Ranger
Base Class: Ranger

The Plains Warders  tend to the needs of the Ranyhyn. Their life-work is to serve the Ranyhyn, whom they hold in very high esteem. Traditionally they do not ride or otherwise subjugate the great horses, and can grow resentful of those who do.

The Warders  live precarious lives, threatened at all times by privation, predators, and self-sacrifice: they cannot afford to bewail the cost of their convictions. Nevertheless, the bonds which sustain them are strong and enduring. They keep their faith--as unwavering in their service as the Bloodguard  and as unwilling to compromise, yet they are more human than the unfeeling Haruchai. 

Warders lack the surpassing strength of the Haruchai, nor do they live as long; however, their fidelity takes another form. They are not men and women who aspire to measure themselves against the wide Earth. They nurture no ambitions which might seduce them. Instead, they strive only to remain who they are, without doubt or hesitation. 

The Plains Warders'  grievance against corrupt predators of the expanse is ancient and enduring, and whether they threaten or not, the rangers will assail the beasts.

Keeper

At 3rd level, you know the importance of staying hidden. As a Plains Warder, you learn how to travel without leaving behind any tracks. You become trackable only by magical means. You also know how to remain hidden from your party members--even those with the highest of passive perceptions. They will have to make a perception or investigation check to see you. Using these abilities, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a Sneak Attack  if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack  column of the Rogue table.

Winhome

At 7th level, you gain the following:

  • advantage on saving throws against being frightened.
  • the ability to imitate sounds of creatures of the Plains, and the beast must succeed on a Wisdom DC saving throw (8 + Wisdom  Modifier + Proficiency  Bonus) to see if you deceive the creature. If it is deceived and you are hidden, you have advantage on your next attack.
  • you can use your Reaction  to prevent or stand up from the condition, prone.
  • if you take the dodge action you also disengage.

Cord

At 11th level, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you use your garrote, each creature receives a DC Dexterity saving throw (8 + your Dexterity modifier + your Proficiency bonus) against being stunned or incapacitated. If the creature rolls a 1 (fumble) on the save, it suffers a broken neck. 

Manethrall

At 15th level, you gain Evasion  and Uncanny Dodge. 

Evasion: When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your Reaction  to halve the attack’s damage against you.

Credit and Recognition

This Subclass is based on the people, The Ramen, from The First and Last Chronicles of Thomas Covenant by Stephen R. Donaldson.

(Other sources. Gap into Mirrorland; Stephen R. Donaldson and the Modern Epic Vision; "THE LAND: The Chronicles of Thomas Covenant OGL"; White Dwarf #16, #21; Wikipedia: "The Chronicles of Thomas Covenant").

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