Ranger
Base Class: Ranger

A first attempt at following Ari Ashkenazi's massive rework of Ranger class and its subclasses. Main feature rework revolves around Wild companions and allowing Horizon Walker to use key features at level 3 and 5

Strider

You gain the following benefits:

  • Your speed increases by 10 feet.
  • Your movement is unaffected by difficult terrain and cannot be slowed by magical means.

Woodland Companion

You gain a spirit companion that accompanies you on your adventures and is able to take the form of various beasts to fight alongside you, though it is a fey instead of its normal creature type and has an alignment of your choice. Additionally, its Intelligence becomes 10 and it gains the ability to understand one language of your choice that you speak. Your ranger level determines the beasts your companion can become. Conjuring a form for your companion takes 10 minutes and level of spell slot determined by the CR of the form you wish to conjure or for free during a long rest. This is all shown in the Companion Forms table.

At 1st level, for example, conjuring your companion takes no spell slot. It can take the form of any beast that has a challenge rating of 0 that is size medium or smaller.

Companion Forms

Level Max CR Limitations Spell Slot Level to Conjure
1st 0 Medium or Smaller
3rd 1/8 Medium or Smaller
5th 1 Large or Smaller 1
7th 2 Large or Smaller 2
10th 3 Huge or Smaller 3
14th 4 Huge or Smaller 4
18th 5 5

Your companion acts on your turn and always obeys your commands. You have full control of its movement and any actions it takes (no action required by you). You can dismiss your companion’s conjured form as an action, returning it to its home plane.

If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself. Should you die, your companion continues to exist for 24 hours before returning to its home plane.

Horizon Walker Magic

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

Horizon Walker Spells

Distant Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Terrain Mastery

Starting at 6th level you gain swim and climb speeds equal to your walking speed.

 

Planar Resistance

Starting at 7th level, when you finish a short or long rest, choose one of the following damage types: you and your companion have resistance to that damage type until your next short or long rest.

  • Poison
  • Acid
  • Fire
  • Cold
  • Radiant
  • Necrotic
  • Lightning
  • Thunder
  • Force
  • Psychic

Wild Bond

At 8th level, your bond with nature allows you to take on certain bestial aspects.

As a bonus action, you may gain one of the following benefits for its duration or until you use this feature again. You can use this bonus action a number of times equal to your Wisdom Modifier (a minimum of once), unless you expend a spell slot of 2nd level or higher to use it again. You regain all expended uses when you finish a long rest.

Keen Senses
You gain advantage on perception checks for 1 hour.

Aquatic Adaptation
You can breathe underwater for 1 hour.

Grasping Limb
One of your hands and any one-handed weapon it is holding merge, taking the shape of a tentacle or claw for 1 minute. The weapon gains the following benefits:

  • Range increases by 5 feet.
  • A target hit by this weapon is grappled.
  • While grappling a target, this weapon cannot attack another target.

Trampling Charge

Your choice of antlers or horns grow from your head. If you move at least 20 feet straight toward a target, your next melee attack against that target deals an extra 2d6 weapon damage. If the target is a creature at most 1 size larger than you, you may take the shove action as part of that attack. This benefit lasts for 1 minute.

Poison Spines

Both of your hands and a ranged weapon they are holding merge, taking the form of spines or quills emerging from your arms. In addition to the weapon’s normal damage, any target hit by this weapon must make a constitution saving throw against your spell save DC, suffering 2d6 poison damage on a failed save, or half as much damage on a successful one. This benefit lasts for 1 minute.

Camouflage

Beginning at 9th level, you gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a weapon attack, making the attack doesn’t reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Flickering Defense

Beginning at 11th level, you and your companion may cast the Blink spell as a bonus action without expending a spell slot. Each of you can use this feature once. You cannot do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher.

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.

Planar Breach

Starting at 15th level, you can use an action to open a series of portals to different planes. These disturbances have a 20-foot radius and follow you, protecting you from harm and damaging your enemies.

Choose two of the following damage types. You gain resistance to one damage type and any creature of your choice that enters the aura for the first time on a turn or begins its turn in the aura suffers 5d8 of the other chosen damage type.

  • Poison
  • Acid
  • Fire
  • Cold
  • Radiant
  • Necrotic
  • Lightning
  • Thunder
  • Force
  • Psychic

Once you use this feature you cannot do so again until you finish a long rest.

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