Base Class: Ranger
Wildlings are known to be some of if not the best trackers, and exquisite hunters. They respect the circle of life and know that it is quite often eat or be eaten. They've used this knowledge to hone their skills. They are the finest hunter/trappers you'll come across. Their bond with nature extends to both plants and animals allowing them a connection that both is and isn't tied to magic. When they do need to kill or harvest, they are sure to respect that connection. This connection allows them to find exactly what they're looking for far more often than any usual hunters.
Nature's Tune
At 3rd level, you unlike most rangers have extra magic granted to you by the wilds. You can cast one spell from the expanded spell list (which are all added to your spell list and do not count against your Ranger spells known) of each level (that your ranger level is capable of casting) for free, not using a spell slot or component cost, once per short rest.
|
SPELL LEVEL |
WILDLING MAGIC |
|
|
CANTRIP |
||
|
1ST |
||
|
2ND |
||
|
3RD |
||
|
4TH |
||
|
5TH |
||
In addition to this, you gain skill proficiencies in Animal Handling, Survival and Investigation, you may use your Wisdom modifier for investigation instead of intelligence.
(Should you gain proficiency or expertise in these skills from another source, you may select any other skill, instead)
Circle of Life
At 7th level, you gain the ability to cut into your own life cycle to assist you now. When you make a skill check, you can expend hit dice, up to maximum of half your proficiency bonus rounded down, adding the number rolled to the check. If the check still fails, the hit dice are not expended. However, regardless of pass or fail, you can only do this an amount equal to your proficiency bonus per day.
Also at 7th level, from years of hunting and trapping you have advantage on checks to find, as well as disable traps. Enemies also have disadvantage to find and save against any traps you set. With this you also gain the ability to make special traps. You can have a maximum number of these traps equal to your proficiency bonus at one time and it takes take one hour to make each one. You can not have duplicate types of the same trap. As a bonus action you can make a sleight of hand check vs. an enemies perception check to toss one of these traps underneath it. If the enemy sees it, they may act accordingly to avoid it, regardless the trap goes off at the end of their turn. You may place these traps outside of combat and have them trigger when a creature would occupy that space. These special traps are as follows:
|
Trap Name |
Save Type |
Trap Effect |
Damage Type |
|
Snapper |
Strength |
Bludgeoning |
|
|
Glitterbomb |
Constitution |
Thunder |
|
|
Odd Odor |
Intelligence |
Psychic |
|
|
Portal |
Charisma |
Force |
|
|
Mini Big Boom |
Dexterity |
(Holy)Fireball |
Radiant |
|
Pleasant Puff |
Wisdom |
Necrotic |
If the trap goes off with a creature in the space that creature and that creature alone (these traps only effect single targets) is in, they must make the corresponding save against your Ranger spell save DC otherwise deal with the effect of the spell listed, as well as take 1d10 x your proficiency bonus of the corresponding damage type. If the creature succeeds the save, the spell does not effect them and they take half damage instead.
Superior Hunting
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the attack action on your turn.
You can also choose to use your Circle of life feature to expend 2 hit die to grant yourself advantage on an attack roll, this counts against your total number of Circle of Life feature uses.
Also at 11th level your proficiency in Animal Handling, Investigation and Survival become expertise and you gain proficiency in Nature and Arcana which also become wisdom checks for you.
(Should you gain proficiency or expertise in these skills from another source, you may select any other skill, instead.)
Nature's Nexus
At 15th level, when you use your Circle of Life feature, if the skill check fails, it no longer uses one of your uses, this includes taking advantage in combat, if your attack misses, it no longer expends a circle of life use. In addition, when you use your Circle of life ability on an ability check you have proficiency or expertise in you may roll the Circle of Life die with advantage.
You also get to add your wisdom modifier to your initiative rolls.
You may also cast Locate Creature, Locate Object, and Locate Animals or Plants without expending spell slots or material components.
Comments