Base Class: Ranger
Certain hunters seem to know exactly what to expect on every hunt, others bring along companions for safety. Accompanied Huntsmen can summon their own companions and use the bones of their previous quarries to prepare for the next hunt.
Hunter's Training
Every hunter needs to know how to track a quarry and remain unseen during the hunt. You gain proficiency in stealth and survival, if you already have proficiency in either of those you now use double your proficiency when making that check.
In addition, when your familiar makes a wisdom skill check, it may add your proficiency if you have proficiency in that skill.
Strength in the familiar
At level 3, you gain access to the Find Familiar spell and your familiar is a proper hunting companions. When you summon or change your familiar's form, you may change it into any beast with a CR equal to ¼ of your Ranger level. Your familiar's hitpoints are equal to half of yours. Effects that negate spells, such as dispel magic or anti-magic field, no longer affect your familiar.
Once per day, as an action, you may change your familiar's form for 1 hour. This effect cannot be ended early.
Additionally, your familiar can take the Attack action on it's turns.
When casting Find Familiar, an Accompanied Huntsman may use materials that could be used in Resourceful Fletching instead of the material components with 1 lbs of material being worth 5 gp towards the material cost.
Resourceful Fletching
At level 7, you learn how to draw properties out of bones and other solid materials you harvest from creatures. You gain proficiency with Woodcarver's Tools and when you have bone or other solid material from a creature, you can spend an hour and 1lbs of material to craft 5 magical arrows or bolts (referred to as arrows for the rest of the text). This fletching is considered light activity however you can only make a maximum of 40 per day.
These arrows have properties by on the creature type of the material used as listed below and wherever a saving throw is called for the DC is 8 + your proficiency bonus + your wisdom modifier
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Arrows you make from Aberrations cause the target to subtract 1d4 from saving throws until the arrow is removed.
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Arrows you make from Beasts give you advantage against creatures that has one of your allies within 5ft. of them.
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Arrows you make from Celestials deal an additional 1d6 radiant damage on a hit.
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Arrows you make from Dragons cause the target to become frightened of you until the arrow is removed.
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Arrows you make from Elementals turn to lightning when fired causing every creature in a 30ft. by 5ft. line to make a Dexterity saving throw or take 2d6 lightning damage, half as much a on a successful saving throw.
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Arrows you make from Fey heal 1d10+ your Wisdom modifier on a hit instead of dealing damage.
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Arrows you make from Fiends explode on hit dealing 1d6 piercing damage to every creature within 5ft. of the impact.
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Arrows you make from Giants cause the target to be knocked prone.
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Arrows you make from humanoids do +1 to hit and +1 to damage.
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Arrows you make from Monstrosities cause the target to subtract 1d4 from attack rolls until the arrow is removed.
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Arrows you make from Oozes deal 1d6 acid damage at the start of the targets turn until the arrow is removed.
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Arrows you make from Plant creatures require the target to make a Constitution saving throw at the start of their turn or spend their bonus action scratching near the arrow.
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Arrows you make from Undead reduce the maximum hitpoints of the target by the damage you deal. This reduction lasts until a long rest is completed.
Two of these arrows can be removed using a bonus action either by the creature hit with them or a creature within 5ft. Once the arrow is used, removed or missed, it becomes a non-magical arrow.
Bright Spot
At level 7, your familiar has become a joy for your party. Every creature friendly to your familiar that completes a long or short rest while your familiar is around, gains temporary hitpoints equal to your wisdom modifier. Creatures within 5ft. of your familiar are immune to the effects of cold climates.
Additionally, your familiars' can now be dog- or cat-like creature that has a CR equal to ¼ of your Ranger level and use your proficiency bonus in place of their own.
If your familiar is killed, you gain advantage on attacks made with bows and crossbows. This lasts until you re-summon your familiar.
Additionally, you gain the Find Steed Spell. When cast using this ability, your Steed has a number hitpoint equal to 5 times your ranger level.
Spell Crafter
At level 11, you learn how to prepare spells into bones for casting the next day. You can craft, over an hour using 1 lbs of bone, a Spell Bone. You can have your Wisdom modifier in Spell Bones at any one time.
Any spell of 3 level or lower cast targeting the Spell Bone is stored for up to 24 hours hours. Any spellcaster who can learn the spell stored in the Spell Bone is able to cast the spell using it. The Accompanied Huntsman who made the Spell Bone can cast any spell that has been cast into it. The cast time is not changed while casting the spell with a Spell Bone.
Eternal Companion
At level 15, you have formed an usually strong bond with your familiar. Your familiar now has hitpoints equal to your hitpoints and have the same skill and save proficiencies you have.
When your familiar is killed, you can , as a reaction, cast Find Familiar to re-summon them. When summoned this way, your familiar appears within 5ft. of you and hostile creatures that can see your familiar must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. A creature that failed its save may make a new one at the end of its turn ending the effect on a success. Once you use this feature you must complete a long or short rest before using it again.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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10/2/2021 11:43:43 AM
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105
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24
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0.3.1
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Coming Soon
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4/28/2022 8:04:53 AM
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334
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47
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0.3.2
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Coming Soon
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