Ranger
Base Class: Ranger

Rangers of the Scavenger archetype tend to have one thing in mind: survival. Even in the harshest conditions, they always seem to have what is needed secreted away in their packs, and can use their collected scraps to enhance their damage in combat.

Many Scavengers are also known to have odd habits from their time in isolation and extreme circumstances.
At your option, you can pick from or roll on the Scavenger Quirks table to create a quirk for your character.

Scavenger Quirks
d6 Quirk
1 Your hands are always freshly dusted with climbing chalk, "just in case."
2 You sleep with everything you own clutched tightly to your chest in a bundle.
3 You smell faintly of iron and rust. While not particularly unpleasant, this smell hints at your impressive collection of "useful" metal scraps.
4 You derive a strange joy from moving people's belongings from one container to another.
5 When injured, you sometimes retreat to a small, secluded area to tend to your wounds.
6 Maintaining direct eye contact with those around you while eating is sometimes difficult, but you always manage.

Scavenger Magic

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

Scavenger Spells

Ranger Level Spell
3rd purify food and drink
5th acid arrow
9th glyph of warding
13th fabricate
17th animate objects

Scrapper's Guile

Starting at 3rd level when you choose this archetype, you have learned to turn seemingly useless materials into deadly weapon modifications. Once per turn when you hit a creature with a weapon attack, you can deal an additional 1d4 necrotic damage.

The necrotic damage increases to 2d4 when you reach 11th level in this class.

Pack Rat

At 3rd level, your trove of scavenged items has grown to the point that you seem to have something useful for every situation. As an action, you can produce from your belongings an item that you have scavenged during your travels. The object appears in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This can be any item found on the Adventuring Gear table in chapter 5, “Equipment,” of the Player’s Handbook. The item must be worth no more than 15 gp.

As an action, you can touch an item created by this feature to add it to your belongings once again, effectively removing it from existence and causing it to no longer count against your number of created items.

The maximum number of objects you can create with this feature at one time is equal to your proficiency bonus. If you try to exceed your maximum, the oldest item immediately turns to dust, and then the new object is created.

Improvised Escape

Starting at 7th level, you can instantly vanish into a haze of scavenged materials when threatened. After a creature hits or misses you with an attack, you can use your reaction to cast the Fog Cloud spell centered on yourself without expending a spell slot. You can also choose to immediately move up to your speed as part of the same reaction, without provoking opportunity attacks. Once you use this feature, you can't do so again until you complete a long rest.

Whenever you start casting Fog Cloud in this way, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Virulent Strike

Starting at 11th level, your scavenged modifications can inflict debilitating ailments on your foes. Once per turn when you deal necrotic, poison, or acid damage to a creature, that creature suffers disadvantage on the next saving throw it makes before the end of your next turn.

Salvaged Salvation

At 15th level, you have learned to prepare for anything the multiverse might throw at you. You can cast the contingency spell once without expending a spell slot and without material components. When the circumstance you choose for a contingency spell cast in this way is met, you also gain temporary hit points equal to your ranger level.

Once you cast contingency using this feature, you can't do so again until you complete a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/19/2022 5:24:21 PM
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2.1
Coming Soon

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