Ranger
Base Class: Ranger

Hitchhiker

Sowing Seeds

3rd-level Hitchhiker feature

Once per turn, when an attack or spell cast by you deals piercing damage to one or more creatures, splintered fragments of your magical essence propagate, embedding themselves in the creatures like spiny seeds to siphon their lifestream. A creature embedded with your essence fragments takes additional magical piercing damage equal to your Wisdom modifier for every 5 feet of movement it spends until the end of your next turn. A creature embedded with your essence fragments may spend its action to remove them, ending the effect.

Hitchhiker Magic

3rd-level Hitchhiker feature

You learn the guidance cantrip if you don’t already know it.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Hitchhiker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Hitchhiker Spells
Ranger Level Spells
3rd command, guidance
5th suggestion
9th tongues
13th compulsion
17th geas

Questing Climb

3rd-level Hitchhiker feature 

Your essence is carried by an adventurous impulse, and rooted by the refusal to let go. You may cast spider climb without using a spell slot, once per long rest.

Pesty Persistence

7th-level Hitchhiker feature

Your senses are keen to your own essence. You know the locations of creatures embedded with your essence within 60 feet of you, and advantage to Wisdom (Perception) and Wisdom (Survival) checks to find creatures who've removed your essence within 24 hours.

As a bonus action, you can teleport up to 60 feet to an unoccupied location within 5 feet of a creature embedded with your essence. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Invasive Species

11th-level Hitchhiker feature

Your invasive essence increases in potency, providing the following benefits to your Sowing Seeds feature:

  • When a creature embedded with your essence makes an attack roll or saving throw, it must subtract a d4 from the roll.
  • When a creature uses their action to remove your essence, they lose the remainder of their movement for the turn.
  • When a creature embedded with your essence removes it or dies within 60 feet of you, you regain hit points equal to your Wisdom modifier.

Generous Host

15th-level Hitchhiker feature

You ready yourself to reap the seeds you've sown and feast on the laborious fruits of others.

You temporarily gain the following benefits until the beginning of your next turn:

Attacks you make against creatures embedded with your essence have advantage. Additionally, when a creature embedded with your essence dies, you may use your reaction to cause the creature's body to burst, releasing a cloud of your essence fragments. Enemy creatures within 10 feet of the bursting body must make a Dexterity save against your spell save DC, taking 4d6 magical piercing damage and becoming embedded with your essence on a failed save. Friendly creatures within 10 feet of the bursting body gain 4d6 temporary hit points.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/25/2021 1:38:46 AM
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