Ranger
Base Class: Ranger

Your training in scouting, hunting and striking quickly and efficiently have served you well to survive in the post war wasteland. Mastering the art of ambush tactics and scouts vigilance to strike hard and fast and using resourcefulness, stealth and reconnaissance techniques in the unforgiving Miasmic wastelands you aren't just a survivor, you are a warrior.

Wasteland prowess

Wasteland Prowess: Your mastery of combat in the wastelands has honed your skills to a razor’s edge. At 7th level, you gain the following abilities:

 

• Wasteland Precision: When you make a weapon attack against a creature, you can add your Wisdom modifier to the attack roll. This represents your ability to exploit weaknesses in your enemies’ defenses. You can use this feature equal to the number of your Wisdom modifier. Expended uses reset on a long rest.

• Wasteland Tactics (Once per Short or Long Rest): When you roll initiative and have no creatures surprised, you can choose to gain advantage on your first attack roll in combat. This advantage represents your tactical advantage and ability to strike with precision in the opening moments of battle.

Wasteland Mastery

Wasteland Mastery (Revised 11th Level Feature): Your mastery of the wastelands is unrivaled. At 11th level, you gain the following abilities:

 

• Terrain Affinity: You have learned to adapt to the most extreme wasteland terrain. You ignore difficult terrain caused by natural environmental hazards, such as quicksand, mud, or shifting sands. Additionally, you can move through non-magical difficult terrain created by spells or magical effects without penalty.

• Wasteland Hunter’s Resilience: You have gained an extraordinary resistance to the rigors of the wastelands. You have advantage on all saving throws against environmental hazards and effects, such as extreme temperatures, toxic gases, or hazardous terrain. Additionally, you have resistance to all damage types associated with the wastelands, such as acid, poison, and necrotic damage.

Survivors instinct

Survivor’s Instinct (Revised 15th Level Feature): Your instincts for survival in the wastelands have become razor-sharp. At 15th level, you gain the following abilities:

 

• You have advantage on Wisdom (Survival) checks made to track creatures, navigate, or find resources in the wastelands.

• You can quickly identify and exploit the weaknesses of creatures native to the wastelands. When you hit a creature that is a beast, monstrosity, or aberration with a weapon attack, you can choose to deal an additional 1d8 damage of a type associated with the wastelands (such as acid, poison, or necrotic). You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses of it after finishing a long rest.

Wasteland Adaptation

 Wasteland Adaptation (Revised Spell List):
At 3rd level, your training and adaptability in the wastelands grant you the ability to employ specific spells. You can choose one spell from the following list at 3rd, 5th, 7th, and 9th levels, and you can cast each of these spells once per long rest without expending a spell slot:

• 3rd Level (Choose One):
• Misty Step
• Longstrider
• 5th Level (Choose One):
• Enhance Ability
• Pass without Trace
• 7th Level (Choose One):
• Haste
• Spider Climb
• 9th Level (Choose One):
• Freedom of Movement
• Greater Invisibility

3rd level spell choice

• 3rd Level (Choose One):
• Misty Step
• Longstrider
• 5th Level (Choose One):
• Enhance Ability
• Pass without Trace
• 7th Level (Choose One):
• Haste
• Spider Climb
• 9th Level (Choose One):
• Freedom of Movement
• Greater Invisibility

Scout strike

At 3rd level, you become a master of ambush tactics in the wastelands. You gain the following abilities:

• When you roll initiative and have no creatures surprised, you gain a bonus to your initiative rolls equal to your Wisdom modifier.

• On your first turn during combat, you can make an additional weapon attack as part of your Attack action. If you hit with this attack, it deals extra damage equal to your Ranger level.

• If you make an attack on that same turn with your extra attack feature, you can make one additional attack with it.

• Your extra damage from the “Desolation Strike” feature is maximized against surprised creatures.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

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