Base Class: Ranger
A mountain man is an explorer who lives in the wilderness. They're instrumental in opening up the various emigrant trails allowing common folk in the east to safely settle the new territories in the west.
The life of a mountain man is rugged; many don't last more than several years in the wilderness. They face many hazards, especially when exploring unmapped areas: biting insects and other wildlife, bad weather, diseases of all kinds, injuries and hostile wildlife present constant physical dangers. Winters could be brutal with heavy snowstorms and low temperatures.
In order to stay alive, they need keen senses and knowledge of herbal remedies and first aid, among other skills. In summer, they catch fish, build shelter, and hunt for food and skins. There are no doctors in the regions where mountain men work; these people have to set their own broken bones, tend their wounds, and nurse themselves back to good health.
Tool of Trade
At 3rd level, you gain one of the following features of your choice.
Bow Hunter
-You learn how to craft your own single use arrows from soft stone and branches. It takes a short rest or long rest to craft 10 arrows.
(DC of 20 - survival modifier to find suitable material.) (finding suitable feathers, branches and stone are all separate rolls)
-Once per combat encounter, you may inflict a point of exhaustion upon the first target you hit.
Rifleman
You haven't used your trusty rifle for this long without learning a trick or two.
-You gain proficiency with Firearms if you haven't already.
-Once per turn, so long as no movement is taken after, you may use the smoke created by an attack from your rifle to obscure yourself, giving ranged attacks against you disadvantage for that remaining round.
-You gain the knowledge on how to craft your own powder and ammo. Using a mortar and pestle you're able to create your own black powder by purchasing the raw materials for half of what black powder is sold for in your current game setting. (3 satchels of ingredients creates 2 satchels of black powder) You may also use lead to create bullets by using a bullet cast. (1 lead ingot creates 15 bullets)
(These items are added into your inventory automatically)
Survival Dress
The mountain men dress in Thick wool blanket jackets, heavy animal pelts & stiffened deerskins. Relying on these sorts of attire alone for protection, they were able to survive inhospitable conditions and lethal predators. Though you may not be a full druid, wearing anything else for protection feels wrong or odd.
While not wielding a shield, you may add your proficiency modifier to your AC while wearing Padded Armor or Hide Armor.
Do what you have to
In this unforgiving land, you do what you must to survive. Your devotion to keep breathing causes you to deal an extra 2d8 per attack against any creature you plan on making tools, food or clothing out of after its defeat.
(But you'd never do that to a person... right?)
If you use this ability but fail to follow with the before mentioned intents, you will gain two points of exhaustion.
(That's not enough of a threat to get you to eat people... is it?)
Damage dice increased at 11th level to d10's & at 15th level to d12's
Heart Lung Shot
Starting at 11th level you know how to get the perfect shot on your favored foe. When you attack and hit a creature that counts as one of your favored foes, it must make a Constitution saving throw (DC 5 + your Dexterity modifier + your wisdom modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Can't trap the trapper
You've laid thousands of traps through out your time and have had to deal with thousands more from competition. If you have to roll a saving throw for any trap and you roll below a 9 then instead treat the roll as it were a 20.
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Posted Jul 2, 2021Had an idea to make it so the Mountain man ranger could only eat what they themselves have killed & prepared.
I.E. They are mentally incapable of eating something that they weren't responsible for making.