Base Class: Ranger
Tribal Warriors come from a clan-like background. Hard workers that value friends and family immensely, and use and develop their past skills from their tribal life for the betterment of not just themselves but those they surround themselves with. Such warriors are usually found in clans of underdeveloped races such as the Aarakocra or Lizardfolk, or are found in small villages and communities.
Tribal Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Tribal Warrior Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
3rd level: Entangle
5th level: Melf's Magic Arrow
9th level: Haste
13th level: Dominate Beast
17th level: Tree Stride
Skilled Hunter
Your time spent hunting allows you to know what points to hit on a creature for quick killing. Starting at level 3, once per turn whenever you hit a creature with an attack the creature takes an extra 1d6 damage. If you hit the creature the next round you get a +1 to the damage of the attack and for every round in a row that you hit the creature after that round the modifier stacks by 1 every round forever, resetting to nothing if you don't hit the creature in a round. For example, if you hit a creature one time in a round and deal your 1d6 damage, and hit the creature the next round you add +1 to that d6, then if you hit the creature the round after that you then get a +2 modifier to that d8. But, if after that round you don't hit the creature, then you lose the modifier, and if you hit the creature again you only roll the d6 with no modifier, but stacking again if you hit the round after that.
Member of the Clan
At 3rd level you gain proficiency with one type of Artisan's Tools of your choice.
Outcast's Endurance
Starting at level 7, as an action you can give 3 allies, plus yourself, or 4 allies not including yourself, for up to an hour, added hit points that are equal to 2 times your character level plus your spellcasting modifier. The health would be added to your current hit points and could go above your maximum hit points, but the added hit points are not permanent. You can't use this feature again until you take a short or long rest.
Improved Skilled Hunter
At 7th level your 1d6 of damage improves to 1d8 of damage, at 11th level the damage increases to 1d10, and at 15th level you deal 1d10 damage on every hit attack
Tribal Tactics
Starting at level 11, when within 5 feet of at least one ally, as a bonus action you can use Tribal Tactics to give yourself and up to two allies both within 5 feet of you advantage on all attacks for up to a minute. The ability stops however, when both allies or yourself leaves the 5 foot range of each other, or when you or one of your allies within the 5 foot range doesn't attack that turn.
For example, if you had two allies next to you and used Tribal Tactics then all 3 of you would have advantage on all attacks for up to a minute as long as everybody attacks every round within that minute, and only one ally is farther than 5 feet from you. If one ally leaves the range but another is still in it then you and whoever is still next to you has advantage on all attacks, but the ally who left the range no longer does. If the ally who left the range does not use an attack that round then the ability will still continue for you and whoever is next to you.
Once you use this feature, you can't use it again until you take a long rest.
Shadow Hunting
Starting at level 15, you have Darkvision for up to 60 feet, and whenever in dim light or darkness can give Tribal Tactics to 4 allies including yourself, or 5 allies not including yourself, and as a bonus action you can make an attack with a weapon that does not have the finesse perk.
Previous Versions
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7/3/2021 3:07:51 PM
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7/3/2021 3:08:23 PM
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7/3/2021 3:11:59 PM
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7/3/2021 3:14:21 PM
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