Ranger
Base Class: Ranger
You've traveled far, seen more places and people than most have ever dreamed of. If life is a road like one of the many you've trodden down, and each experience a step, then you've lived more than most do their whole lifespan. You're a stranger in a strange land but you know that that is your greatest strength.
 
"There are more things between heaven and earth, than dreamed of in your philosophy and the purpose of a storyteller is not to tell you how to think, but to give you questions to think upon."
- Said by a strange wayfarer sharing a fire with traveling scholars.

Level 3: Dread Ambusher

When once journey start, you set out with expectations of starlight and distant horizons. The path is not a place for the meek of heart, you've had to learned that you have to survive, even if the means are not always honorable.

You have mastered the art of creating fearsome ambushes, granting you the following benefits.

Ambusher’s Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.

Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.

"Sometimes the prize is not worth the costs. The means by which we achieve victory are as important as the victory itself."

- A wise-woman chastising a youth that had started a brawl. 

 

Level 3: Far Traveled Stranger Spells

When you reach a Ranger level specified in the Far Traveled Stranger Spells table, you thereafter always have the listed spells prepared.

Gloom Stalker Spells
Ranger Level Spells
3 Disguise Self
5 Rope Trick
9 Fear
13 Greater Invisibility
17 Seeming

 

"Too many scholars think of research as purely a cerebral pursuit. If we do nothing with the knowledge we gain, then we have wasted our study. Books can store information better than we can--what we do that books cannot is interpret. So if one is not going to draw conclusions, then one might as well just leave the information in the texts."

- Excerpt from the introduction to Knowledge, It's Purpose and Value by Ramon Klefyr

Level 3: Umbral Sight

You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.

You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.

Level 7: Iron Mind

You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

"This world,
it is a tempest sometimes,
with crashing waves and thunderous chimes,
where hope feels lost and dreams resigned,
and shadows falls on hearts confined.

The tempest roars, yet in its wake,
a calm quiet begins to break.
Through jagged skies, the light doth bend,
look! Dawn will rise! A faithful friend.

So let the storm rage on with might,
for after darkness, comes the light.
This world,
it is a tempest sometimes,
with crashing waves and thunderous chimes,
but steel your heart, don’t lose your way,
for the sun will rise with the break of day."

- When the shadow grow long, composed and told by Itakka Solvi

Level 7: Attuned

Far have your travels brought you and great the knowledge gained. You've learned to attune to one more magical items for a total of four.

"Overcome your guilt. Care, but not too much. Take responsibility, but don't blame yourself. Protect, save, help- but know when to give up. They're precarious ledges to walk. How do I do it?"

- The words man trying to do better.

Level 11: Stalker’s Flurry

The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.

Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.

Mass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.

Level 11: Expanded Focus

Ever forward your steps carry you and your mind has grown strong carrying the weight of all that you've experienced.

You've become able to concentrate on more than two spells or actions at once.

"We are not creatures of destinations. It is the journey that shapes us. Our callused feet, our backs strong from carrying the weight of our travels, our eyes open with the fresh delight of experiences lived."

- Nohadon, author of The Way of Kings

Level 15: Shadowy Dodge

When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.

Level 15: Unbroken volition

With each battle fought you become better at spilling blood. Among the many you've walked the road with soldiers and warriors know how to seize the gift of life best. All that you've learned from them culminates into the way you wield your weapons.

You can attack three times instead of once whenever you take the Attack action on your turn.

“Ten spears go to battle,” he whispered, “and nine shatter. Did the war forge the one that remained? No, Amaram. All the war did was identify the spear that would not break.”

- A broken warrior defying a demigod, shortly before the demigods fall.

Far Traveled Stranger Image

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