Ranger
Base Class: Ranger

The wasteland strider, is a ranger who has either through experience or study, specialized in surviving harsh environments with little to no sustinance.
This has gained several benefits for making sure precious prey never escapes, and being able to survive regardless of how harsh the conditions become.

Prowess of the Survivor

You have mastered surviving in the toughest of conditions, granting you the following benefits.

Tough. You gain Proficiency in constitution saving throws. And can survive without food and water for twice as long as normal. 

Exhausting Strike. Whenever you hit a creature with an attack of opportunity, you give it one point of Exhaustion. A creature can only recieve this effect once per round from this ability.

Marked for Death. You can ignore concentration on your Hunter's Mark so long as you have hit the target, this turn or your last turn. In addition you can turn the additional damage into Necrotic damage, and the damage die increase to a d8, and further to a d10 at level 11, and a d12 at level 20.

Wasteland Strider Spells

When you reach a Ranger level specified in the Wasteland Strider Spells table, you thereafter always have the listed spells prepared.

Wasteland Strider Spells
Ranger Level Spells
3 Purify Food and Drink
5 Mirror Image
9 Animate Dead
13 Arcane Eye
17 Legend Lore

Sight of the desert

You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.

You also gain advantage on saving throws against effects that causes the Blinded condition.

Steel Willed Vigor

You’ve honed your body and soul to keep your vigor in any condition.

Steel Willed Vigor. As a bonus action, you can roll an amount of hit dice to a maximum of your proficiency bonus -1. And regain health equal to the roll, plus your constitution modifer per die. The dice are then expended until you would normally regain them.

Watchfull gaze

Your watchfull gaze never rests, and so you gain the following benefits:

Sudden Strike. Creatures under the effects of your Hunter's Mark or any other spell cast by you requiring concentration, provokes opportunity attacks from you if they leave your range, enter your range, or end their turn within your range.

Chain Mark. When the target of your Hunter's Mark drops to 0 hit points, you can move the mark, without using your bonus action. If you do you can use your bonus action to take an unarmed or weapon attack against the new target. Only one attack can be done through this action.

Soul linked

When a spell targets a creature affected by your Hunter's Mark you can use your reaction to cause it to target you instead, and if a spell targets you, you can use your reaction to target a creature affected by your Hunter's Mark instead.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes