Base Class: Ranger
Note: This was designed with the PHB ranger in mind. I wanted to bring in concepts from some of the older ranger abilities. It should still be fine with the revised ranger, but it might be a little stronger compared to PHB.
Wildseekers are expert hunters and trackers who operate on the fringes of civilization. They learn to attack with deadly accuracy and speed, making every arrow and strike count. To hone their talent for hunting, Wildseekers opt to specialize their skills in hunting specific types of creatures and mastering weapons techniques.
Wildseeker Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wildseeker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Wildseeker Spells
|
Ranger |
SpellS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Ranger's Quarry
Starting at 3rd, you can focus your attention on a single creature to attack with greater precision. As a bonus action, you can mark a creature within 30 feet of you as the target of your Ranger's Quarry. You gain a bonus to attack rolls against that creature equal to your wisdom modifier. This effect lasts for 1 minute, until that creature drops to 0 hit points or until you fall unconscious. Additionally, the first time you hit the target of your Ranger's Quarry with a weapon attack on your turn, you can also add an additional 2d6 to the damage roll if the creature is a Favored Enemy. This extra damage increases to 3d6 at 11th level.
Whenever you mark creature with your Ranger's Quarry while another creature is already marked by this ability, the previous target is no longer marked. You can use this ability up to three times, and you regain all uses of this ability when you finish a short or long rest.
Wilderness Guide
At 3rd level, you can share your expert knowledge of the wilds with your allies. Choose two from: Survival, Stealth, Perception, Animal Handling, Nature or Athletics. You gain proficiency in those skills if you don't already have it. In addition, if you succeed a skill check on one of the chosen skills, until the start of your next turn, any ally with 30 feet of you can add your wisdom modifier to their roll when they make a skill check with that same skill.
Endurance
Starting at 7th level, you've trained yourself to push past your own limits on tasks that would leave others exhausted. You gain proficiency in Constitution saving throws. In addition, sleeping in armor during a long rest doesn't give you exhaustion.
Improved Fighting Style
Starting at 11th level, your specialized combat training has allowed you to gain new fighting techniques. Choose one of the following fighting styles to improve: Archery, Two-Weapon Fighting, Defense, or Dueling. You gain a new ability if you have the required fighting style.
Nimble Dodge
Requirement: Defense
You can take the dodge or disengage action as a bonus action. You also gain a +10 foot bonus to movement speed.
Rapid Fire
Requirement: Archery
Whenever you take the Attack action on your turn, you can choose to take a -2 penalty to attack rolls with ranged weapons that turn to make one additional attack with a ranged weapon.
Rending Strike
Requirement: Dueling
Your weapon damage bonus from Dueling is now equal to your proficiency bonus.
Twin Strike
Requirement: Two-Weapon Fighting
When you use your bonus action to attack with your secondary weapon, you can make one additional attack with it as part of that action.
Master Hunter
At 15th level, your Ranger's Quarry gains additional effects:
- Allies gain a +1 bonus to their attack rolls when they attack the target of your Ranger's Quarry.
- Whenever you critically hit with a weapon attack roll against the target of your Ranger's Quarry, if it is a Favored Enemy you can force it to make a constitution saving throw. On a failed save, it drops to 0 hitpoints.
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