Ranger
Base Class: Ranger

In Avalestra, the Salassian are a division of the Wyld Elves who still live in the traditional culture of their lost god Salassia. When their god apparently vanished with the other gods during the vanishing, the Salassian continued to hold out hope that he would return, as their god was known as a wandering god who had left before according to the legends of the Salassian. Thus have they carried on in their semi-primitive tribal culture, with the role of the Spearslayer espoused as hunter, warrior, and sacred wanderer. These extraordinary rangers are used to roving jungle territories far and wide, and they teach of techniques to make capable use of their holy weapon, the spear. Outsiders can be taught in these ways if they are willing to prove that they are able to support the tribe during their stay, and rarely, outsiders will seek the Salassian out to learn of their unique and powerful spearfighting techniques.

To these tribal huntsmen, the spear is the ultimate tool. Not only is it a weapon useful in a close fight, but their usage of a unique leather bracer which has a leather strap to assist in spear-throwing makes them able to hurl their weapon as a deadly projectile with high accuracy. Truly capable Spearslayers even learn to use the spear as a tool to assist in scaling through the jungle, notching the spearhead into trees and using the haft as a quick stepping platform of sorts to scale insurmountable heights. At their most capable, these extraordinary spearmen can utilize their sacred spear as a polearm, a throwing weapon, and a formidable defense all together.

Spearfighting Focus

At 3rd level when you choose this archetype, you learn an extraordinary focus with the spear that is the hallmark of the Slayers. You may change your Fighting Style chosen at 2nd level to the Thrown Weapons fighting style, and when wielding a spear, you are treated as if you have the Polearm Master feat.

Hunter and Soldier

Starting at 7th level, the Spearslayer serves a dual role to the Salassian people, as both hunter of game and defender of their territory. While not an uncommon role for a ranger to play, the Salassian venerate the Spearslayers only slightly less than "clergy" as a result. This entitles them to be taught special insights from the holy men and women of their tribes, such as how to pray for the weather to change, or how to pray for game to become available. You gain the following benefits:

- You may pray for the weather to change, and the divine agents who enforce your god's will might answer your plea. Roll a d20, and on a roll of 11 or more, you may cause the weather to change by one step in the following way: clear skies, cloudy, rainy, downpour, storming or you may change temperature one step from sub-zero, cold, cool, temperate, warm, hot, or scorching. You may use this feature once before you must finish a long rest to use it again.

- You may pray for game to become available, and divine agents may coax beasts to appear. Roll a d20, and on a roll of 11 or more, you may cause game animals to appear in your nearby area, as 1d4 game animals appear within 15 minutes. You may use this feature once before you must finish a long rest to use it again.

Additionally, you learn to improve your mobility by wedging your spear into trees and surfaces and quickly bounding off of it as a temporary platform. To do so, make a Strength (Athletics) check as an action when adjacent to a non-metal vertical surface at a DC of 12 to wedge your spear into it, you leap up, and can lodge your spear at the maximum jump height if successful, swinging and jumping from it rapidly to gain the effect of a standing long jump made from that height.

Spearspinning

Starting at 11th level, you learn the techniques of spinning your Spear in a dangerous dance that can strike multiple foes at once. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Alternately, you may spin your spear vertically to create a defensive screen to protect yourself and a nearby ally, and when you are wielding a spear, if you use your action to take the dodge action, an ally adjacent to you gains the benefits of the dodge action also.

Superior Spearmanship

At 15th level, you have mastered the spear and its nuances to a point where the feats you can achieve are nearly supernatural in nature. You improve the damage you deal with spears to 1d8 (and as a Versatile weapon, 1d10 when two-handed), and whenever you score a critical hit with a spear, you may reroll any number of the damage dice once. Additionally, you are able to use your spear in tandem with extraordinary leaping capabilities to increase the distances you can jump. While wielding a spear in two hands, you double your jump height and distance maximums.

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