Ranger
Base Class: Ranger

You may be lost in this brave new world, but these unlikely helpers have pikmin'd you as their leader and seem to be willing to follow you to the ends of the world. Something about your appearance allows you to command the respect of tiny fey creatures found throughout the world. Armed with your trusty weapon, you lead these cray creatures forward into your adventures! Despite their lack of obedience to any other creature, you are able to ask their aid in helping you in your adventures. You are unable to determine if these creatures understand you or if they just get what you are wanting to do, but you find that they do your bidding wherever you throw them.

Generally, you must use an instrument to command these creatures. If you are proficient with that weapon, you may include your proficiency bonus to any saving rolls for those actions. Work with your DM if you would prefer to use a method other than an instrument, but generally it should be a non-spoken form of communication. 

A note to DMs:

This subclass is intended to allow the player to roleplay a favorite character of many people. If the player wants to have a horde of Pikmin, the suggestion is to allow them to have as many pikmin around them as they want, but to limit the number of pikmin used at any given time by the charts. You can accomplish this either by limiting the number of damage dice to the number listed in the chart or by coming up with a reason for limiting it to only 2 being used at a time. Either way, be creative and try to allow the players to use this subclass in a manner which is fair to the balance of the game but also fun for them. It will require compromises as it did when I was making this subclass for my 10 year old. Enjoy!

An Unlikely Posse of Companions

At 3rd level, you gain a posse of tiny fey companions that accompany you on your adventures and seem willing to fight alongside you. You may choose another tiny fey creature, but this is based on the Blue Pikmin found in the Homebrew monsters collection. If so, choose a fey creature that is no larger than Tiny and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the creature's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit points are fixed per the stat block. 

LEVEL

MAX PIKMIN

PIKMIN LEVEL

3rd

2

-

4th

3

-

5th

3

-

6th

3

Bud

7th

3

Bud

8th

3

Bud

9th

4

Bud

10th

4

Bud

11th

4

Bud

12th

4

Flower

13th

5

Flower

14th

5

Flower

15th

5

Flower

16th

5

Flower

17th

6

Flower

18th

6

Flower

19th

6

Flower

20th

6

Flower

 

The creature doesn't seem to speak any languages, but uncannily does seem to guess what you are wanting to to every time you direct it. It takes its turn on your initiative. On your turn, you can use your action to throw the creature at a target. If you miss, the creature will use its movement on its turn to move towards the target you threw it at. You can also use your action to Recall your pikmin or command them to all Charge a target using your instrument. If you don't issue a command, the creature will continue to resume the last command until it is completed. Once the task is completed the creature will take the Dodge action. If it is latched to a target it will use its turn to make a Smash attack.

Some pikmin logic:

Default Action: Standing at/following leader. Using Dodge action.

Recall Sound?
Yes: Disengage, Find Leader, Move towards Leader, Use Dash to get to Leader if action is available.
No: Keep doing what I was last doing.

Charge Sound?
Yes: Follow leader's eyes and Charge towards what they are looking at. Use all movement and action to dash if needed. Once at target, use action to Smash until target is dead.
No: Keep doing what I was last doing.

Thrown at object?
Yes: WEEEEeeeeee! On a successful attack roll, latch and attack! On a failed attack roll, move towards the target I was thrown at using dash if needed to get there. Once at target use Smash attack until target is dead.
No: Keep doing what I was last doing.

Once you have the Extra Attack feature, you can make one weapon attack yourself when you throw a pikmin or you can use both Attack Actions to throw a pikmin.

If thrown near an object, the creatures will attempt to pick up the object and bring it back to its leader. For Pikmin: Pikmin are small, but extremely strong for their size. They can lift up to 20x their weight (a pikmin weighs .5 pound and can carry up to 10 pounds) and they will work with other pikmin to carry the same object. 

If you are incapacitated or absent, the creature finishes its last task and then becomes idle, taking the Dodge action by default but does not actively protect anything or anyone. The creature never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the pikmin, you can move stealthily at a normal pace.

When the creature dies, you can obtain a new companion by using the Pluck action. You can obtain as many creatures as allowed in your subclass chart.

 

Throw Pikmin

You throw one of your Pikmin at the target. Use your Dex modifier for your attack roll. If your attack succeeds, the Pikmin automatically latches onto the target. Once latched to the target, granting it is granted automatic hit on it's Smash attack and a +2 bonus to it's damage. If the attack roll fails, the pikmin lands x squares from the target based on the table below. It can be in any direction the DM chooses, but typically makes sense to be x squares past the target from the direction it was thrown. (ie: Target AC is 15. PC rolls 8 on attack roll. Pikmin lands 8 squares from target [15-8=7])

If thrown near an object other than a creature, the creatures will attempt to pick up the object and bring it back to its leader. For Pikmin: Pikmin are small, but extremely strong for their size. They can lift up to 20x their weight (a pikmin weighs .5 pound and can carry up to 10 pounds) and they will work with other pikmin to carry the same object. 

Once you are granted your Extra Attack, you may use both attacks to use Throw Pikmin

 

Failed AC by

# of squares away

1-3

2

4-6

4

7-9

8

>10

12

 

At the DMs discretion, you will only be allowed to use the number of pikmin as indicated in the class table. Should you choose to roleplay that you have an entire horde at your disposal and throw tons of pikmin at the target, that is fine! Have fun with it! Just keep in mind that for the fun of the game, the DM can choose to limit how much damage you are allowed to  give per turn.

Well Sounded Behavior

Beginning at 7th level, on any of your turns when your companion companion doesn’t attack, you can use a bonus action to use your instrument to perform the Recall or Charge actions as well as to direct the companion to take the Dash action on its turn.

In addition, the companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Fury of the Fey

Starting at 11th level, as an action, you can use your instrument you direct your companion to take unleash all the Fury of the Feyon their target. The companion can make two attacks, or it can take the Multiattack action if it has that action.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Previous Versions

Name Date Modified Views Adds Version Actions
7/11/2020 3:39:19 AM
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Alpha 0.1
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