Base Class: Ranger
This subclass elevates the Ranger to become like the Hero of Time from the Zelda franchise of video games. It focuses on combat techniques that make the most of a versatile and robust inventory for a jack of all trades martial character. Strong magical resistances make this character hard to deter with spells. Choices under the Hidden Skills and Tri Magic features give this character a lot of late game customizability to focus on the play style right for you while still embodying the classic protagonist. Optional features Fey Familiar and Maestro are included in the builder to add some of Link's specific abilities as some flavor.
Heroic Courage
3rd level Hero of Time feature
At 3rd level, you gain immunity to the Frightened condition and magical resistance giving you advantage against saving throws caused by spells.
*Additionally add proficiency in a musical instrument
Deep Pockets
3rd level Hero of Time feature
You have an increased carrying capacity to the size of a Large creature
Inventory Master
7th level Hero of Time feature
While equipping an item usually takes an action, as long as you are not bound or magically restricted you can equip or unequip any item in your inventory (including armor, or consuming potions) with any part of the action economy (action, bonus action, or reaction).
Maximum Effort - Once per long rest you can swing a non-magical simple melee weapon so hard that it breaks, guaranteeing critical damage if the attack hits; on a success the weapon is broken beyond use. You must declare this action before making the attack roll, the weapon does not break if you miss.
Quick Hand- You can pick up items on the ground within 5ft that weigh less than 5 pounds without using an action. You have advantage on catching items thrown to you.
Hidden Skills
11th level Hero of Time feature
At 11th level, you gain three of the following combat Hidden Skills of your choice.
Back Slice
If you make a melee attack this turn, on success or failure you can use the Disengage action as a bonus action on that same turn.
Helm Splitter
Once per turn when you make a successful weapon attack against an opponent in armor add your proficiency modifier to the damage.
Mortal Draw
If a creature attacks you while you do not have a weapon drawn, you may use your reaction to make a Sleight of Hand DEX check; if the result is 10 or above draw your weapon and make a weapon attack against your opponent. This attack takes place before your opponent's, and automatically hits for maximum damage. The attacking creature’s turn then resumes as normal unless they are killed by your attack. This ability cannot be used again until completing a Long or Short Rest.
Parry
If you have a shield equipped you can use reaction to add 2 to your AC against an attack that would have hit.
Spin Attack
Once per turn, when taking the attack action you can make a melee attack against any/all creatures within 5 feet of you; make a separate attack roll for each targeted creature.
Vital Energy
If you are currently at full health (not including temporary hitpoints) add +1 Radiant damage to all your weapon attacks. This attack and damage is considered magical for the purposes of overcoming resistance.
Tri Magic
At 15th level,
After a long rest you can choose one of the following magical buffs.
Triforce Courage - Add temporary hitpoints equal to 1d4 + your proficiency bonus whenever you roll initiative.
Triforce Power - once per tun, If you roll a 1 with a damage die, reroll that die and add +1 to whatever the new result is
Triforce Wisdom - Gain + 2 to all wisdom based skill checks and +1 to all other skill checks
Triforce Courage
Add temporary hitpoints equal to 1d4 + your proficiency bonus whenever you roll initiative
Triforce Power
Once per tun, If you roll a 1 with a damage die, reroll that die and add +1 to whatever the new result is
Triforce Wisdom
Gain + 2 to all wisdom based skill checks and +1 to all other skill checks
Comments