Ranger
Base Class: Ranger

Rangers of the Voyager Conclave spend their time on ships sailing the high seas. Some voyage in aircraft held aloft by propeller or balloons filled with hot air. Others more exotic explore the space between worlds on Spelljammer ships.

Voyager Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Voyager Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Voyager Spells

Expert Navigator

Starting at 3rd level, you gain proficiency with Navigator's Tools and one of the following vehicles: Vehicles (Land), Vehicles (Water), or Vehicles (Air).

In addition, you have advantage on ability checks made to navigate vehicles. While you are navigating a vehicle, the vehicle's speed increases by a number of miles per hour equal to your Wisdom modifier.

Vehicles (Air)

You gain proficiency with air vehicles.

Vehicles (Land)

You gain proficiency with land vehicles.

Vehicles (Water)

You gain proficiency with water vehicles.

Parry

At 3rd level, when you or a creature within 5 feet of you are hit by a melee attack, you can use your reaction to add a bonus to the target's AC equal to your Proficiency bonus against the triggering attack, potentially causing the attack to miss. You must be able to see the attacker and have a melee weapon in your hand to use this feature.

Well Traveled

By 7th level, you venture through underbrush, tidal waves, and rugged mountains unhindered. You gain a climbing and swimming speed of 30 feet, and you have advantage on Wisdom (Survival) checks.

Riposte

At 11th level, whenever you cause an attack to miss you with your Parry feature you can immediately make one weapon attack against the attacking creature as part of the same reaction.

Farseer

Starting at 15th level, you have developed a strong ability to spot potential hazards and locations of wonder. You have advantage on Wisdom (Perception) checks that rely on sight.

Using a bonus action, you can choose a target within 60 feet of you that you can see. You see a weakness in the target's defenses granting you advantage on the first weapon attack you make against the creature before the end of your turn.

Voyager Image

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