Ranger
Base Class: Ranger

You’re a true blue kinda bloke or sheila, a battler of the outback, a dry land of desert and brush, filled with some of the most dangerous critters known to man. Where most would turn away from such a harsh inhospitable place, you’ve embraced it and called it your home, and doing so has hardened your resolve and granted you skills and power.

Outback Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Outback Warrior Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Outback Spells

Ranger Level

Spell

3rd

Charm Person

5th

Protection from Poison

9th

Fear

13th

Giant Insect

17th

Hold Monster

 

Outback Weapon User

You have become an expert at using the weapons of the outback. When you pick this subclass at 3rd level, pick between a whip, a knife (dagger) and a boomerang to be your outback weapon. Whenever you finish a long rest, you can exchange your selection for one of the others.
When you make an attack with your outback weapon, you can do so using either your strength or dexterity (your choice), its damage die is 1d8 and it gains a unique property, as listed below. 
Additionally, you become proficient with improvised weapons. 

Boomerang
Whenever you make a thrown weapon attack with a boomerang, it always returns to your hand, regardless of whether the attack hits or misses. Additionally, you can manipulate its path to your advantage. Immediately after making a ranged weapon attack against a target with the boomerang, you can use your bonus action to make an additional ranged weapon attack against any target that is nearer to you than the target of the original attack, as the boomerang returns to you. The damage die for this attack is a d4 instead of a d8. If the original attack misses, you can target the original creature, as the boomerang swings around. 

Whip
Whenever you hit a creature with a whip attack, if the creature is no more than one size larger than you it cannot use reactions until the start of your next turn.

Knife (Dagger)
The size of your knife is threatening. Whenever you hit a creature with an attack with your knife, you can use your bonus action to force the creature to make a wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened of you until the start of your next turn.
(Optional: If the target is wielding a smaller knife, they have disadvantage on their saving throw.)

Convict's charm

By 3rd level, you have developed the cool and confident demeanor of the convict settlers you hail from (for better or for worse). You can add your wisdom modifier to any charisma checks you make.

You also gain proficiency in one skill of your choice from the following list: Deception, Intimidation, or Persuasion.

Deception Proficiency

You gain proficiency in Deception

Intimidation Proficiency

You gain proficiency in intimidation. 

Persuasion Proficiency

You gain proficiency in persuasion

Venom Wrangler

By 7th level, you are well experienced in dealing with venomous creatures and can brush off their attacks as minor inconveniences. You gain resistance to poison damage and have advantage on saving throws to prevent or end the poisoned condition.

Additionally, whenever you are targeted with a melee attack by a creature within your reach, you can use your reaction to make a melee weapon attack with your outback weapon or to attempt to grapple the creature. You have advantage on the attack roll or athletics check if the inciting attack was made with a natural weapon, such as a bite or claws.

Rules note: You can make a melee weapon attack with a ranged weapon (such as the boomerang), but it is considered an improvised weapon, dealing 1d4 bludgeoning damage plus your strength or dexterity modifier on a hit. 

Mystical Outback Weapons

Starting at 7th level, your outback weapons count as magical for the purposes of overcoming resistance and immunity to damage from nonmagical attacks and damage.

Outback Weapon Master

Crikey! By 11th level you are an unparalleled master of outback weaponry. Your whip's reach increases to 15ft, and you no longer require a long rest to change your selection of outback weapon, allowing you to switch between them at will. 
Additionally, your outback weapons gain a new feature, depending on their type. You can use these features a number of times equal to your proficiency bonus. You regain all uses after completing a short or long rest.

Boomerang: Sweeping Return
Immediately after making a ranged weapon attack against a target with the boomerang, you can use your bonus action to make additional ranged weapon attacks up to a number of targets equal to your wisdom modifier (minimum of two targets) as the boomerang returns to you. The damage die for these attacks is a d4 instead of a d8. You can target no creature that you have already hit with this throw of the boomerang, and each target must be closer to you than your original target.

Whip: Brutal Lashing
Whenever you hit a creature with a whip attack, if the creature is no more than two sizes larger than you, its speed is reduced to zero and it can't use reactions until the start of your next turn.
Additionally, if the creature is at a different level of elevation to you, you can force them to make a strength saving throw against your spell save DC. On a  failed save, they are dragged by your whip to your level of elevation. 

Knife (Dagger): That’s a Knife
Whenever you hit a creature with a knife attack, you can use your bonus action to force the creature to make a wisdom saving throw against your spell save DC. On a failed save, they become frightened of you and stunned with fear until the start of your next turn. 
Creatures that can't be frightened are immune to this effect. 

Jolly Swagman

Starting at 15th level, your exposure to the harsh environment has toughened your body and your mind. You gain immunity to poison damage and the poisoned and frightened conditions.

Additionally, the damage die for your Outback Weapons increases to a d10 and the damage die for the boomerang as it returns to you becomes a d6.

Finally, you can now use your Outback Weapon Master features at will.  

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