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# Ranger Archetype ## Glory Seeker Some call you foolhardy, others may call you hero, but all you really want is the glory of a hunt. Glory Seekers are rangers who hone their skills to hunt and subdue prey in the most tumultuous environments, using a mixture of audacity and tenacity to weave around a battlefield. Often Glory Seekers become bounty hunters, big game trophy hunters, or flashy executioners in pit arenas. Trained and practiced killers that excel in taking advantage of their positioning on the battlefield to fell opponents with a flurry of blows. ##### **Glory Seeker Features** | Ranger Level | Feature | |:----:|:-------------| | **3rd** | Glory Seeker Magic, Evasive Instincts, Impaling Strike | | **7th** | Improvised Tactics | | **11th** | Culling Mark | | **15th** | Deadly Flourish | ___ Some of your features require targets to make saving throws to avoid or resist effects. The saving throw DC is calculated as followed:
**Glory Seeker Feature DC** =
8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)
### Glory Seeker Magic You learn an additional spell when you reach certain levels in this class, as shown in the Glory Seeker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. ##### **Glory Seeker Spells** | Ranger Level | Spell | |:----:|:-------------| | **3rd** | *compelled duel* | | **5th** | *blur* | | **9th** | *haste* | | **13th** | *arcane eye* | | **17th**| *hold monster* | ### Evasive Instincts At 3rd level, your instincts have honed to take necessary action in times of imminent danger. When an attacker that you can see hits you with an attack, you can use your reaction to make a Wisdom saving throw with a DC equal to the damage taken. On a success, you halve the attack’s damage against you and you may move 10 feet in any direction. ### Impaling Strike At 3rd level, your skill often causes your strikes to skewer through your prey. When you hit a creature with a weapon attack, it must succeed a Constitution saving throw or be pushed up to 5 feet away from you in a straight line. A Large or larger creature has advantage on this saving throw. If this causes the creature to be pushed to a position where another creature is behind it, you may make an attack against the adjacent creature as a bonus action. Alternatively, if this causes the creature to be pushed to a structure or object behind it, it becomes restrained. It remains restrained until it succeeds the saving throw, which it can repeat at the start of each of its turns. ### Improvised Tactics At 7th level, your quick wits and experience allow you to use a battle’s terrain against your enemies, such as cutting loose a chandelier, driving them into dirt, or some other spur of the moment flourish. As an action, disrupt a 15-foot cube within 60 feet of you. Each creature within the cube must make a Dexterity saving throw. On a failed save, a creature takes 3d6 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. ### Culling Mark At 11th level, you can mark a creature for death. As an action, you mark a creature within 60 feet and gain a culling mark die (a d4). While a creature is marked, treat this effect as if you were concentrating on a spell. Each time you attack the marked creature, hit or miss, increase the die by 1, to a maximum of 4. As a reaction to any action the marked creature takes on its turn, you can expend your culling mark to attack the marked creature. When you make this attack, you attack a number of times equal to the number on your die. If the marked creature dies before you expend this die, as a reaction you can choose a new creature within 60 feet, and the die resets to 1. Once you use this feature, you can’t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. \pagebreak ### Deadly Flourish At 15th level, when you land a brilliant blow against an enemy you can inspire your allies, or strike fear in your foes. When you critically strike or reduce a creature to 0 hit points, choose one of the following: * Choose a number of friendly creatures equal to your proficiency bonus, they gain advantage on their next ability check, attack roll, or saving throw. As long as a chosen creature has this advantage, they are immune to being frightened. * Choose a number of creatures equal to your proficiency bonus, they must make a Wisdom saving throw or take 6d6 psychic damage and become frightened until the end of your next turn. On a success, they take half damage and are still frightened until the end of your next turn. Once you use this feature, you can’t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. #### Credits This subclass was created by Chilroy. I can be found as /u/Jagganoth on /r/UnearthedArcana, or on twitter @True_Byrdman. If this contents of this document or any other of mine inspired you, please give credit duly.