Ranger
Base Class: Ranger

A survivalist is a explorer and pioneer into lands too dangerous or anyone else, they use their proficient knowledge of the wilderness and creativity to survive.

Makeshift weapons

At 3rd level, you gain the ability to use objects from your environment to make weapons that you are proficient with. Once per day you can spend 1 hour and a dc 15 intelligence check and use material appropriate materials to make the weapon at your DMs discretion. When you roll a natural 1 with a makeshift weapon roll a d4 on a 2 or 3 the weapon breaks.

Improved improvised weapons

You can learn two ways to improve your makeshift weapons in special ways and two more at 12th level. You can use these on your makeshift weapons once for every every 5 ranger levels per long rest. A makeshift weapon can only have up to 3 special properties at a time, you can imbue 2 extra special property to a makeshift weapon when you make it. You make a dc 10 intelligence check and use material components to imbue these properties at your DMs discretion.

Aerodynamic adjustments

You make adjustments to your weapon giving it the thrown (range 20/60) property if it doesn't already have it, if the weapon if thrown it deals an extra 1d6 piercing damage.

Apply poison

You rub poison onto your weapon making it deal an extra 1d4 poison damage for 1 hour.

Fire starter

Your weapon catches fire, it deals an extra 2d6 fire damage, the weapon is destroyed after 15 minutes of being on fire.

Light weapon

Your makeshift weapon is lighter and gains the finesse property if it doesn't already have it.

Sharpened weapon

You sharpen the edges of your weapon giving it +1d4 to hit.

Withered weapon

Your weapon becomes radient with necrotic energy and deals an extra 2d4 necrotic damage, at dawn if you didn't kill anything with this weapon roll a d4 on a 4 the weapon is stable otherwise the effect ends and the weapon is destroyed dealing 1d6 necrotic damage to anyone within 5ft.

Trapmaster

You learn to make a few traps, you can be creative with the materials you use to make them but the traps must follow certain designs as follows. The trap must use one of the listed triggers which triggers a chosen of the listed effects. You can make these traps on a dc 10 intelligence score with appropriate materials. 

Triggers 

  • Tripwire: a piece of string or rope that triggers when snapped (stepped on or otherwise.) 
  • Snare: a hard to spot noose that is triggered and tightens when something is caught in the noose.
  • Pressure plate: a contraption that when pressure is applied to, triggers.
  • Pulley/lever: anything that when pulled triggers.
  • Trapped chest or bag: a bag, chest, case ect that when opened triggers.

Effects 

  • Alarm: a loud noise is triggered.
  • Poison: a stored poison is released. 
  • Dart: a dart, arrow or bolt is shot out.
  • Trapdoor: a trapdoor is opened.
  • Net: a net is dropped, released or triggered.
  • Explosive or chemical: a stored chemical such as gunpowder is triggered in an appropriate way.

 

Makeshift weapon master

Your ability to wield makeshift weapons when making attacks with makeshift weapons that have finesse you can make attacks with the weapon as a bonus action.

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