Base Class: Ranger
The Wild Hunter Ranger is a subclass that embodies the primal and innate connection between the natural world and those who inhabit it. These rangers are hunters and warriors, fierce and skilled in equal measure. They are attuned to the rhythms of the world around them, taking cues from the creatures they pursue and the environment they navigate. As rangers progress in this subclass, they develop a powerful sense of connection to the natural world that is reflected in their abilities. Their Hunter's Aspect ability allows them to tap into the primal instincts of animals, borrowing from them traits like enhanced vision, mobility, or combat abilities. Through their Nature's Blessing ability, rangers can commune with the natural world and draw on its knowledge to aid them in their quests. At 11th level, the Predator of the Land ability allows rangers to channel the power of the wild and become even more formidable hunters. With each strike against their prey, they draw strength from the land itself, pulling on the energy that flows through all natural things. Finally, at 15th level, the Disaster's Fury ability allows rangers to tap into the most destructive and chaotic powers of nature itself. Through sheer force of will, rangers can become a force of nature in their own right, wielding the power of natural disasters like earthquakes, tempests, and tsunamis against their foes. With each ability they gain, rangers become more connected to the world around them, more attuned to the creatures they hunt and the natural forces that shape their lives. The Wild Hunter Ranger subclass represents the primal essence of the ranger, embodying the deep and powerful connection between hunter and hunted, warrior and world.
Hunter’s Aspect
At 3rd level, you gain the ability to take on one of the following animalistic traits.
Predator’s Eyes
You gain enhanced vision, allowing you to see in low light and darkness as if you were bright light. Additionally, you have advantage on Wisdom (Perception) checks that rely on sight.
Stag’s Antlers
You gain enhanced mobility and resilience. Specifically, your speed increases by 10 feet, and you have advantage on Strength (Athletics) checks.
Wolf’s Fangs
You gain enhanced combat abilities. You gain an extra 1d8 bonus damage on their first turn after initiative. Additionally, you have advantage on Wisdom (Survival) checks made to track or hunt creatures.
Nature’s Blessing
At 7th level you gain the ability to commune with the natural world, gaining insights and benefits from your surroundings. You can perform a ritual, taking 10 minutes, to touch a natural object or surface, such as a tree or rock, and ask it up to three questions about the immediate area. The object will respond with a simple answer, conveying information about the area within a 100-foot radius. Through this communion, you also gain temporary hit points equal to your Wisdom modifier + your ranger level. You can use this ability a number of times equal to their Wisdom modifier (minimum of 1) every long rest.
Predatory Watch
At 11th level, you gain mastery over the food chain. When hunting or tracking prey native to the plane of existence you are on, you gain the following benefits:
-you have advantage on initiative rolls if the creature you are tracking is part of combat.
-you can gain one insightful detail about the beast, at the DM’s discretion, whether that be a vulnerability, a strength to look out for, on a wisdom (Insight) check equal to your spell save DC.
-you cannot be surprised by the creature you are currently tracking.
Disaster’s Fury
At 15th level, you gain one of the following features of your choice.
Fury of the Earthquake
You gain resistance to bludgeoning, piercing, and slashing damage. Twice per short rest, you gain the ability to make the ground tremor at your feet. Creatures must make a constitution saving throw equal to your spell save DC in a 15 foot radius centered around you. On a failed save, they take 8d6 bludgeoning damage and are immobilized until the end of your next turn. On a successful save, the creature takes half damage and is not immobilized
Fury of the Tempest
You gain a fly speed equal to your movement speed. Twice per short rest you can make a lightning attack with your spellcasting modifier. On a hit, the target is dealt 6d10 lightning damage and is stunned until the end of your next turn.
Fury of the Tsunami
You gain resistance to cold and lightning damage. Twice per short rest, you can summon a massive tidal wave that crashes into all creatures within a 30-foot cone in front of them. The wave deals 6d8 bludgeoning damage (half damage on a successful Dexterity saving throw) and knocks affected creatures prone.
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