Ranger
Base Class: Ranger

You are not someone who wandered into the woods to learn its secrets, but instead, you have done so to challenge yourself like you have never done so before. Living out beyond the far reaches of civilization, you do not live completely in harmony with nature, but fight it for daily survival. You have weathered storms, faced thirst and hunger, fought off wild animals, and did so to claim a small chunk of land for yourself. Doing so has given you abilities, and you know how to use them.

Master of Wilds

Living out in the wild for so long has hardened you to many of its effects.

You are immune to the effects of Extreme Heat and Extreme Cold as mentioned in the Dungeon Master's Guide.

You eat rations at half the normal rate, being able to survive 2 days on 1 day of rations.

Lastly, gain double proficiency in survival (if you already have proficiency in survival, gain proficiency in another skill of your choice).

Survival Mentality

You have unlocked the secrets of your own mind, and pushed yourself to your limits. You can cast more than one concentration spell at a time, however, this comes with downsides. If you have two concentration spells active, you have a disadvantage on all spell saves, skill checks, and concentration checks. If you are concentrating on 2 or more spells with this feature and cast another concentration spell, you gain 1 point of exhaustion. Lastly, if you fail a Concentration check while using more than one concentration spell, you lose all spells you are concentrating on.

Master of Yourself

At level 11 you gain the following benefits:

You have advantage on hit dice rolls to recover hit points.

You can now take a short rest in half the required time.

Lastly, gain proficiency in either Constitution or Wisdom saving throws (your choice). If you already have proficiency in both, add +2 (to a max of 20) to any ability score you choose.

True Survival

At level 15, you gain the ability to combat the effects of exhaustion greatly. You can now ignore the effects of having a single exhaustion point, and are always one level of exhaustion below your current state.

Once a long rest, you can remove one point of exhaustion as a bonus action, and spend half your ranger level (rounded down) or less hit dice to heal. These hit dice are used up, just as if you used them at the end of a short rest.

Previous Versions

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8/28/2025 6:01:04 PM
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