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## Ranger Archetype At 3rd level, a ranger gains the Ranger Archetype feature. The following homebrew option is available to a ranger in addition to those provided by the *Player's Handbook*. ### Wastelander Wastelander rangers wander places ravaged by war, magic, and plague. They protect survivors of disaster from the threats of barren, apocalyptic lands where only the fiercest and most disturbing creatures survive. #### Wastelander Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wastelander Spells Table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. ##### Wastelander Spells | Ranger Level | Spells | |:-:|:-| | 3rd | *purify food and drink* | | 5th | *alter self* | | 9th | *stinking cloud* | | 13th | *death ward* | | 17th | *contagion* | #### Harsh Conditioning By 3rd level, you are immune to disease and the poisoned condition. You also gain proficiency in improvised weapons. #### Hit and Run At 3rd level, you've adapted your fighting style to escape tight situations unscathed. When you hit an enemy with a weapon attack, you can move through its space and you do not provoke opportunity attacks from it for the rest of the turn. If you move through or adjacent to an enemy's space this way, you may make an additional attack against it or another enemy as a bonus action.
##### Credits - Created by u/DungeonRacer - Artwork - "Dark Sun" by [daarken](https://daarken.deviantart.com/) for Dungeon #181 - Made using [GMBinder](https://www.gmbinder.com/) - Feedback by the [Discord of Many Things](https://discordapp.com/invite/ZrDhU7X)
\columnbreak #### Mutated Blood By 7th level, life in the wastelands has altered your physicality to be more resilient. You gain proficiency in Constitution saving throws. In addition, you ignore the effects of extreme heat and extreme cold (p. 110 *DMG*). #### Dirty Fighting At 11th level, you learn to use underhanded tactics and the wasteland's infectious nature to weaken your adversaries. Once per turn when you hit an enemy with a weapon attack you can choose to apply one of the following effects: -
Raking Wound.
The target of your attack bleeds, taking 1d4 additional damage of your weapon type every time it uses an action, bonus action, reaction, or more than half its movement until end of your next turn . -
Virulent Injection.
The target of your attack takes an additional 1d4 poison damage and must make a Constitution saving throw. On a failed save, it is poisoned and its movement speed is reduced by 10 feet until the end of your next turn. -
Caustic Gas.
The target of your attack takes an additional 1d4 acid damage and must make a Constitution saving throw. On a failed save, it is blind until the end of your next turn. If you are using an improvised weapon, you can use this feature on each hit with it rather than only once per turn. #### Improvised Cover At 15th level, you make the most of your environment to defend yourself. As a bonus action on your turn or as a reaction when an enemy targets you with an attack or spell, you may grant yourself half cover. If you already have half cover, it becomes three-quarters cover. The effect lasts until the start of your next turn. You cannot use this feature again during the same turn if you have already used it once.