Base Class: Ranger
Trailblazers devote themselves to leading others safely through the many dangers of Everfall’s wilderness. These rangers use their knowledge of the land to lead expeditions, guide scholars and accompany adventuring parties into hostile territory. Though most develop their skills in the great outdoors, their focus on assisting and elevating their companions lends itself well to adventuring in any environment. As such, trailblazers find themselves welcome in almost any group they join.
Trailblazer Magic:
|
3 |
bless |
|
5 |
enhance ability |
|
9 |
haste |
|
13 |
dimension door |
|
17 |
circle of power |
Swift Leader
At 3rd level, your leadership and experience allow you to give your allies the edge when combat breaks out. When you finish a short rest, you may choose up to 5 friendly creatures you can see within 30 feet. Those creatures gain a bonus to their initiative roll equal to half your proficiency bonus (rounded up). This effect lasts until the next time the creatures rolls initiative, or you finish a long or short rest.
Assisted Escape
Also at 3rd level, you gain the ability to assist an ally in danger. As a bonus action, you may choose a friendly creature you can see within 60 feet. On its next turn the creature’s movement does not provoke opportunity attacks.
Team Comes First
Starting at 7th level, you have learned to react in the precious few moments before danger strikes to aid your allies, even at your own expense. When you and a friendly creature within 30 feet make a saving throw against the same effect, you may use your reaction to grant that creature a +10 bonus to their save whilst imposing a -5 penalty to your own. You can do this after the creature has rolled its save, but you must do it before you know the outcome of its save and before you roll your own. If multiple Trailblazers use this feature, the effects do not stack.
Lead the Charge
Starting at 11th level, your mere presence can encourage others to follow your lead. Whenever you use the Dash action on your turn you can inspire a nearby ally to follow suit. At the end of your turn, choose one friendly creature who was within 5 feet of you at some point during your turn. That creature gains extra movement equal to their current speed on their next turn.
Chain Reaction
Starting at 15th level, you have perfected the flair of your attacks to best create moments of distraction or weakness, providing openings for your allies to capitalise on. Whenever you take the Attack action and hit a single target with both of your attacks, each friendly creature within 30 feet can use a reaction to make one attack, each at a different target.
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