Ranger... the ascention
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A collection of 17 different Ranger reworks and multiple new archetypes.
TABLE OF CONTENTS
powers for stones
Class
The Ranger Compendium
| Level | Proficiency Bonus | Features | Beast CR | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Ambuscade, Natural Explorer, Herbalism | 0 | — | — | — | — | — | — |
| 2nd | +2 | Know Thy Enemy, Skirmisher's Stealth | ⅛ | 2 | 2 | — | — | — | — |
| 3rd | +2 | Ranger Archetype, Primeval Awareness | ¼ | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | ¼ | 3 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Keen Sight | ½ | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Expertise, Cunning Action | ½ | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Improvised Tactics | ½ | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 1 | 5 | 4 | 3 | — | — | — |
| 9th | +4 | — | 1 | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | One With The Wilderness | 1 | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Survival Instincts | 2 | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 2 | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 2 | 8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Unconventional | 3 | 8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | ArcheType Improvement | 3 | 9 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 3 | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Feral Senses | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | ArcheType Improvement | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Guerrilla Warfare | 5 | 11 | 4 | 3 | 3 | 3 | 2 |
Class Features
The class uses 2d6 HD per level. Each d6 of your 2d6 is considered a HD for use of healing during Short Rests or expending HD for class features.
HIT POINTS
Hit Dice: 2d6 per Ranger level
Hit Points at 1st Level: 12 + your Constitution modifer
Hit Points at Higher Level: 2d6 (or 7) + your Constitution modifer per Ranger level after 1st
PROFICIENCY
Armor: Light armor, Shield
Weapons: Simple Weapons, Martial Weapons
Tools: Herbalism Kit
Saving Throws: Dexterity, Wisdom
Skills: Pick three from from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
- Leather Armor
- (a) two simple weapons or (b) two martial melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) A Longbow with a quiver of 20 arrows or (b) Shield Table: The Ranger
Multiclassing
-
Prerequisites. To qualify for multiclassing into the Ranger class, you must meet these prerequisites: Strength or Dexterity: 13, Wisdom: 13
-
Proficiencies. When you multiclass into the Ranger class, you gain the following proficiencies: Light Armor & Medium Armor & shields, Simple & Martial weapons, One skill from the class's list.
Ranger
A hooded Tiefling sits at a table in a tavern with a raven on her shoulder as four thugs come up to her. She looks up, studying the first's mannerisms, she lazily dodges his swings at her. She kicks her chair at the man behind her. She pulls out her sword, stumbles from being intoxicated, then charges at one while her raven attacks another.
Deep in the forest an elf approaches a landmark oak where he's meeting Taylorea the Ranger from the West. He doesn't actually approach the oak but holds his position just shy of it near some overgrowth. As he's eyeing the rendezvous point keeping a watchful eye for his friend, Taylorea comes up behind him and the elf, being an elf knew he was there.
Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change?
Quick Build
You can make a ranger quickly by following the following suggestions:
- First, make Dexterity your highest ability score, followed by Wisdom. If you plan on focusing on two-weapon fighting, you can make Strength higher than Dexterity.
- Second, choose the outlander background, which comes with the Athletics and Survival skill proficiencies. Then, choose two skills from Animal Handling, Insight, Nature and Perception.
Archer
You can make an Archer focused Ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. Select the Soldier background. Pick "Poisoner's kit" and "Tinker's tools" from proficiencies. Select a longbow, light armor, a Poisoner's kit, and an Explorer's Pack from equipment.
Beast Master
Beast Masters are Rangers who have gained a spirit or physical companion.
You can make a Beast Master focused Ranger quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Constitution. Select the Outlander background. Select a two Simple Weapons, Leather armor, and an Explorer's Pack from equipment.
Hunter
Hunters are expert trackers, trap makers, and are more the traditional Warden of Nature.
You can make a Hunter focused Ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Select the Outlander background. Select a two Simple Weapons (Finesse), Leather armor, and an Explorer's Pack from equipment.
Sharpshooter
Sharpshooters are archer extraordinaire, being able to pull off incredible shots of skill.
Slayer
Slayers are the militant Rangers, focused upon combat, they are scouts and spies, moving quickly into and out of combat.
Animal Magnetism
This is more a narrative stylistic element than game mechanics.
Rangers are friends of the forest, and of the creatures therein. It is advised that the DM play with that during gameplay - the Druid should have birds landing on his shoulders, but the Ranger should have local predators at bit spooked and showing deference.
As at least one Archetype focuses upon this element it is advised that a DM weave that into the story. That the Ranger has spent so much time around the forest, they've formed a special bond and may have created a special bond with a specific TYPE of animal, (if you are looking to go into the Beast Master or Primal Archetype) perhaps even a single specific creature. As the ranger's player you should choose the beast (challenge rating ⅛ or less) and ask the DM to add this animal as an ongoing encounter, though it doesn't mean it will assist very often, and less likely to help in combat, but it might bring a gift in the way of food, show you the way to a water source, or make a fuss when you are about to be ambushed. Your focus if you are seeking to make the creature a companion, is on making a relationship with your chosen animal companion. If you can keep it fed and alive, it follows you faithfully and may even attack some creatures that are its natural enemy. Use the information under Beast Master to give your companion its leveling bonuses until you've formally taken the archetype.
If you are not seeking either the Primal or Beastmaster archetype then you are a friend to all natural beast creatures of CR ratings equal to the Beast CR table's entry for your level and you have advantage on interactions with creatures of your Beast CR or lower.
At 13th level; Any Beast or Plant creature that targets you or your companion must make a Wisdom save against your spell DC. On a failure, they may not attack you. If you or your Beast Companion attacks the creature it automatically succeeds its next save. If the save is successful, the creature may attack without further saves for a day.
*Save are at disadvantage if within the Ranger's Favored Terrain.*
These beasts approach you from their current location and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.
At 17th level; as a reaction when a creature that attempted to attack, fails its save this round, you may make them make another Wisdom save, on a failure they are charmed by you for 1 minute and function as a Companion (you'll need to direct it/them separately.)
{{5e Image|float:right|https://heroclub.ru/images/camelot/fullcards/114t1.jpg|Chooseing A Companion}}
SPELLCASTING
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the ranger spell list.
NOTE:
Some of the archetypes rely upon spellcasting, but not all. Those that do not, cease to continue with their spell casting abilities and are noted in their description. When their archetype is chosen and followed your effective level for spell casting capacity is frozen at 3rd level (you have three 1st level spell slots) and does not progress.
You may continue to learn 1st level spells per the Known Spells, but you gain no new slots with which to cast.
For purposes of Multiclassing in those instances, you are in a non magical class.
##### SPELL SLOTS
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's leveI or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell ''animal friendship'' and have a 1st-level and a 2nd-level spell slot available, you can cast ''animal friendship'' using either slot.
##### SPELLS KNOWN You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the rangers spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your Ranger spells since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier.
**Spell Attack modifier** = your proficiency bonus + your Wisdom modifier.
OTHER FEATURES
Ambuscade
Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn. The extra turn is considered a separate round for spells or abilities which can be used only once per round.
Natural Explorer
At 1st level, you are adept at traveling and surviving in the wilderness and particularly familiar with one type of natural environment. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark (Urban). When you make an Intelligence (Investigation, Nature) or Wisdom (Animal Handling, Perception, Survival) check while in your related to your favored terrain, your proficiency bonus is doubled if you are using one of that skill that you're proficient in, or you add half your proficiency bonus (rounded down) if you are not proficient. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You may choose an additional favored terrain At 4th, 8th, 12th, 16th & 20th level.
- 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell, stone spikes or the like.
- 10th level, you can spend 1-minute creating camouflage for yourself. You must have access to fresh mud, dirt. plants. soot. and other naturally occurring materiaIs with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. As long as you remain there without moving or taking actions, you double your proficiency bonus for Dexterity (Stealth) checks if you are proficient in Stealth and in a favored terrain, if not you add ½ your proficiency bonus (rounded down). You may attempt to hide again even when you are obscured only partially, such as in dim light or by another creature your size or larger.
- At 14th level, you may use the Hide action as a Bonus action. You no longer leave a trail and cannot be tracked without the aid of magic (unless you leave an intentional trail).
HERBALIST (Poultices & Poisons)
You can create special herbal poultices that have some healing power. You take an hour and make a Wisdom (Survival) check¹ DC10 (plus any modifiers the DM should wish to apply), gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to ((your Wisdom modifier (minimum 1)) + (1 for ever 2 points over the DC your roll was))² Successes beyond your Maximum capacity reduce the foraging time by 15 minutes each). You can have up to your proficiency bonus of poultices and ointments on you at one time. The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6+(Your Wisdom Modifier) hit points . If a poultice is used to treat a poisoned or diseased person, the Ranger must make a nature check against the poison's/diseases DC. The poultice heals a number of hit points equal the difference between the DC and the result (Yes, that means it might do damage upon failure). Upon success, the poison/disease is halted and may be cured if rest is taken by the victim. The DM determines palliative care requirements. If rest is not taken, the poison or disease is only offset by 2 hours in its effect.
- At 8th with your herbalist tinkering and testing, you have become exceedingly adapted to the excessive dangers of the world and have become immune to the poisoned condition, and resistant to poison damage.
- At 14th, you become immune to poison damage.
¹ *The Check is at advantage if in a Favored Terrain.* ² A foraging attempt uses one of Healer's Kit's usages, regardless of the number of Poultices generated.''
Know Thy Enemy
Starting at 2nd level you may, as an action, study an opponent's mannerisms in order to gain temporary advantages against them, make an insight check against a creature's DC ((CR or Level) + 8), if you pass you may choose an ability to gain against that creature, this lasts a number of rounds equal to your wisdom modifier at which time they notice you are taking advantage of a weakness they have and it ends, you cannot use this ability on the same creature more than once per day. You must be able to see your enemy to apply this ability.
- Awareness: You learn about the creature's biology and learn one piece of knowledge (you know this and won't forget it): Their AC, 1 saving throw of your choice, their current hit points, 1 special action they have (if they don't have any you learn 1 of their attack's statistics)
- Exposed: You find a weakness in their natural or artificial defenses, the AC you target against them is equal to 10 + their dexterity modifier.
- Habit: You notice a tell that they have when they speak, you have advantage on all insight and charisma checks against the creature and know if they are lying (unless they are aided by magic).
- Pattern: You notice a pattern in their actions, they gain disadvantage if they try to attack you.
- Vulnerability: You find a vulnerable spot on their body, attacking such an area grants only you advantage against the creature.
- At 5th level, the duration is (Wisdom Ability Modifier x 2) and Habit's insight lasts 24 hours.
- At 11th level, you may use this feature as a bonus action.
Skirmisher's Stealth
Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.
- At 14th level, when you are hidden and make a single ranged attack at an enemy, you remain hidden. Making another attack during that action reveals yourself, however. During the Ambuscade round, If you surprise your target, your ranged weapon attacks can score a critical hit on a roll of 18 or higher.
RANGER ARCHETYPES
At level 3 you choose the path for your ranger's career. You choose an Archetypical aptitude. Your choice grants you features at level 3rd, 7th, 11th, 15th, and 18th level.
- Archer (''Versatile Archer, Bowmaster, Sharpshooter'')
- Beast Master (''Companion; Strider, Spiritual; Summoned'')
- Hunter (''True Hunter; Deep Stalker; Eldritch Hunter'')
- Primal
- Slayer (''Standard; Blade Dancer; Revenge'')
#### Primeval Awareness
Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 1 + your Wisdom modifier miles if they are your favored enemies): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number, although you do sense their general direction and distance (in a general sense).
*You may use this feature a number of times equal to your 1+ your Wisdom modifier (minimum 1). When you finish a long rest you regain all expended uses.*
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
FIGHTING STYLES
At 4th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
**Close Quarters Shooter**: You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-‐‑quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
**Defense**: While wearing armor, you gain a +1 to AC.
**Dueling**: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
**Stylish**: When you attack with your weapon you tend to show off. When you take the Attack action on your turn, as a bonus action, you may subject a creature within 30 feet of you to make a Wisdom saving throw where the DC is 8 + your proficiency bonus + your Charisma modifier. If they fail, they focus their attention on you, granting them disadvantage on their next attack if it is not against you.
**Tunnel Fighter**: (Requires Preferred Terrain: Underdark or Urban) You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your each.
**Two Weapon Fighting**: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- At 8th level, you gain another fighting style.
#### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Keen Sight
When you reach level 5, you have +1 to Wisdom (Perception) checks and Intelligence (Investigation) checks, this ability increases to +2 at level 10, +3 at level 14, and +4 at level 18.
Wilderness Expertise
At 6th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Cunning Action
At 6th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Improvise Tactics
Beginning at level 7 you may use a bonus action to take advantage of the environment, you may use one of the following abilities if their conditions are met.
**Interpose**: *Environment with easily manipulated objects of small or medium size.* You kick a chair, a boulder, or other type of object you can normally push that is within 5 feet of you in front of you between yourself and an enemy within 10 feet of you (the object shares the space as the creature, doing so allows you to add your proficiency bonus to your AC against that creature until the start of your next turn as long as the opponent is within that space, if they attempt to move from the space they provoke an attack of opportunity.
**Blind**: *Environment is wet, sandy, you are sweating, and the creature doesn't use tremor sense or blind sense.* You flick liquid, sand, or mud at a creature's face, make a ranged attack against a creature that you are adjacent to (you don't take a disadvantage as long as no more than the target are adjacent to you) they make a dexterity save equal to your attack, if they fail they automatically miss the first attack they make on their next turn, this does not affect creature's that have no eyes, blindsight, etc.
**Careful**: *Environment has difficult terrain that is not caused by magic.* You ignore difficult terrain until the start of your next turn.
Survival Instincts
At 11th level you can perform feats of extraordinary stamina and endurance, pushing yourself farther when traveling and recovering more quickly from injuries.
You gain advantage on Constitution saving throws (or a saving throw) to avoid exhaustion when forced marching.
Additionally, when taking a Short Rest when you spend any Hit Dice to regain hit points, you regain an additional single 1d6 hit points despite how many Hit Dice you've spent.
Unconventional
Starting at 13th level you have mastered the art of improvised combat, while you are prone you do not have disadvantage on attacks, additionally while grappling a creature you may expend your full movement to force both yourself and the creature to become prone.
Feral Sense
At 17th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden, downwind, and you aren't blinded and deafened.
Guerrilla Warfare
At 20th level, you have honed your tactics to perfection, while fighting against a group that is equal or larger in size than your own, you gain the following advantages, your speed is doubled, you may apply Know Thy Enemy to every creature at the same time, the length of know your enemy is 1 minute, you may choose a number of creatures equal to your wisdom modifier you deal an additional d6 of damage against them. If the numbers of an enemy force are less than your own, you gain a bonus to all you and your animal companion's attacks (if you have one) of 3d6 weapon damage.
Legendary Stalker
At 20th level, your experience in tracking, hunting or stalking foes is without peer. You have advantage on all Wisdom (Survival), Wisdom (Perception) or Wisdom (Insight) checks to track and detect creatures.
Additionally, once on each of your turns, you can add your Wisdom modifier to the attack roll or damage roll against a creature. You can choose to use this feature before of after the roll, but before any effects of the roll are applied.
Ranger Paths
There are three common types of rangers, each one carves out its own niche to navigate the dangers of the wild. Upon obtaining 3rd level you choose a path to walk;
| Archetype | |
|---|---|
| Archer | |
| [Bowmaster](https://www.dandwiki.com/wiki/Bowmaster_(5e_Archetype) | |
| [Sharpshooter](https://www.dandwiki.com/wiki/Sharpshooter_(5e_Archetype) | |
| [Verstile Archer](https://www.dandwiki.com/wiki/Archer_(versatile) | |
| BeastMaster | |
| [Constant/Living](https://www.dandwiki.com/wiki/Beastmaster:Constant(5e_Archetype) | |
| [Spiritual](https://www.dandwiki.com/wiki/BeastMaster:Spirit_Companion(5e_Archetype) | |
| [Strider](https://www.dandwiki.com/wiki/Beastmaster:Strider(5e_Archetype) | |
| [Summoned](https://www.dandwiki.com/wiki/Beastmaster:Summoned(5e_Archetype) | |
| Blade Dancer | |
| Bloodhunter | |
| Hunter | |
| [True Hunter](https://www.dandwiki.com/wiki/Hunter:True_Hunter(5e_Archetype) | |
| [Deep Stalker](https://www.dandwiki.com/wiki/Hunter:Deep_Stalker(5e_Archetype) | |
| [Eldritch](https://www.dandwiki.com/wiki/Hunter:Eldritch_Hunter(5e_Archetype) | |
| [Occult Hunter](https://www.dandwiki.com/wiki/Occult_Hunter_(5e_Archetype) | |
| [Land Master](https://www.dandwiki.com/wiki/Land_Master_(5e_Archetype) | |
| Primal | |
| [Animal Primal](https://www.dandwiki.com/wiki/Primal_(5e_Archetype) | |
| [Elduridi](https://www.dandwiki.com/wiki/Eldruidic_(5e_Archetype) | |
| Slayer | |
| [Standard](https://www.dandwiki.com/wiki/Slayer:Standard(5e_Archetype) | |
| [Blade Dancer](https://www.dandwiki.com/wiki/Slayer:Blade_Dancer(5e_Archetype) | |
| [Guardian](https://www.dandwiki.com/wiki/Slayer:Guardian(5e_Archetype) | |
| [Occult Slayer](https://www.dandwiki.com/wiki/Occult_Hunter_(5e_Archetype) | |
| [Revenge](https://www.dandwiki.com/wiki/Slayer:Revenge(5e_Archetype) | |
| [Warden](https://www.dandwiki.com/wiki/Warden_(5e_Archetype) | |
ARCHER
#### ARCHETYPE SHARED FEATURE: Eagle's Sight **All Archers paths will have the following feature.**
Your eyesight reaches a legendary precision. You can see creatures and objects that are up to 300 feet away from you as if they were 10 feet in front of you. If you have any special vision, your special vision does not extend to that range.
BEAST MASTER
(See PHB 93)See PHB pg 93 for all other class details
#### PATH ARCHETYPE SHARED FEATURE: ##### Companion Rules **All Beast Masters will have the following feature**
Your Companion(s) must be of Beast type. You may have one medium or smaller companion whose template CR is not greater than your level's Beast Template CR indicated on the table, or up to you Charisma Modifier number of creatures (minimum 1) whose collective CR doesn't exceed your Beast Template CR rating ¹.
The beast obeys your commands so long as it can hear or see you and is within 120 feet. On your turn, you can command the beast to move or stay (no action required by you). If you take the attack action², you can command the beast to make an attack in place of one of your own attacks. Once you have the ''Coordinated Attack'' feature, whenever you make an Attack without giving other guidance, the beast will take the other Attack action as well. A beast with the ''multi attack'' feature can benefit from it once per turn, counting as a single attack. Alternatively, if your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, Hide or another action it is innately capable of that is not an attack. Your beast companion acts on your initiative, working in tandem with you.
On your turn, if you have issued any command to your beast companion, you can add your proficiency bonus to the beast’s AC, attack rolls, damage rolls, saving throws and any ability checks it is proficient in until the start of your next turn. When given no commands the beast acts independently but with less effectiveness. If you choose not to or you are incapable of commanding your beast companion on a turn, it instead acts in a way true to its nature, though it always acts in the best interests of its master. When acting alone, the beast does not gain the benefit of your proficiency bonus to its AC and rolls. As a wild Animal, the Constant/ Living and Summoned Beasts will not obey unnatural or suicidal commands. They will only fight to the death to protect their master's life (or possibly of an ally it is commanded to protect). The DM may call for a DC 10 Wisdom (Animal Handling) check to convince the beast to obey an unusual command.
When traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. The beast's hit point maximum are increased to 150% their typical amount(s). If the beast dies or you release it from your bond, you can obtain another by spending 8 hours magically bonding with it. This beast must not be hostile to you, be no larger than medium, and of challenge rating 1/4 or lower.
The creature improves with time (see the beast template table) or you may release it and obtain a new Beast companion by finding a new beast and spending 8 consecutive hours bonding with it.
¹ - When using multiple Companions, Each companion is given 5 hp per HD for their health.
² - When commanding your companion to take the attack action it makes a full attack action as your action, in the case of multiple Companions, one companion per attack roll you are forgoing may make their attack.
Evolution Rituals
Companion Feats, you may take only once - Summoned Companions may not use these
- Evasive: Beasts gains the Rogue's evasive ability. +1 Dexterity.(Requires Level 7)
- Guardian: Beasts gain the Guard action; Your beast may be designated to defend a position or person. You may define the creature or area (15-foot cube) - the creature will attempt to Charisma (Intimidate) creature it doesn't know (that it perceives) within sight of what it is guarding. If its unsuccessful and it or what it is guarding is attacked, it takes feral attacks against those that attack whom they are defending. (Feral attacks are: Full attack actions, separate from your Ranger's actions. It takes a full action to call off a feral Attack once its begun, and may require you to make a Wisdom(Animal Handling) check to gain control of the animal.)
- Greater: Your beast companion either grows or may now be or category large in size when you summon it.
- Mystic: The beast's natural weapons are considered magical for the purpose of overcoming damage resistance. (Requires Level 8)
- Pack Mule: Your beast companion counts as one size larger for carry/lift capacity as well as for mounted combat.
- Slippery: Beast may take a bonus action to use either the dash or disengage actions.
- Stalker: Your beast companion can take the Hide Action as a bonus action. If it doesn't have proficiency in Stealth, it gains such, if it does already, it gains Expertise. Unless you wish it not, your companion automatically hides when you do. +1 Dexterity.
- Shared Spells: When you cast a spell targeting yourself, you can also affect your beast companion(s) with the spell if the beast(s) is within 60 feet of you. You must spend an HD for each additional beast beyond the first being affected. (Requires Level 7)
- Rescue – (Requires Defend) You command your beast companion to pull an incapacitated creature away from danger.
- Saddle – You train your beast companion to allow a smaller creature than itself to mount and ride it. The beast only allows familiar creatures to mount it unless it is commanded otherwise. You can only train a flying beast this trick when your ranger class is level 15.
- Threaten – You command your beast companion to threaten a creature that is no more than 15 feet away from your beast. The creature must make a wisdom saving throw or be frightened of your beast until the end of your next turn. The beast can only frighten creatures with a challenge rating less than your current ranger level. The DC is equal to 8 + the beast's constitution modifier + your proficiency bonus.
- Track – You command your beast companion to take up the scent of a creature that is either within 30 feet of the beast, or your have an item with their scent. So long as you continue to command the beast to track on subsequent turns (which it can do even if the target being tracked moves away or becomes hidden or invisible) you gain a +10 bonus to survival (wisdom) and perception (wisdom) ability checks to track or detect the creature.
#### PATH ARCHETYPE SHARED FEATURE: ##### BEASTIIAL FURY **All Beast Masters will have the following feature**
Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action and its attacks count as magical.
{{5e Image|float:right|https://img15.hostingpics.net/pics/593687Luviaomtorn2450x450.jpg|Hunter}}
Types ::[https://www.dandwiki.com/wiki/Beastmaster:Constant(5e_Archetype) Constant/Living] ::[https://www.dandwiki.com/wiki/BeastMaster:Spirit_Companion(5e_Archetype) Spiritual] ::[https://www.dandwiki.com/wiki/Beastmaster:Strider(5e_Archetype) Strider] ::[https://www.dandwiki.com/wiki/Beastmaster:Summoned(5e_Archetype) Summoned]
HUNTER
See PHB pg 93.
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of ores to towering giants and terrifying dragons.
SLAYER
The bane of many, a slayer is a raw force of nature. They decimate their opposition and throw caution to the wind. Slayers channel their energies to pure offense and embody the savagery of nature, kill or be killed.
Spellcasting: DOES NOT Continue
This Archetype focuses on its weapon prowess, and not on magical development
Land Master
Land masters are rangers who connect with the land on a deeper level. The world has taken them in as a part of nature, and even the land views them as its friends.
Natural Speed
When you choose this archetype at 3rd level, the land grants you unmatched speed. When you are wearing light armor or no armor, you gain a +10 bonus to your walking speed. The bonus increases to +20 when you reach 11th level
Steady Feet
At 7th level, you are as sturdy as the land itself. You have advantage on saving throws against being knocked prone, pushed, or otherwise moved against your will while standing. You also have advantage on checks made to keep your balance.
Land’s Arsenal
Starting at 11th level, you are able to create weapons using natural materials. You can spend 1 hour creating a simple weapon, or 2 hours creating a martial weapon, using natural materials, such as wood, vines, rocks, and thorns. After the required time has passed, make a DC 15 Nature check. You have advantage on the check if you are in your favored terrain. If you succeed the check, you complete the natural weapon.
The weapon has the same statistics as its normal counterpart, except that it does an extra d8 of damage. The extra damage increases to 2d8 when you reach 15th level, and 3d8 when you reach 18th level.
Lord of the Land
When you reach 15th level, you are at one with your favored terrain. You have a number of charges equal to your wisdom modifier. While in your favored terrain, you may spend a charge to add 1d4 to any ability check, attack roll, or saving throw. This bonus can be applied before or after the roll but before the results of the roll are resolved. You can spend as many charges as you like on any single roll, adding 1d4 for each additional charge spent. You recover one spent charge after a short rest, and all charges after a long rest.
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