Ranger
Base Class: Ranger

Combine swords, potions, and spells to become the ultimate monster slayer.

Level 3: Trial of the Grasses

Starting at 3rd level, you have undergone alchemical mutations that permanently alter your body. You gain resistance to poison damage, and choose one mutation from the effects below, you gain another mutation at 7th, 11th and 15th level.

Alchemical Affinity

(requires 7th level)

You can have 2 active Witcher Concoctions at the same time.

Arcane Affinity

(requires 7th level)

You can learn Augmented Signs.

Enhanced Endurance

(requires 7th level)

You gain +2 bonus to your Constitution up to a maximum of 20.

Enhanced Precision

(requires 7th level)

You gain +2 bonus to your Dexterity up to a maximum of 20.

Enhanced Strength

(requires 7th level)

You gain +2 bonus to your Strength up to a maximum of 20.

Fast Movement

Your movement speed increases by 10 ft.

Magic Resistance

(requires 15th level)

You have advantage on saving throws against spells.

Physical Resistance.

(requires 15th level)

You gain resistance to piercing, slashing and bludgeoning damage.

Quickened Reflexes

You add your proficiency bonus to Initiative checks.

Rapid Recovery

You heal quicker than normal, if you start your turn with at least 1 hit point but less than half of your maximum hit points, you regain hit points equal to your constitution modifier.

Superior Senses

You gain advantage on Wisdom (Perception) checks.

Level 3: Witcher School

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

School of the Bear

Lore of the Bear School: You automatically know any and all damage resistances, vulnerabilities, and immunities of any Elemental or Giant that you can see as well as the damage type(s) dealt by their most powerful attack / Action.

Sign: Quen. You learn the spell Shield of Faith it doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a short or long rest.

School of the Cat

Lore of the Cat School: You automatically know any and all damage resistances, vulnerabilities, and immunities of any Fey or Celestial that you can see as well as the damage type(s) dealt by their most powerful attack / Action.

Sign: Heliotrope. You learn the spell Shield it doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a short or long rest.  You cannot cast this spell if you are holding a shield.

School of the Griffin

Lore of the Griffin School: You automatically know any and all damage resistances, vulnerabilities, and immunities of any Monstrosity or Undead that you can see as well as the damage type(s) dealt by their most powerful attack / Action.

Sign: Yrden. You learn Sleep this doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a short or long rest.

Sign: Igni. You learn Burning Hands this doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a short or long rest.

School of the Viper

Lore of the Viper School: You automatically know any and all damage resistances, vulnerabilities, and immunities of any Humanoid or Fiend that you can see as well as the damage type(s) dealt by their most powerful attack / Action.

Sign: Axii. You learn the spell Charm Person it doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a short or long rest.

School of the Wolf

Lore of the Wolf School: You automatically know any and all damage resistances, vulnerabilities, and immunities of any Aberration or Undead that you can see as well as the damage type(s) dealt by their most powerful attack / Action.

Sign: Aard. You learn the spell Thunderwave it doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a short or long rest.

Level 7: Concoctions

You learn to create alchemical concoctions to enhance your abilities. Whenever you finish a long rest, you prepare 3 vials containing your choice of the concoctions below, these are designed for your unique metabolism and are toxic to anyone else.

You can drink a concoction as a bonus action, and the effects last for 10 minutes unless stated otherwise. If you drink a second concoction while you have a different one active the new concoction replaces the previous one, unless you have the Alchemical Affinity mutation.

  • Blizzard. You have Advantage on Dexterity saving throws while this concoction is active.
  • Golden Oriole. You have Advantage on Constitution saving throws while this concoction is active.
  • Cat. You gain 300 ft Darkvision while this concoction is active, this concoction lasts for 1 hour.
  • Full Moon. You gain temporary hit points equal to 3x your Ranger level, any temporary hit points you gained from this concoction disappear when the concoction ends.
  • Swallow. You gain hit points equal to your proficiency bonus at the start of each turn. If you have the Rapid Recovery mutation the hit points you gain from Swallow are in addition to those from your Rapid Recovery.
  • Thunderbolt. You add your proficiency bonus to the damage you deal with weapon attacks, this damage is of the same type as the weapon.
  • Petri's Philter. You add your proficiency bonus to the damage you deal with spells, this damage is of the same type as the spell.

Signs

You learn three Signs of your choice. Whenever you gain a level in this class you can change one of the signs you know for another. If you have the Arcane Affinity mutation up to two of these signs can be Advanced Signs instead. 

When you take the Attack action on your turn, you can replace one attack with casting one of your Signs that has a casting time of 1 action or 1 bonus action.

Aard

Sign: Aard. You learn the spell Thunderwave it doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a short or long rest.

Advanced Aard

Sign: Advanced Aard. You learn the spell Thunderwave it doesn't count against your spells known. When you cast it, the area is increased to a 60 ft cone.

Advanced Axii

Sign: Axii. You learn the spell dominate person it doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a long rest.

Advanced Heliotrope

Sign: Advanced Heliotrope. You learn the spell Otiluke's Resilient Sphere you can cast it once without expending a spell slot, once cast this way you can't cast it again until you finish a long rest.

Advanced Igni

Sign: Advanced Igni. You learn Fireball this doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a long rest.

Advanced Quen

Sign: Advanced Quen. You learn the spell Shield of Faith it doesn't count against your spells known. When the target of your Shield of Faith is hit by a melee attack, the attacker takes 3d10 force damage, a creature can take this damage only once per turn.

Advanced Yrden

Sign: Advanced Yrden. You learn Slow this doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a long rest.

Axii

Sign: Axii. You learn the spell Charm Person it doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a short or long rest.

Heliotrope

Sign: Heliotrope. You learn the spell Shield it doesn't count against your spells known.

Igni

Sign: Igni. You learn Burning Hands this doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a short or long rest.

Quen

Sign: Quen. You learn the spell Shield of Faith it doesn't count against your spells known.

Yrden

Sign: Yrden. You learn Sleep this doesn't count against your spells known. You can cast this spell once without expending a spell slot, once you have cast it in this way you cannot cast it again until you finish a short or long rest.

Level 11: Evasion

Starting at 11th level, You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.

Level 15: Blade Oil

As a bonus action, which can be part of casting Hunter's Mark, you also coat your weapon or up to 10 pieces of ammunition with a special oil enabling it to deal 1d6 extra acid, cold, fire, lightning, poison or necrotic damage. You choose when you activate this ability.

Comments

Posts Quoted:
Reply
Clear All Quotes