Base Class: Ranger
The path of the Wildwield allows a ranger to gain increased accuracy with two weapon types adding +2 to the attack rolls made with these weapons. Wildwields will use intelligence as their casting attribute and will be able to learn spells from the wizard's spell list. They also gain use of the feral magic action and have feral magic slots equal to their proficiency bonus.
Feral Magic
At 3rd Level, you will have a choice of feral magic actions that will expend feral magic slots. You have feral magic slots equal to your proficiency score.
Feral Acid
As a bonus action you may add 1d8 acid damage to a single weapon attack, damaging spell, or unarmed strike. this will expend 1 Feral Magic. You have feral magic slots equal to your proficiency bonus.
Feral Fire
As a bonus action you may add 1d8 fire damage to a single weapon attack, damaging spell, or unarmed strike. this will expend 1 Feral Magic. You have feral magic slots equal to your proficiency bonus.
Feral Force
As a bonus action you may add 1d8 force damage to a single weapon attack, damaging spell, or unarmed strike. this will expend 1 Feral Magic. You have feral magic slots equal to your proficiency bonus.
Feral Necrotic
As a bonus action you may add 1d8 necrotic damage to a single weapon attack, damaging spell, or unarmed strike. this will expend 1 Feral Magic. You have feral magic slots equal to your proficiency bonus.
Enhanced Wield
At 3rd level, Choose two weapon types that you will become naturally skilled with. Receive a +2 bonus to attack rolls made with weapons of these types.
(these values must be manually set as a bonus by editing your chosen weapons on your character sheet. Navigate to actions then select the weapon attack and customize then type 2 in the to hit bonus )
Arcane Reflex
At 7th level, you gain the ability to alter your extra attack. You may cast a cantrip, level 1, or level 2 spell from your known spells as a free action after making an attack. This effect still uses a spell slot and may be used instead of an extra attack. You may only use Arcane Reflex once each turn even If you have multiple extra attacks.
Feral Magic actions now deal 2d8 additional damage instead of 1d8.
Elemental Blast
At the 11th level, Anytime you use the feral magic action, you may have the following attack(s) deal damage in an area, use a single attack roll for all targets.
Ranged weapons will strike a 5ft wide line at weapon distance.
Melee weapons will strike a 15ft long and 15ft wide rectangular area.
Using Feral Magic will now effect all attacks during your turn if you use an extra attack.
When using Arcane Reflexes you may now cast spells from your known level 3 spells.
Untamed Tactic
At 15th level, you gain one choice of the following Untamed Tactic actions.
Insatiable Casting
You may expend a feral magic slot to increase your magical abilities for one hour or 60 turns. Increase you spell save difficulty check and spell attack rolls by 2. Whenever you use a feral magic slot you may restore 1 spell slot of any level.
Primal Sorcery
You may use a feral magic slot to increase your physical abilities for one hour or 60 turns. Increase your movement by 20ft, increase your jumping height by 10ft, and gain advantage on all strength and dexterity based skill checks.
Savage Mysticism
You may expend a feral magic slot to increase your defensive abilities for one hour or 60 turns. Increase your Armour Class by 1 and reduce all incoming damage by 2. Each time you use a feral magic slot you heal for 2d8 hitpoints.
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