Ranger
Base Class: Ranger

For some, the lure of high-tech gadgetry, mechanized limbs, and shiny chrome is too much to avoid. Drones are a part of most modern corporate security systems, and for good
reason. Drones don’t complain, they don’t get sick, and they don’t betray you to your business rivals. In a firefight, the best companion to have at your back is the one who will listen to and obey your orders unquestioningly.

The Drone Master is a different sort of breed. While they can produce cold, pitiless killing machines as effectively as any megacorp, some have opted for something more. Using a form of magically implanted artificial intelligence, they can instill consciousness in their drones, and some have even developed personalities. It’s a brave new world, one where the people may soon find themselves outdated by machinery.

Drone Master Magic

3rd level Drone Master feature

You learn an additional spell when you reach certain levels in this class, as shown in the Drone Master Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

 

 

Tool Proficiency

3rd level Drone Master feature

You gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Chimera Drone

3rd-Level Drakewarden Feature

You have engineered a robot with synthetic materials, machine parts, and refined oil, then magically infused it with life and sentience. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the chimera drone stat block. You determine the build and style of the drone and whether it moves on legs, wheels, or treads; your choice has no effect on its game statistics.

In combat, the chimera drone shares your initiative count, but takes its turn immediately after yours. You can also sacrifice one of your attacks when you take the Attack action to command the drone to use its reaction to make an attack instead. If the drone has died within the last hour, you can use your tinker's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The chimera drone returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new chimera drone if you have your tinker’s tools with you. If you already have a chimera drone from this feature, the first one
immediately perishes.

Chimera Drone 

Armor Class 13

Hit Points 5 + five times your ranger level (the drone has a number of Hit Dice [d8s] equal to your ranger level)

Speed 40 ft., climb 30 ft.

STR
15 (+2)
DEX
14 (+2)
CON
17 (+3)
INT
15 (+2)
WIS
13 (+1)
CHA
5 (−3)

Saving Throws Dex +4, Con +5, Wis +3

Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages understands the languages you speak

 

Advanced Engineering. The following numbers increase by 1 when your proficiency bonus increases by 1: the drone’s armor class, skill, and saving throw bonuses (above), and the bonuses to hit and damage of its attacks.

Electronics. The drone is susceptible to the effects of EMP and similar effects.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) bludgeoning damage.

Razor Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 +2) slashing damage. Requires the razor claws attachment.

Shock Prod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 +2) lightning damage. Requires the shock prod attachment.

Primed Shot. Ranged Weapon Attack: +4 to hit, reach 50/200 ft., one target. Hit: 5 (1d6 +2) piercing damage. Requires the primed shot attachment.

 

Loadout

3rd-Level Drone Master Feature

You have developed combat and utility attachments for your drone. Choose two of the following attachments to modify your chimera drone.

Hacker-Bot. When the drone makes an ability check with electrician’s tools or hacking tools it can add your proficiency bonus to the roll, and the drone gains the benefits of having the hacking tools augment installed. As a bonus action, the drone can launch a built-in universal cable up to 30 feet to connect itself to a port it can see.

Primed Shot. The drone can use its primed shot attack.

Razor Claws. The drone can use its razor claws attack.

Serum Shot. You can use your bonus action to cause a creature of your choice within 30 feet of the drone that it can see to regain hit points equal to 1d6 + your Wisdom modifier. 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.

Shock Prod. The drone can use its shock prod attack. Over the course of a long rest, you can replace your chimera drone’s attachments with two attachments of your choice.

Upgrade

7th-Level Drone Master Feature

You have refined your engineering to improve your drone’s attachments. Each attachment gains its respective additional abilities or effects.

Hacker Bot. As an action, the drone can cause an EMP at a point it can see within 60 feet of it. Machines, constructs, and vehicles within 30-foot-radius of that point are subjected to EMP.
Machines in the area cease to function for 1 minute. Constructs in the area with the Electronics feature must succeed on a Constitution saving throw against your spell save DC or they are stunned until the end of your next turn. Vehicles in the area must succeed on a Constitution saving throw against your spell save DC or its movement speed is reduced to 0 and can’t take actions or reactions until the end of the drone’s next turn.
Additionally, wireless and radio connections within a  100-foot-radius radius of the point are suppressed for 1
minute.
Once the drone uses this ability, it must finish a short or long rest before it can use it again.

Primed Shot. A target hit by this attack begins burning for 1 minute, so long as it is not already burning from this attack, and takes 1d6 fire damage at the start of each of its turns.

Razor Claws. The drone can grapple a creature up to one size larger than it hit by this attack. Until this grapple ends, the chimera drone can’t use its razor claws against another target.

Serum Shot. Instead of regaining hit points, this ability can end either one disease or one condition for the creature. The condition can be blinded, deafened, paralyzed, poisoned, or stunned.

Shock Prod. A creature hit by this attack can’t take reactions until the start of its next turn and its speed is reduced by 10 feet.

Additionally, the drone's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Cyberdemon

11th-Level Drakewarden Feature

Through a combination of time and practice, your chimera drone has achieved the cutting edge of technological superiority. You can choose one of the following advanced attachments to modify your chimera drone.

  • Anti-Grav Boosters. Your drone gains a flying speed of 80 feet and the ability to hover. It gains a +2 bonus to its AC. 

  • Hijack Module. Your drone can cast commandeer vehicle using your spell save DC and requiring no components. Once this ability has been used, it cannot be used again until it finishes a long rest. If your drone has the Hacker-Bot attachment, it can add double your proficiency bonus to ability checks made with its hacking tools.

  • Mobile Unit. Your drone becomes a Medium size sentient vehicle that can hold 1 rider. Its walking speed changes to 120 feet and its climbing speed changes to 60 feet. Its hit point maximum increases by an amount equal to your ranger level.

Over the course of a long rest, you can replace your chimera drone’s advanced attachment with one attachment of your choice.

Masters Call

15th-Level Drone Master Feature

Your bond between you and your chimera drone has become second-nature and you can call your drone to defend you in your moments of need.

When a creature you can see attacks you, you can use your reaction to have your drone move up to half its movement speed. At the end of this movement, if the drone is within 5 feet of you, you can force the attack to target the drone instead. This movement doesn’t provoke opportunity attacks.

Previous Versions

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3/7/2022 9:35:59 PM
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