Ranger
Base Class: Ranger

Those who choose this archetype have spent time walking the lonely roads of the wild lands. Through this time spent far from civilised life and the comforts of society, you have learned the keys to survival. To adapt to your surroundings, to forage for survival or to scavenge to create tools to find a variety of ways to ensnare creatures and otherwise survive the harsh wilderness that isolation can bring. 

Walking The Wilds

When you choose this archetype at 3rd level, you learn survival styles that are fuelled by Wilderness Dice. 

Survival Styles

You learn two Survival Styles of your choice, which are detailed under "Survival" below. You can only use one style per action (or Bonus Action where specified).

You learn an additional style at 7th, 11th and 15th level. Whenever you gain a level you can replace a Survival Style with a different one. 

Wilderness Dice

You have four Wilderness Dice, which are d8s. A wilderness dice is expended when you use it. You regain your Wilderness Dice when you finish a Short or Long Rest. 

You gain another Wilderness Dice at 7th and one more at 15th level. 

Saving Throws

Some Survival Styles require your target to make a saving throw to resist the Style's effects. The saving throw DC is calculated as follows:

Style Save DC = 8 + your proficiency bonus + your Dexterity modifier

Trap Expert

At 3rd level, you gain proficiency with Tinker's Tools.

Survival Styles

Survival Styles to choose from as listed below;

Exploding Arrow

Ammunition laced with explosive material shoots toward a target within range and explodes in a swath of flame and shrapnel. Make a Ranged Attack against the target. On a hit, in addition to the attacks normal damage the target also takes an additional 4d4 fire damage immediately and 2d4 fire damage at the end of its' next turn. On a miss, the arrow explodes in proximity of the target, dealing half as much of the initial fire damage and no further fire damage at the end of its' next turn

Grease Trap

As an action, you can choose a space within 30 feet to lay your trap. When activated, a concealed bottle of grease explodes, and slick grease covers the ground in a 10-foot square centered on the trap and turns it into difficult terrain for 1 minute. Any creatures in the area must make a Dexterity saving throw. The target takes 4d4 piercing damage on a failed save, or half as much damage on a successful one.

If the target fails their saving throw, they fall Prone. A creature that enters the area, or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Immolation Trap

As an action, you can choose a space within 30 feet to lay your trap. When activated, flames burst forth from the Trap in a 15 foot cone. Each creature in range must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

The damage can increase by 1d6 per additional die you spend creating the trap.

Nature's Wrath

Make a weapon attack. On a hit, you call forth the primal wrath of the wilderness. Choose a number of Wilderness Die to expend (minimum 1). Add the result to the overall damage dealt. This damage is considered Necrotic. 

Paralysing Trap

As an action, you can choose a space within 30 feet to lay your trap. When activated the target must make a Dexterity saving throw. The target takes 3d8 piercing damage on a failed save, or half as much damage on a successful one.

If the target fails their saving throw, they are Paralysed for one minute. At the end of each of their subsequent turns, the Target can make another Dexterity Saving Throw. On a success, they escape from the Paralysing Trap.

Pinning Shot

Make a targeted Ranged Weapon Attack. On a hit, roll the Wilderness Die and add the result to the overall damage dealt. Targets hit by this shot have their speed halved until the end of their next turn. 

Precise Strike

Make a weapon attack roll. You can expend a Wilderness die and add the number rolled to the attack roll before or after the roll but before any effects are applied.

Rapid Shots

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Roll a single Wilderness Die and add the result to each weapon attack roll. 

Roaring Thunder Blast

You coat a piece of ammunition with a Thunder Trap. Make a ranged weapon attack. On a hit, the target takes the normal weapon damage. Further, roll the Wilderness Die, adding the number rolled to the total damage taken.


If the target is Large or smaller, it must make a Dexterity Saving Throw. On a failure, the target it pushed back 10 feet.

Staggering Strike

Make an attack. On a hit, the target takes the normal damage. Further, roll the Wilderness Die, adding the number rolled to the total damage taken and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Path through the Wild

Starting at 7th level, you can call upon the magic of nature to move swiftly across terrain in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Improved Wilderness Die

At 11th Level your Wilderness Die become d10's

Improved Wilderness Die

At 15th level your Wilderness die become d12's

Evasion

At 15th Level, you have mastered the art of evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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