your chosen weapons.
Melee weapons:
You can make one melee attack at each enemy within 10 feet of you that moves towards you. Each enemy targeted takes the weapons damage.
Range weapons:
You can make one range attack at each enemy within range. Each enemy targeted takes the weapon damage. This skill can be added with Hail of Thorns or Conjure Barrage.
Special Talent
You become exemplary in your studies of warfare. You learn two special talents.
- choose up to four skills you know that have a proficiency bonus. You can double your proficiency bonus
- your knowledge of attack spells teaches you how to avoid them. As a reaction, you can redirect an attacker's spell to another target of your choice that is within 30 feet of the spellcaster. You must sacrifice a spell slot at level 4 or higher to do this. If the spell level is above level 4, the DC equals 10 + the spell's level.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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3/27/2021 1:30:44 PM
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2
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1
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2.0
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Coming Soon
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