Base Class: Ranger
The attunement of patience is a longer range support subclass with built-in high burst damage as a reward for keeping concentration. You gain access to sneak attacks and concentration improvements, as well as healing properties for your allies.
Patient Strike
As an action, you can start concentrating on your next weapon attack. Once it's your turn again, you can roll with advantage and add 1d4 to a weapon damage roll if you've kept concentration.
If concentration is broken before your next turn, no effect happens. Patient Strike's extra damage increases to 1d6 at level 6, 1d10 at level 12, and 1d20 at level 20.
Armored Concentration
You can better protect yourself while concentrating. You can choose a defensive ability that is applied to you by keeping concentration. This ability works when concentrating on spells as well as Patient Strike.
Heal Thyself
While concentrating, a 10 ft. diameter circle appears at your feet. Friendly creatures will gain 1d4 temporary hit points per turn while inside of this circle, up to a maximum of 20. The circle disappears once concentration ends, removing the temporary hit points. This circle is invisible to everyone but your allies and doesn't impair stealth.
You gain 15 feet of walking speed and can walk silently.
Unyielding Defense
While concentrating, mage armor is immediately casted on yourself. This doesn't require a spell slot or components, but the spell ends once your concentration ends.
You gain advantage on constitution saving throws.
Piercing Will
When you attack after concentrating for one round, Patient Strike crits. Alternatively, you can forfeit your turn again to continue concentrating. You can still take a bonus action if you do so.
Add one additional Patient Strike damage die for each round spent concentrating after the first. Environmental effects such as nonmagical waves or falling over can no longer break your concentration.
Hyperfixation
Patient Strike no longer requires you to forfeit your action, as you can start concentrating on it as a bonus action.
You now have to take at least 15 points of damage in one turn to start breaking your concentration. Once you take that damage, make a DC 20 constitution save to keep your concentration. If you take 30+ points of damage in one turn, the DC raises to 30. Non-magical weapon attacks cannot break your concentration.
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