Base Class: Ranger
(Full credit to AD&D's 2nd Edition, The Complete Ranger's Handbook - Justifier)
Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors.
Though the Justifier specializes in neutralizing monsters, his skills qualify him for a wide range of adventures. He may organize guerilla forces and lead them into hostile territories. He may stage reconnaissance operations to gather information concerning enemy strength and logistics. He may execute strikes against monster lairs, rescue hostages, or eliminate tribal leaders or spell casters. For a determined Justifier, no job is too difficult, no enemy too formidable.
Justifiers boast extensive training in weapon use, scouting, warding, and outdoor survival. Some learn these skills in a regular standing military, others are trained by military orders. A few highly motivated individuals are self-taught. Justifiers are in high demand by rulers as army officers, as well as by private individuals who use them as bodyguards. Many hire themselves out as mercenaries or volunteer for causes that further their own ideals.
As Justifiers thrive on action, most are eager to join adventuring parties. On occasion, freelance Justifiers may demand a retainer from a party or a guaranteed percentage of any treasure found. But more often than not, a freelance Justifier will join a party without remuneration if their task is just and promises him the chance to exercise his combat skills.
A Justifier's companions will find him disciplined, focused, and unyielding in his determination to accomplish his objectives. He socializes little, preferring instead to keep his body strong with punishing exercise and his mind sharp with quiet meditation. A natural leader in combat situations, he fights with grim intensity and fearless perseverance.
Level 3: Tactical Advantage
This ability allows the Justifier and his companions to gain a combat advantage by studying the enemy and exploiting their weaknesses. The Justifier must spend at least a full, uninterrupted turn secretly observing an enemy or group of enemies prior to making an attack. At the end of this period, the Justifier makes a Wisdom (Perception) check. If successful, the Justifier has correctly assessed the enemy's weaknesses and is able to maximize the timing of an attack. The Justifier and his party automatically surprise the enemy and gain the initiative for the first round. A Justifier can attempt to gain a tactical advantage only once in a particular encounter.
Level 7: Combat Superiority
Maneuvers. You learn three maneuvers of your choice from the “Maneuver Options” section found in the PHB, Fighter 'Battle Master' on pages 94 and 95. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice when you reach Ranger levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.
You gain an additional Superiority Die when you reach Ranger levels 7 (five dice total) and 15 (six dice total).
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Level 3: Self-reliance bias.
The spells learned up to and including level 2 remain the same, but due to the martial focus of a Justifier, they progress at 1/2 the rate beyond that for the number of Prepared spells and Spell Slots per Level. Always round down.
For example, a level 9 Ranger will have 4 Prepared Spells (9/2=4.5, rounded down is 4) with 2 first level spells, 1 second level spell and 1 third level spell.
Know Your Enemy
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within visual combat distance of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are. This can be done a number of times per day equal to your proficiency bonus.
Level 3: Improved Critical
Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.
Level 11: Improved Combat Superiority
Your Superiority Die becomes a d10.
Level 15: Superior Critical
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.
Level 7: Limited Porficiencies
The Justifier's mastery of weapons and combat comes at the expense of learning other skills. This eliminates the base Ranger's Level 9 feature, Expertise.
Level 3: Unarmed Fighting Style
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding any weapons or a Shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 Bludgeoning damage to one creature Grappled by you.
Level 3: Stealth
Grants proficiency in Stealth. If you already possess the Stealth proficiency, this grants Expertise in Stealth.
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