Ranger
Base Class: Ranger

With the Drow spread far and why there is a need for flexibility in administering laws and pruning the garden. Ordinators are the ones responsible for this. Answering to the Elders of each village, and those elders alone, Ordinators act as keepers of ‘Destiny’ meaning the law of the Drow. In order to maintain their devotion to their secretive code they live separate and nomadic existences

Eyes Of The Elders

Your training has taught you to observe all with an unfocused gaze, noticing details too small or well concealed for others to notice. Starting at 3rd level you have advantage on Insight and Investigation checks when in your favorite terrain. 

Veteran of the Gloom

Starting at 3rd Level you have access to a pool of Destiny Die equal to your Ranger Level. Each Destiny Die is 1d6 and can either be used as a bonus action to add an additional die of damage or expended in exchange for a maneuver listed below. Half of any Destiny Die expended regenerate after a Short Rest or all regenerate after a Long Rest. 

Combat Roll

Move up to half your movement, normal attack of opportunity rules apply (1DD)

Moment of Respite

Use a Hit Die to recover HP, for an additional DD you can roll additional Hit Die equal to the number of additional DD expended. (2+ DD)

Pirouette

Disengage from the target of your last attack (1DD)

Staggering Blow

After hitting a target this turn with a normal melee attack they must make a strength saving throw against your spell save DC, on a failure they are knocked prone. (2DD)

Justice in the Dark

Starting at 7th level when in your favorite terrain you have advantage on all stealth checks. In addition when attacking while undetected in the first round of combat against an enemy that has not acted yet you may use 1DD as a free action in addition to any used as a bonus action .

Expanded Maneuvers

Starting at 7th Level you can also use the following Maneuvers

Disabling Strike

After hitting a target this turn with a normal melee attack they must make a wisdom saving throw against your spell save DC, if they fail you can impose disadvantage on one ability saving throw until the end of your next turn. If they succeed, no effect occurs. (2DD)

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. (2DD)

Rapid Strike

Attack again at a -5 to hit penalty. (1 DD)

Wounding Strike

Inflict Bleed on the target, causing them to take 1d4 of bleed damage at the start of their turn. At the end of each turn they can make a Constitution saving throw against your spell save DC to end the effect. (3DD)

Impossible Fate

Starting at 11th level when you are dropped to 0 hit points you can spend 1DD to auto stabilize. You may also roll another DD to gain its result in HP.

Devoted

Starting at 15th level you can use Ranger hit die in place of DD if they have been exhausted. If you use hit die to inflict additional damage on a favored enemy deal maximum damage.

Previous Versions

Name Date Modified Views Adds Version Actions
12/2/2019 5:32:36 AM
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8/16/2020 11:30:16 PM
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