Ranger; Conclave: Wanderer

by IronstarEstate

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Ranger; Conclave: Wanderer

Wanderers have spent most of their lives traveling and watching over whatever lands their feet take them to. Rangers in this conclave rarely have formal training in any form of martial arts, instead combining their nomadic nature and druidic powers into a unique fighting style that taps into the power of the lands they have traveled.

Wanderer Stances

At 3rd level, your time spent traveling and studying nature has taught you stances that allow you to mimic the powers of the land. You can enter a stance as a bonus action, concentrating on your form as if concentrating on a spell.

The effects of a stance lasts for 1 minute, ending early if you lose concentration, are incapacitated, or if you use
a bonus action to enter a new stance.

You can use this feature a number of
times equal to your Wisdom modifier
(minimum of once). You regain all
expended uses after you finish a long rest.

The Mountaintop

While in this stance, you have
advantage on Strength saving
throws and your attacks deal an
additional 1d6 cold or thunder
damage (your choice).

In addition, as an action
you can release a blast of
frigid mountain air in a 15-foot
cone. Each creature in the area must
make a Constitution saving throw
against your spell save DC. On
a failed save, they take cold
damage equal to your
proficiency bonus
number of d8s and
are incapacitated
until the end of
your next turn. On a
successful save, they
take half as much damage
and aren't incapacitated.

Resonance. When you enter
this stance while in arctic or
mountain terrain, the additional damage
increases to 2d6 cold or thunder damage
(your choice). In addition, the blast of frigid
air becomes a 30-foot cone.

Shifting Sands

While in this stance, you have advantage on Dexterity saving throws and your attacks deal an additional 1d6 fire or radiant damage (your choice).

In addition, you can use an action to liquefy the ground beneath a creature within 30 feet. That creature must make a Dexterity saving throw against your spell save DC. On a failed save, they are restrained as they begin sinking into the ground. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC. On a success, they are no longer restrained.

Resonance. When you enter this stance while in coastal or desert terrain, the additional damage increases to 2d6 fire or
  radiant damage (your choice) and you can liquefy the ground
   beneath up to two creatures within 60 feet.

    Gentle Breeze

        While in this stance, you have advantage on Wisdom
          saving throws.

            In addition, when you make a weapon attack on
              your turn, you can choose to make two
              weapon attacks instead. When you do so, all
                your weapon's damage dice are reduced by 1
               die size (minimum of d4) for those attacks.

                 Resonance. When you enter this stance
                 while in forest or grassland terrain, you
                 can make three weapon attacks instead.

        Grasping Darkness

              While in this stance, you have advantage on
             Intelligence saving throws.

           In addition, once per turn, when you hit with a
          melee weapon attack, you can deal a crippling blow
          to your foe. Your target must make a Constitution
          saving throw against your spell save DC. On a
          failed save, they can't take reactions and take
          necrotic damage equal to your proficiency bonus
            for every 10 feet they move for 1 minute.

           At the end of an affected creature's turn, it makes
           a Constitution saving throw. On a success, the
           effect ends.

            Resonance. When you enter this stance while
           in the Underdark or swamp terrain, creatures you hit with a crippling blow have disadvantage on the initial Constitution saving throw.

Hardened Traveler

At 7th level, your time spent traveling has imbued you with a natural hardiness. You gain one of the following features of your choice:

Nomad's Constitution. You have advantage on Constitution saves against nonmagical effects, and you always know the source of these effects.

Untiring Wayfarer. If you are suffering from exhaustion, you treat it as one level less, unless your exhaustion level would cause you to die.

Unshaken Pilgrim. You have advantage on saves against being charmed or frightened.

Adept Wanderer. You can regain a use of your Wanderer Stances feature after you finish a short rest. Once you use this feature, you can't do so again until you finish a long rest.

Blessings of the Land

At 11th level, you learn how to refine your stances to better protect yourself. When you enter a stance, you gain temporary hit points equal to your ranger level. These temporary hit points last for 1 hour.

In addition, when a creature hits you with a weapon attack while you have these temporary hit points, they take damage equal to your proficiency bonus. The damage type depends on your current terrain:

Terrain Damage
Arctic Cold
Coast Radiant
Desert Fire
Forest Acid
Grassland Force
Mountain Thunder
Swamp Poison
Underdark Necrotic
Other Psychic

Realm Caller

At 15th level, you can call the lands to you. As an action, you can manifest your desired terrain in a 20-foot sphere centered on you for 1 minute. This terrain must be one of the following: arctic, coast, desert, forest, grasland, mountain, swamp or the Underdark. This sphere moves along with you and hostile creatures treat this area as difficult terrain.

You have 2 uses of this feature. You regain all expended uses after you finish a long rest.


Credits

Subclass by: u/ScionofHouseIronstar

"Character 02" by: sswanderer on deviantart.com

"Snow Girl" by: Klaher Baklaher


Changelog

Version 1.1:

  • Wording cleaned up, no longer Marty McFly ranger
  • Clarified stance mechanics by specifying how long stance effects last (2nd paragraph under Wanderer Stances)
  • The Mountaintop frigid air blast effects now end at the end of your next turn, also incapacitates creatures who fail the save instead of reducing speed. Damage also changed to be prof bonus number of d8s.
  • Shifting Sands ground liquefying is now an action to use. Restrained creatures no longer automatically make the check at the start of their turn, instead they have to use their action to attempt it. Also gave it additional fire or radiant damage on attacks.
  • Gentle Breeze can now be used on all attacks on your turn, but you don't add your prof bonus to attack rolls.
  • Renamed Grasping Dankness to Grasping Darkness (can't believe no one saw that), removed double damage, reworded so that it says "once per turn, when you hit with a melee weapon attack" and removed the additional damage.
  • Under Hardened Traveler, changed Adept Wanderer to regain only 1 use of Wanderer Stances.
  • Specified duration on Realm Caller (big whoopsie on my part there)