Ranger
Base Class: Ranger

ALPHA

Alphas have mastered their magnetism, allowing them to recruit and command creatures of the world. 

Natural Recruit

You gain the trust of a Beast or Plant creature that will follow and aid you in tasks and combat. As an action, you can perform a Wisdom (Animal Handling) check to attempt to recruit either a Beast or Plant creature that is not hostile to you or your allies. The DC of this check is 10 plus twice the creature's CR (a CR of less than 1 is considered zero for this DC) For example, a creature with a CR of 2 would have a DC of 14 to recruit (10 + 2 * 2). If you fail, you cannot attempt to recruit that creature again for 24 hours. If you succeed, this creature is your ally for as long as it remains loyal to you and is treated as a follower NPC. You can't recruit a creature if its CR is greater than or equal to your level. It is recommended that the DM uses the Loyalty optional rule from the Dungeon Master's Guide (p 93). 

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). When you finish a long rest, you regain all expended uses.

Your recruit is friendly to you and your companions. In combat, you roll initiative for the creature. At the beginning of combat and as a bonus action on your turn, you can issue a command to the creature. It obeys these verbal commands that you issue to the best of its ability. If you don't issue any commands to the creature, it defends itself from harm but otherwise takes no actions.

You cannot have more than one recruit following you at a time. If you have the ability to house, feed, and otherwise take care of the needs of your recruits, (because you have a home or something similar), you can have as many of your recruits live there up to its available capacity and your DM's discretion. If you replace a recruit and don't have a place to house the previous recruit, it will act according to the DM's discretion. It may leave, never to be seen again. Perhaps it will continue to follow until something catches it's attention. Or maybe it has grown so fond of you, it will protect and aid you as a friendly NPC. Either way, you cannot use the Natural Recruit feature to command it.

At 6th and 14th level, you can replace your Favored Enemy Improvement feature to expand the Natural Recruit and Pacify features by selecting one of the following creature types that you haven't chosen before: Aberration, Celestial, Dragon, Elemental, Fey, Fiend, Giant, or Monstrosity

Alignment Optional Rule

Your DM may choose to use the Alignment optional rule which will restrict what creatures you can recruit based on your alignment. You cannot recruit a creature if you are opposite either alignment axis of the creature. For example, if you are Chaotic Good, you cannot recruit a Lawful Good creature because your Chaotic alignment would clash with the creature's Lawful alignment.

Pacify

3rd-level Alpha feature

You can calm a Beast or Plant creature that is hostile to you or your allies. As an action, choose a Beast or Plant creature that you are within 5 feet of that can see and hear you. You can use your action to make a Wisdom (Animal Handling) check contested by the target's Wisdom (Insight) check. The target gains a bonus to this check equal to the total damage dealt to it by you and your allies this combat. If you succeed, the target becomes indifferent to you and your allies. If a creature you have pacified becomes hostile to you or your allies, you cannot pacify it again for 24 hours.

Pack Advantage

At 7th level, you have practiced your ability to work alongside your allies in combat. Once per turn, you can deal and extra 1d6 damage to one creature you hit with a weapon attack if you have your recruit within 5 feet of the target and the recruit isn't incapacitated. 

Additionally, once per turn, your recruits can deal an extra 1d6 damage to one creature it hits with a weapon attack if you or another recruit is within 5 feet of the target and the ally isn't incapacitated.

Incite Attack

At 11th level, you gain the ability to urge your allies to attack. As an action, you can allow one of your allies within 30 feet of you to use their reaction to make a weapon attack if they can hear you. If you have the Extra Attack feature, you can replace one of your attacks with an Incite Attack.

Pack Leader

At 15th level, you've mastered the ability to command your allies. You can now have up to two recruits follow you at one time. The total CR of your followers cannot exceed your level. At the beginning of combat and as a bonus action on your turn, you can issue commands to both your recruits. You may issue two different commands when you command your recruits.

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2021 12:01:41 AM
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12/22/2021 2:44:24 AM
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