Ranger in Erenel | World Anvil

Ranger

This Ranger article features subclass options for Erenel players in 5th Edition Dungeons and Dragons. The article will be updated over time as new subclasses are released! Some subclasses are only available for Gamingbrew Patrons!
 
Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.   A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.
 

Ranger Conclave

At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Erenel 5E Subclasses

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Clockwork Scavenger

You have dedicated yourself to hunting down mechanical constructs for permanent deconstruction. Your skill in foraging for scrap allows you to craft mechanical devices and powerful weapon modifiers to help in the hunt, using your favored enemies strength against them.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

Flock Caller

Followers of the Matron of Ravens, Flock Caller's see themselves as the first line of defense against an undead threat. Thanks to specialized training and their Raven companion, these rangers eradicate the foul monsters of the night, allowing the natural cycle of death to continue.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

Iron Strider

Iron Striders are ones who find a natural connection with armor of all shapes and sizes. They imbue their strength and ferocity into their protection, learning to control their armor to ensnare foes and serve as a bulwark against fierce predators. Where other rangers may express their disdain for such bulk, Iron Striders share no such qualms. They see their armor as a greater means of protection over the monsters of the wild.
Iron Strider 5E Stat Block

Iron Strider

Ranger

Created by Nano  

Bonus Proficiencies

3rd-level Iron Strider feature   You gain proficiency with heavy armor, and any heavy armor worn by you does not impose disadvantage on Dexterity (Stealth) checks.  

Iron Strider Magic

3rd-level Iron Strider feature   You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Iron Strider Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ranger Level Spell
3rd sanctuary
5th shatter
9th haste
13th secret chest
17th animate object
 

Springtrap Armor

3rd-level Iron Strider feature   Your control over your armor lets you turn it into a sudden trap for foes who get too close. As a bonus action, you can suddenly doff your armor to spring towards a hostile creature of size large or smaller. They must make a Dexterity saving throw against your spell save DC, or be restrained for 1 minute. While a creature is restrained by this feature, you do not benefit from the armor class of your armor. On a success, the armor is automatically donned by you at the beginning of your next turn.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Stride of Steel

7th-level Iron Strider feature   When you are damaged by a melee attack, you can use your reaction to gain resistance to the damage type until the beginning of your next turn. You can also move up to half your speed as part of the reaction. This movement doesn’t provoke opportunity attacks.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Adaptive Defense

11th-level Iron Strider feature   Your adept control over your armor expresses itself in different ways. Depending on the type of armor you are wearing, you gain the following benefits:  
Light Armor
Your movement speed is increased by 10 feet.  
Medium Armor
You can add 3, rather than 2, to your AC, if you have a Dexterity of 16 or higher.  
Heavy Armor
You have advantage on Strength checks and Strength saving throws.  

Iron Assault

15th-level Iron Strider feature   If you take an attack action against a creature restrained by the Springtrap Armor feature, you can make one additional weapon attack as part of that action.


Light Cycle

Rangers with a connection to urban environments excel at navigating the streets and alleyways of large cities. As technology advances, these urbanites have learned to craft and upkeep high-powered motorcycles known as Light Cycles. These Light Cycle Rangers often roam in small packs, using their Light Cycles to perform acts of speed and style in combat or to perform a quick getaway if law enforcement arrives.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Lunar Whisper

Rangers of the Lunar Whisper began as an elite group of Lunar Elf archers trained to guard their homeland from otherworldly threats. Their skill in tracking and precision marksmanship quickly caught the Midnight Eyrie's attention, a faction of void hunters and devout followers of Luniwyn, the goddess of the moon. Working to preserve life from void contamination, the Lunar Whisper travels to the darkest recesses of Erenel, hunting void aberrations and preventing eldritch gods from manifesting on the mortal plane.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Mage Slayer

Mage Slayers guard the world against threats from powerful magic users and spellcasters sick with tetherbane. Prolonged use of magic leaves a mystical residue on a spellcaster’s life essence. Over time, the residue leads to a condition known as tetherbane, and as the condition worsens the spellcaster begins to lose control. Many Mage Slayers find themselves affiliated with the Creed, an organization that acts as an independent law enforcement against magical threats.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Outlaw

A feared marksman with a mastery of firearms, Rangers who earn the name "outlaw" are known for their lightning-fast trigger finger. While it is true that an outlaw defies the law of the realm, not all outlaws are hated by their communities. Repressed citizens often look to outlaws for aid in the face of tyranny.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

Snake Charmer

Your connection to the natural world takes the form of snakes and serpents, including the practice of using venom and captivating foes with mesmerizing movement. Most snake charmers live a wandering existence and, when forced to enter civilization, can easily charm their way through a village, slipping in and out of a market before returning to the wild. Other snake charmers enjoy building large communities called “pits” with others ready to accept their lifestyle.
  Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Sun Seeker

While there are those who find comfort within the cloak of night, Sun Seeker rangers embrace the radiant light of the sun and hunt those who may hide from it. Often, Sun Seekers find themselves in the company of those who worship the sun and other light bringers, and rarely have qualms in becoming a beacon of light for others. After all, the rejuvenating light of day is ever present and always there for those who yearn.
Sun Seeker 5E Stat Block

Sun Seeker

Ranger

Created by Nano  

Solar Magic

3rd-level Sun Seeker feature   You learn the light and sacred flame cantrips if you don't already know them. You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Sun Seeker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ranger Level Spell
3rd guiding bolt
5th continual flame
9th daylight
13th fire shield
17th flame strike
 

Sunlight Augmentation

3rd-level Sun Seeker feature   You are empowered while under the energetic rays of the sun. While under direct sunlight, you gain the following benefits:  
Solar Strike
When you hit with a weapon attack, you deal an extra 1d4 radiant damage.  
Sunsoaked Speed
Your walking speed increases by 5 feet, and you gain a climbing speed equal to your walking speed.  
Vibrant Readiness
You gain a bonus to your initiative rolls equal to your Wisdom modifier.  

Corona Flare

7th-level Sun Seeker feature   You can use your bonus action to emit an aura of light centered on you that lasts for 1 minute, until you are rendered unconscious or die, or until you dismiss it willingly (no action required). You emit bright light in a 30-foot radius and dim light 30 feet beyond that. While active, you are considered under direct sunlight.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Enhanced Augmentation

11th-level Sun Seeker feature   You are further empowered by sunlight. While under direct sunlight, you gain the following benefits:  
Solar Strike
Your bonus radiant damage increases by an additional 1d4, to a total of 2d4.  
Sunsoaked Speed
Your walking and climbing speed is increased by an additional 5 feet, to a total of 10 feet.  
Potent Cantrips
You add your Wisdom modifier to the damage you deal with any cantrip.  

Corona Pulse

15th-level Sun Seeker feature   The solar flare within you now pulses with powerful solar energy. While your Corona Flare feature is active, you can use an action to grant one of these effects:
  • Any creature of your choice within the bright light regains hit points equal to 1d6 + your Wisdom modifier.
  • Any creature of your choice within the bright light must make a Constitution saving throw. The creature takes radiant damage equal to 2d6 + your Wisdom modifier on a failed saving throw, and half as much damage on a successful one.

  • Wild Hunt

    For Rangers that devote themselves to the Wild Hunt, the hunt itself is more important than the target. However, your connection to the Wild Hunt manifests in the physical form as a winter wolf, born from the Cursed Cold of the Winter’s Dream. As you search for fleeting warmth, only your loyal companion and the thrill of the hunt provide relief. Prove yourself worthy of such comforts and the Wild Hunt shall be your salvation.
      Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

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