Ranger
Base Class: Ranger

While all hunters feel a calling to the wild, some serve as a reflection of its brutality. To them, the hunt is defined by unrelenting ferocity, where survival means facing one’s enemy eye-to-eye . . . and is always accompanied by merciless bloodshed. Weapons of great range are abandoned for instruments of close-quarters combat. Survival hunters are instinctive and crafty on the prowl, employing loyal beasts and laying deceptive traps to see their enemies undone. For these hunters know that to truly understand what it means to survive, one must first become familiar with the cruel face of death

Aspect of the Cheetah

You gain an additional 30 feet of movement.

 

At level 7, this becomes Aspect of the Pack: All allies in 30 feet of you gain an additional 15 feet of movement.

Serpent Sting

A number of times equal to your Ranger level, you can coat an attack in deadly Serpent venom. A struck target must make a CON save equal to 10 + 1/2 of your Ranger level. Should they fail, they are poisoned for 1d10 + WIS Rounds, and take 1d8 Poison damage at the start of each turn. This damage increases to 1d10 at Level 11, and again to 1d12 at level 15.

Carve

As a bonus action on your turn, you may make a melee action against any target that made an attack action against you in the last round, even if they did not score a hit.

Explosive Trap

You mark an area on the map. Any enemy that fails a Perception check with a DC equal to 10 plus 1/2 your Ranger level is unaware of the trap you've placed. Should they step on it, it detonates, dealing 10d6 Fire Damage to every target within 10 feet of the initial blast area.

Comments

Posts Quoted:
Reply
Clear All Quotes