Base Class: Ranger
You have spent half a life time ruling over an empire and an unknowingly long time stranded in the Feywild. The beasts in the Feywild have pushed your keen instincts to its limits. Your political understanding of people is tried and true. An unexpected gift, or curse, of ageless centuries has created a fierce diplomat.
Clans Ruler Magic
3rd-Level Clans Ruler Feature
You learn an additional spell when you reach certain levels in this class, as shown in the Clans Ruler Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Clans Ruler Spells
Ranger Level Spells:
- 3rd - Sanctuary
- 5th - Alter Self
- 9th - Hypnotic Pattern
- 13th - Charm Monster
- 17th - Far Step
The Ruling's Class
3rd-Level Clans Ruler Feature
During your time in the spotlight, your insightful mind has picked up what the masses want to hear and your unique fey mannerisms only add to the show. Thus, when you make a Charisma check, you gain a bonus to the check equal to your Wisdom Modifier. You also gain proficiency in two of the following abilities: Deception, performance, or persuasion.
By the King’s Side
3rd-Level Clans Ruler Feature
You are the master of the space around you and you should be shown respect in your presence. The space within 10ft of you (25ft cube centered on you) is your domain. When you successfully land a hit on a creature within this area you can force them to bend the knee. A creature hit by one of your weapon attacks, in this area, have to make a STR saving throw against your spell save DC, on a failure the creature is prone. You can force this saving throw up to the amount equal to your WIS modifier. The amount resets on a short or long rest.
Feywild Elusivness
7th-Level Clans Ruler Feature
When you were stranded in the Feywild you didn’t have armor yo protect yourself, you relied on your speed and instincts. You gain a bonus to AC equal to half your Wisdom modifier rounded down (minimum +1). Also you can use your bonus action to regain health equal to your hit dice plus your wisdom modifier. You can do this an amount of times equal to your proficiency bonus per long rest.
Permission to Leave
11th-Level Clans Ruler Feature
You are used to more respect when people leave your presence. You have advantage on all opportunity attacks. In addition, when you hit a creature with an opportunity attack, they have disadvantage on attacking any other creature that isn’t you.
The Royal Entourage
15th-Level Clans Ruler Feature
Your loyal companions gain benefits while in By The King's Side area of affect. You may choose those who benefit or not. There is not limit unless stated otherwise:
- Your allies have advantage on STR saving throws against being knocked prone.
- Whenever an ally deals damage, they can add your wisdom modifier to the damage as a reaction.
- Each of your allies can add an extra 1d8 on a successful attacks against an enemy. This extra die can only be added once during an allies' turn. Spells//attacks that affect an area do not get to add this die.
Additionally if you are affected by a teleportation effect, voluntary or forced, you can selected any number of creatures, up to your Wisdom modifier and that are within your By The King's Side feature, to accompany you in your travel. Once you've reached your destination, those who have accompanied you, appear in an unoccupied space within 15ft of you.
Previous Versions
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1/31/2022 3:03:47 AM
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