Ranger
Base Class: Ranger

A Barehanded Ranger is someone who desires the challenge and thrill of battle above all else, facing down their foes without the equipment other Rangers rely on. They can often be found wrestling giant snakes in the jungle, or having a fist fight with bear in the woods, rejoicing in the strength of their opponent. These Rangers use a combination of raw strength , skillful maneuvers, and spells to take down foes much larger and stronger than themselves. 

 

Level 3: Superior Brawling

Your quick reflexes and superior strength allow you to gain the edge in a fight. You learn maneuvers that are fueled by special dice called Superiority Dice.

Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice when you reach Ranger levels 11 and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have three Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Long Rest. You gain an additional Superiority Die when you reach Ranger levels 7 (four dice total) and 15 (five dice total).

Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength modifier and Proficiency Bonus.

 

Level 3: Barehanded Fighting

While other Rangers rely on their weapons and armor, your strength and fists alone are all you need. You gain the following benefits. 

Strong Arm. Your Unarmed Strike deals 1d8 damage if you aren’t wielding a weapon or holding a shield. This damage increases to 1d12 at Ranger level 11.

Magic Brawn. You can use your hands to cast spells that require a melee weapon such as Ensnaring Strike.

Wild Grit. While you are not holding a shield or wearing armor your Armor Class is equal to 13 plus your Strength modifier.

 

Level 7: Focused Brawling

When you focus on an opponent you can unleash blow after blow in quick succession. Hunter’s Mark no longer requires Concentration, and when you make an unarmed attack against a creature with your Hunter’s Mark you can make an additional Unarmed Strike against it as a Bonus Action. If this attack hits you can chose to use the Push, Sap, or Topple weapon masteries with the attack. 

In addition, you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. This bonus increases to +2 at Ranger level 11 and +3 at Ranger level 15.

 

Level 7: Superior Preparation

With magic to help refuel your stamina, nothing can slow you down for long. When you finish a Short Rest you can expend a spell slot to regain half of your Superiority Dice (round up). 

 

Level 11: Superior Casting

You have learned how to use your raw physical might to fuel your magical expertise. You can expend Superiority Die to cast your Ranger spells instead of spell slots. You must spend 1 die per level of the spell. A spell cast in this way is always cast at the lowest level possible. If you use this feature to cast a spell that requires Concentration you have Advantage on saving throws made to maintain Concentration on that spell.

Once you cast a spell in this way you cannot do so again until you finish a Short Rest.

 

Level 15: Barehanded Master

You have become an apex predator among man and beast, unleashing powerful blows in quick succession. You can make two Unarmed Strikes instead of one when you use your Focused Brawling Bonus Action. When you hit with a Focused Brawling attack, if the target is Large or smaller it is sent Reeling until the start of your next turn or until it fails a saving throw. A Reeling creature has Disadvantage on attack rolls and saving throws.

 

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Barehanded Maneuver Options

The available maneuvers are presented here in alphabetical order.

 

Ambush

When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.

Evasive Footwork

As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.

Goading Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Lunging Attack

As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.

Menacing Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Pushing Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Riposte

When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.

Trip Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

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