Ranger's Lodge Image
Prerequisite: 2 levels in the ranger class, and the ownership of a ranger's lodge
 

The ranger’s lodge is a place of good hunting and security, creating one or more of the following effects at the GM’s discretion.

Demesne Effects

  • Stags, harts, and other game are always plentiful in the ranger’s demesne, but they are larger and fiercer than normal.
  • Enemies of the ranger and the locals must make DC 15 Wisdom (Survival) checks to navigate the ranger’s demesne. On a failure, they are attacked by 2d6 winter wolves.
  • Allies treat the ranger’s demesne as favored terrain when moving their units. Enemy units treat it as difficult terrain.

Stronghold Actions

On initiative count 20 (losing initiative ties), the ranger can take a stronghold action to cause one of the following effects. The ranger must be in the same hex or province as their stronghold and can’t use the same effect again until after a short or long rest.

  • Small targets appear on the vulnerable spots of nearby enemies. Until initiative count 20 on the next round, all enemies within 60 feet have vulnerability to your attacks.
  • You summon a fog cloud in a 60-foot radius that lasts for 1 minute. You and your allies can see through this fog as though it were merely a hazy mist that did not obscure vision.
  • Until initiative count 20 on the next turn, all of your successful attacks also cause the target to bleed. A bleeding creature takes 3d8 slashing damage at the start of each of its following turns, and can make a DC 18 Constitution save at the end of each of its turns to end the bleeding.

Class Feature Improvement: Chosen Enemy

Your favored enemy has vulnerability to your attacks. You can do this to a number of damage rolls equal to your proficiency bonus, after which you must take a long rest to refresh this ability.

 
Ranger's Lodge Image

Comments

Posts Quoted:
Reply
Clear All Quotes