Base Class: Ranger
The vigilance of the rangers is constantly damned by loneliness and so as the watchful eyes of the ranger strain over huge patches of land, their sanity too is strained. Some submit to more feral instincts to serve nature's ever-demanding desire for growth, shedding their humanity to become something wilder. Rangers who fall into this archetype are typically hermits, though those raised by more barbaric tribes or even beasts can lean towards this archetype as well.
Feral Fury
Starting when you pick this path at 3rd level, you may enter a feral fury that lasts a number of turns equal to your wisdom modifier. This feral fury ends when you fall unconscious, become incapacitated or when you end it as a bonus action. As you enter a feral wrath, choose one of the three options below to emulate what beast you are. You may use this feature a number of times equal to your proficency bonus.
Hawk's Gaze, You gain a +1 bonus to ranged weapon attacks and damage rolls, while also gaining a climbing speed of 20 feet. You have advantage on attacks made on creatures who are 10 feet or more below you.
Wolf's Speed. You gain a +1 bonus to melee weapon attacks and damage rolls and gain an additional 10 feet of walking speed. Once per turn, whenever you land an attack with a light melee weapon, you may move up to 10 feet without triggering attacks of opportunity.
Owl's Wisdom. You gain a +1 bonus to spell attacks and damage rolls and you may cast a cantrip as a bonus action from the druid spell list. Additionally, you gain 30 feet of darkvision if you don't have it already.
Scavenger
At 7th level, you've managed to get by on scraps making you quite resourceful. Over the course of a short rest, you may turn the body of any humanoid or beast of small or medium size into two rations, You also have immunity to poison damage from eating rotten things.
At 12th level, you can turn a large body into four rations, and at 16th level you can turn a huge body into ten rations.
Beast Instincts
At 11th level, while using your feral fury, you may choose one of the following features to use as well. You may use each feature twice per long rest.
Hawk's Cry. As a reaction to taking damage, you may move up to half your walking speed and make a ranged weapon attack at disadvantage against the attacker.
Wolf's Pact. As a reaction on your turn, you may grant up to three creatures within 15 feet of you, including yourself, advantage on the next attack roll you make.
Owl's Flock. Once per turn, you may cast a spell expending the spell slot of a consenting allied creature within 5 feet of you instead of your own.
At 16th level, you may use each feature three times.
Evolution
At 15th level, you evolve to take on the features and traits of the feral beast you've emulated. Choose one of the features below.
Hawk's Dive. You sprout wings from your back and gain a flying speed of 30 feet. If you already have a flying speed, it increases by 10 feet. Whenever you make a ranged weapon attack, you may add a +1 to your attack roll for every 20 feet you are above a creature, to a maximum of +3.
Wolf's Ferocity. Your skin becomes hairy and your feet larger, your walking speed increases by 15 feet, and you gain resistance to cold damage. Once per long rest, you may make a number of melee weapon attacks equal to your strength or dexterity modifier as a bonus action.
Owl's Intuition. Your eyes become yellow and larger, and you gain a +2 bonus to wisdom based skills and saving throws. Twice per long rest, you may cast a 2nd level spell or lower that requires concentration without needing to maintain concentration on it.
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