The Iouncurain Ranger (Formerly Malleable Ranger) is a homebrew Ranger designed to work in world where magic is racially tied. This version will thus have a spellcasting variant and a spell-less variant with identical core mechanics with attempts to provide broadly useful ribbons and flavorful rock features. This class will be more malleable and adaptable to changing circumstances such as enemy or terrain.
In the four archetypal paradigm of D&D: warrior, expert, mage, and support; this Ranger is designed to be fighter first and an expert second. This Ranger should be quite adept in the Exploration and Combat pillars of 5e D&D for this class is equal parts Survivalist, Explorer, and Hunter with the strong flavor of Wilderness Guide.
Rangers are adroit survivalists. They possess an array of diverse skills, wilderness knowledge, and honed instincts that make them adept at surviving and even thriving in the wilds.
Spell save DC = 8 + proficiency bonus + Wisdom modifier
Spell attack mod = proficiency bonus + Wisdom modifier > Hunter's Mark is no longer on the Ranger spell list and has been replaced by the Hunter's Strikes feature. ### Ranger Discipline At 3rd level, you choose to emulate the ideals and training of a Ranger Discipline: Hunter, Vigilante, Druidic Warrior, Gloom Stalker, Horizon Walker, Monster Slayer, or Beast Master. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 20th level. #### Favored Prey At the 3rd level, your previous experiences and research have provided you with extensive knowledge in studying, tracking, and hunting certain kinds of creatures. When you gain this feature, you add two languages of your choice that are spoken from among your Favored Prey. You have advantage on Medicine and Survival Checks against, on or in pursuit of these creatures. In addition, you have advantage and proficiency on any intelligence check to recall or research information about them. Each Discipline has it own sets of options you can choose from for your Favored Prey.
When you and your beast attune to this amulet, a stronger bond forms between you and your companion. While you are attuned to this amulet, you will always be able to find your beast companion. By concentrating on this amulet, you know the plane on which the companion is currently and when on the same plane, you know the direction and distance in order to get to your companion. Additionally, you can concentrate on the amulet and be provided with all of the same sensations as your beast companion including sight, sound, smell, touch, emotion, etc. Your mind knows that these sensations are coming from a different source and will thus feel no ill effects from sensing them. Your companion also gains the following benefits as long as you are both on the same plane of existence. * Your companion’s attacks are magical. * Your companion is safe from death. Whenever your companion’s HP is reduced to zero by any means including disintegration, he is teleported into the necklace and stabilized. Permanent injuries are healed, and the companion will regain consciousness in 1d4 hours with 1 HP. * Your companion can short and long rest inside of the amulet. * Your companion senses the outside world through you in the same manner as you would when concentrating on the amulet. * As long as you are within one mile of your companion, you can use a bonus action to send your companion into your amulet. You can release your companion to a spot with 15 feet of you with a bonus action. When the Beast Master dies, the amulet loses attunement. If your beast is currently inside the amulet, it will appear in the nearest unoccupied space to the amulet conscious and at full health. ### Variant Features #### Partisan *Alternative Option for Favored Prey* Instead of choosing a set of creature types, you can instead select a particular faction of Humanoids. This faction may be a criminal organization, a pirate crew, a business enterprise, or even a nation. You are always actively seeking knowledge to give you an edge in your fight to stop or destroy this faction. You only gain one language spoken by the each faction chosen instead of two languages. You add one faction of humanoids to your Favored Prey at levels 3, 6, 9, 12, 15, and 18.