Ranger Archetype: Wildsoul v2

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Ranger Archetype

Wildsoul

You have achieved a deeper connection to the natural world and the wild creatures that inhabit it. A Wildsoul seeks out the cunning creatures, deadly predators, and mysteries of the wild. Trained to overcome limitations by focusing on what they learn in their pursuits, Wildsouls adapt, survive, and prey upon those who would threaten the realms they protect.

Bonus Proficiencies

3rd level Wildsoul Feature

When you choose this archetype at 3rd level, you gain proficiency with the Nature and Animal Handling skills.

Adaptive Essence

3rd level Wildsoul Feature

Starting at 3rd level, you can enhance your skills by adapting special traits associated to a beast that you have seen.

Your Ranger level determines the special traits that are available for you to acquire from beasts and the number of traits you can equip, as shown in the Adaptive Essence table below. At 3rd level, for example, you can learn and adopt a single special trait from the choice of pack tactics, quickness, rampage or relentless.

You can equip or exchange a special trait using this feature during a short or long rest. You can only have one special trait active for each level that you can learn them. At 7th level, for example, you cannot learn rampage. In addition, if pack tactics is your active trait, then rampage cannot also be an active trait.

To learn a new trait from the Adaptive Essence table, you can attempt to recall the special trait of a beast creature you have seen, by making an Intelligence (Nature) skill check. Alternatively, when a beast creature you can see activates a special trait, you can use your reaction to roll an Intelligence (Nature) skill check to learn that trait as long as it is on your Adaptive Essence table. The DC for this skill check is determined by your DM (refer to PHB pg 174).

Some of the special traits listed within the Adaptive Essence table have been modified. It is always best to refer to the table after the trait is learned, as opposed to the beast creature's special trait found within their monster stat block.

Some special traits will reference an action, save, or skill known by the creature, in those cases the following applies:

  • If the special trait requires you to use a use a DC or saving throw, the special trait's DC uses the Ranger's spell casting ability and Spell Save DC instead.

  • If the special trait references a sense the Ranger does not have (such as blindsight), the Ranger gains that sense while the feature is applied.

  • If the special trait references a specific type of action within the creature's stat block (such as claw, or bite), you replace that with a similar action you can make as a Ranger (melee weapon attack).

What is a Special Trait

Throughout this subclass, and especially in Adpative Essence, learning a "special trait" is referenced. Special Traits are normally listed on a monster's stat block, just before its actions.

For example, if we look at the Saber-Toothed Tiger's (CR 2) stat block it has these 2 Special Traits:

  • Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
  • Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Using Adaptive Essence would allow the Wildsoul to adopt the special traits. In the case of Pounce, the special trait would be altered to the following:

  • Pounce. If you move at least 20 feet straight toward a creature and then hits it with a melee weapon attack on the same turn, that target must succeed on Strength saving throw against your spell save DC or be knocked prone. If the target is prone, the Ranger can make one melee weapon attack against it as a bonus action.

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Ranger Archetype: Wildsoul

Bestial Empathy

7th level Wildsoul Feature

At 7th level, you've mastered the ability to communicate with beast type creatures.

You can cast Speak with Animals without expending a spell slot and without preparing the spell. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, when you use this feature to cast Speak with Animals, you can also communicate with monstrosity creatures that have an Intelligence score of 6 or below.

Apex Predator

11th level Wildsoul Feature

At 11th level, you've become the ultimate predator. The damage dealt to your hunter's mark quarry is increased by 1d6. This damage is increased by an additional 1d6 if the your hunter's mark quarry is a favored enemy.

If you make an attack against a creature you are hidden from, you can add your Wisdom modifier to the damage of that attack, and all other attacks made against that creature this turn.

If you are hidden from a creature, you can use the charge, pounce, or trampling charge special trait without moving, as long as that creature is within your reach.

Predator and Prey

15th level Wildsoul Feature

15th level, nothing comes between you and your prey. Your speed increases by 10 feet and gain Uncanny Dodge.

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Crediting

Made with The Homebrewery and GM Binder

Special Thanks:

  1. Matt H. (CronikCRS)
  2. Justin K., Johanna KG., Rebecca S., Oshuan A., Anthony S.
  3. Redditor Qorinthian
  4. Credit: Turok Concept Art (Page 1): Unforgiven
  5. Credit: Tarzan Melee (Page 2): Ken Kelly
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Ranger Archetype: Wildsoul
Adaptive Essence Table
Level Essence Total Trait Description
3rd 1 Pack Tactics You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
3rd 1 Quickness You can take the Dodge or Disengage action as a bonus action.
3rd 1 Rampage When you reduce a creature to 0 hit points with a attack on your turn, you can take a bonus action to move up to half your speed and make another attack
3rd 1 Relentless If you take damage that would reduce you to 0 hit points, you are reduced to 1 hit point instead. Usable once per short or long rest.
7th 2 Beast of Burden You are considered to be a Large animal for the purpose of determining its carrying capacity.
7th 2 Echolocation You gain blindsight (60 ft). You can't use your blindsight while deafened.
7th 2 Hold Breath You can hold your breath for up to 30 minutes.
7th 2 Keen Senses You have advantage on Wisdom (Perception) checks that rely on hearing, sight. or smell.
11th 3 Charge If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 2d8 damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone. The DC for Charge is equal to your Ranger Spell Save DC.
11th 3 Pounce If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you make one melee weapon attack against it as a bonus action. The DC for Pounce is equal to your Ranger Spell Save DC.
11th 3 Stench Any hostile creature other than a stench kow that starts its turn within 5 feet of you must succeed on a Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to stench for 1 hour. The DC for Stench is equal to your Ranger Spell Save DC.
11th 3 Trampling Charge If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, that target must succeed on a Dexterity saving throw or be knocked prone. If the target is prone, you can make another melee weapon attack against it as a bonus action. The DC for Trampling Charge is equal to your Ranger Spell Save DC.
15th 4 Spider Climb You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
15th 4 Sure-Footed You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
15th 4 Camouflage You have advantage on Dexterity (Stealth) checks.
15th 4 Telepathic Shroud You are immune to any effect that would sense your emotions, read your thoughts, as well as all divination spells.
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Ranger Archetype: Wildsoul
 

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