Ranger
Base Class: Ranger

Restriction: Adept (Earth), Adept (Water), or Adept (Wind) Background only
The Wanderer draws upon an innate connection to the natural elements. As such, Fire Adepts tend not to make good Wanderers, and the tradition is maintained mainly among Adepts of the other elements.

A wanderer has a unique connection to the world. They are strengthened and supplemented by the seas, winds, rain, and the earth. They might shoot arrows of lightning, or glide through the earth like it was water.

Elemental Strikes

Starting at 3rd level, you can augment your weapon strikes with elemental magic, drawn from your connection to the land. When you hit a creature with a weapon, you can deal an extra 1d6 damage to the target. The extra damage is bludgeoning, cold, or lightning damage (you choose each time you use this feature) and a creature can take extra damage this way only once per turn.

The extra damage increases to 1d8 when you reach 11th level in this class.

Wanderer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Wanderer Spells
Ranger Level Spells
3rd Absorb Elements
5th Misty Step
9th Haste
13th Storm Sphere
17th Cone of Cold

Whirling Attacks

At 7th level, you learn to glide through combat like the wind through grass and strike against opponents who are off balance. You gain the following benefits:

  • Opportunity attacks against you are made at disadvantage.
  • When a creature misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided you can see the creature.

Elemental Multiattack

At 11th level, you gain one of the following features of your choice.

Hailstorm Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Each creature hit by this attack takes 1d4 cold damage in addition to any damage from the weapon.

Sudden Squall

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. Each creature hit by this attack takes 1d4 lightning damage in addition to any damage from the weapon.

Wanderer's Defense

At 15th level, you gain one of the following features of your choice.

Deftness of the Wind

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Fortitude of the Earth

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

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