Ranger
Base Class: Ranger

They paint the runic names of these spirits upon their bodies in order to channel chaotic powers that augment their already well-honed skills.

Woad Arts and Woad Sickness

Starting at 3rd Level, you equip 2 Woad hunting arts which are painted upon your character's body. On your first turn of combat, you can choose to expend a 1st Level Spell Slot to activate one of these Woads to augment your attacks. Once you have activated your 1st Woad effect, switching to a different one on your turn can be done as a bonus action and requires no further spell slots.  

Each time you gain a level in this class, you can swap one of your equipped Woads for a different one from the Woad Art feature list. At 7th Level, the number of Woads you can have equipped increases to 3. At 11th Level, your number increases to 4, and the number of Woads you can have active on your turn increases to 2. Finally, at 15th Level, you can equip 5 Woads and can make use of 3 simultaneously.  

If 2 of your turns pass without having successfully attacked an enemy since you activated your 1st Woad, the Woad Sickness effect is applied. When afflicted with Woad Sickness, you take a level of Exhaustion. Woad Sickness ends upon a short rest, or with the casting of Lesser Restoration.  

The following Woads are available to you. If a Woad has a level requirement, you cannot equip it unless you have that many levels in this class:  

Weapon Cloaking. When you spend a Bonus Action, your weapon is imbued with an additional damage effect. You must declare upon activation whether this takes the form of Fire; Frost; Lightning; Poison; or Acid damage. This adds an additional d6 (or 2 d6 on a Crit) of the damage of your choice to your weapon attacks. 

Wild Cloaking. As a Bonus Action, a damaging aura extends in a 5ft radius from you. You must declare upon activation whether it will take the form of Fire; Frost; Lightning; Poison or Acid damage. The damage roll is 1 d6 (scaling to 2 d6 at 11th Level and 3 d6 at 15th Level). The target can roll a Constitution save against your Spell Save DC for half damage. 


Wild Skin. As a Bonus Action, your skin changes colour and texture to match your surroundings. When standing still, you are considered Invisible. While moving you get advantage on Stealth checks, and enemies get disadvantage on attack rolls against you.

Additional Woad Arts

At 7th Level, you gain access to the following Woad Arts:

Venomous Blood (lvl 7). When you activate this ability with a Bonus Action, any attacks made against you with Poison, Acid, or Necrotic damage deal no damage, and you gain temporary hit points for half the damage of the attack. This effect ends at the end of your next turn.  

Viper's Sense (lvl 7). As a Bonus Action, you have Darkvision for 30ft (if you already have Darkvision as an active effect, its range is doubled) and have advantage on Perception checks when in magical darkness.  


Fae Illusion (lvl 7). Spend a Bonus Action on your turn to be under the effect of the Mirror Image spell until the end of your next turn. 

Additional Woad Arts

At 11th Level, you gain access to the following Woad Arts:

Frenzy Shot (lvl 11). When you Crit on an attack with a ranged weapon, you gain an extra attack as a Free Action against any enemy within your attack range.  

Maddening Shot (lvl 11). When you hit with a ranged attack against an enemy, you can use a Bonus Action to force them to make a Charisma save against your Spell Save DC. If they fail, they will attack the nearest creature they consider an ally until the end of your next turn (they may attempt to succeed on a save again at the end of their turn).  


Wild Call (lvl 11). Using an Action, any Beast or Fey creature within a 30ft radius must make a DC 13 Charisma save. All creatures that fail are under the effect of the Command spell (taken as a Bonus Action on your turn) until the end of your next turn.

Additional Woad Arts

At 15th Level, you gain access to the following Woad Arts:

Crippling Shot (lvl 15). When you hit an enemy with a ranged attack, they must succeed in a Constitution save greater than your Spell Save DC or else be under the effect of the Slow spell until the end of your next turn (they can attempt to save again at the end of their turn).

Doe's Swiftness (lvl 15). Spend a Bonus Action on your turn to be under the effect of the Haste spell until the end of your next turn.  


Morphing Shot (lvl 15). When you Crit on an attack with a ranged weapon, you can spend a Bonus Action to cast Polymorph on the enemy you just hit. This ability costs no additional spell slots, but the true form of the target is restored at the end of your next turn.

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