Ferra Ranger Revised in Ferra | World Anvil
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Ferra Ranger Revised

PHB & OneDnD

Ferra Ranger Revised

Rangers are people who are proficient in skills that require them to survive in harsh conditions such as deadly forests or even forever hot deserts. They can be people who can tame deadly beasts or even people who can harness the power of portals for their own benefit. Once a hunter has marked you, you probably won't be able to escape them.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
A longbow and a quiver of 20 arrows
spellcasting:
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier


class features:

1st level


Favoured Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.   Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.   When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.   Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:  
  • You ignore difficult terrain.

  • You have advantage on initiative rolls.

  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

  • In addition, you are skilled at navigating the wilderness.

  You gain the following benefits when traveling for an hour or more:
  • Difficult terrain doesn’t slow your group’s travel.

  • Your group can’t become lost except by magical means.

  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

  • If you are traveling alone, you can move stealthily at a normal pace.

  • When you forage, you find twice as much food as you normally would.

  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Expertise
You gain Expertise in two of your Skill Proficiencies of your choice.  

2nd Level


Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.   Hunter's Spell
You are adept at focusing your ire on a single foe. You always have the Hunter’s Mark Spell prepared, and it doesn’t count against the number of Spells you can prepare. Moreover, you don’t have to concentrate on the Spell once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated.   Spell Slots
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.   Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
 
Spell attack modifier = your proficiency bonus + your Wisdom modifier
    Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.  
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Blind Fighting: You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Close Quarters Shooter (UA): When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

  • Defense: While you are wearing armor, you gain a +1 bonus to AC.

  • Druidic Warrior: You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

  • Dueling:When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Mariner (UA): As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

  • Tunnel Fighter (UA): As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • Interception (UA): When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

  • Unarmed Fighting (UA): Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

 

3rd level


Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.   You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.   You cannot use this ability against a creature that you have attacked within the past 10 minutes.   Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.   If there are multiple groups of your favored enemies within range, you learn this information for each group.   Ranger Archetype
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 6th, 10th, and 14th level.   Trackers Knowledge
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to ranger at 1st level.  

4th level


Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You also choose a feat but they do not give any ASI bonuses if they have one.  

5th level


Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

6th level


Ranger Archetype
At 6th level, you gain a feature granted to you by your Ranger Subclass.   Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.   Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.  

7th level


Roving
Your Speed increases by 10 feet while you aren’t wearing Heavy Armor. You also have a Climb Speed and a Swim Speed equal to your Speed.  

8th level


Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You also choose a feat but they do not give any ASI bonuses if they have one.   Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.  

9th level


Expertise
You gain Expertise in two of your Skill Proficiencies of your choice.  

10th level


Ranger Archetype
At 10th level, you gain a feature granted to you by your Ranger Subclass.   Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.   When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.   If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.    

11th level


Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits:
 
  • Temporary Hit Points: Whenever you finish a Short Rest or a Long Rest, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Proficiency Bonus.

  • Decrease Exhaustion: If you are Exhausted when you finish a Short Rest, your level of exhaustion decreases by 1.

 

12th level


Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You also choose a feat but they do not give any ASI bonuses if they have one.  

13th level


Nature's Veil
You invoke spirits of nature to magically hide yourself from view. As a Bonus Action, you can expend a Spell Slot and become Invisible until the end of your next turn.  

14th level


Ranger Archetype
At 14th level, you gain a feature granted to you by your Ranger Subclass.   Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.  

15th level


Hunter's Smell
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.   When you are targeted by an attack roll and the attacker misses, you can use your reaction to make an attack back at the attacker.   Hunter's Mark Improvement
Your Hunter’s Mark now deals an extra 1d10 damage to its target, rather than an extra 1d6.  

16th level


Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You also choose a feat but they do not give any ASI bonuses if they have one.  

18th level


Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. Additionally you cannot be surprised.  

19th level


Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You also choose a feat but they do not give any ASI bonuses if they have one.  

20th level


Foe Slayer
At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
subclass options:
Reaper of Monsters

Reaper of Monsters Prepared Spells

You learn an additional spell when you reach certain levels in this class, as shown in the Reaper of Monsters 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 LevelSpells
3rdInflict Wounds
5thImmovable Object
9thBestow Curse
13thGreater Invisibility
17thContagion
3rd Level Features
Monster Weaponry
On a long rest, you can spend 1 hour making a weapon with parts of your favored enemy that you have collected. The weapon that you can make must be a weapon that you have proficiency with. The properties of the weapon will depend on what parts you use, the max amount of features you can use is equal to your prof mod.   If you roll a nat 1 on a weapon attack with your custom weapon it breaks, you must spend an action to fix it.   Weapon Mastery
If you have created a weapon, you can spend a long rest tuning it. It gains one of the following benefits until your next long rest;
  • Becomes a +1 weapon, this changes to a +2 at level 8 and a +3 at level 12.
  • Your weapon does an additional d6 damage of the same type the weapon deals
  • It becomes a spellcasting focus, you can apply touch spells through your weapon attacks.
  • You can make a single attack as a bonus action if you have used your action to attack.
  6th Level Feature
Monster Tuner
You can choose a total of two options from your weapon mastery feature.   On a long rest, you can combine two of your created monster weapons and choose which features get scrapped. You can switch the weapons form/type between the two combined as an item interaction.   Rider of the Monsters You can make a contested grapple check using your athletics or acrobatics, against a larger than a medium creature. On a failure when you move, the creature moves with you. The creature at the start of their turn must use their action to make another contested grapple check to break free from you.   You can use this feature equal to your Prof mod.   10th Level Feature
Reaper's Comsumption
Once a turn, when you hit a favored enemy with your Monster Weapon. You reduce that creature's max hp equal to the damage you deal with them. If you should reduce a favored enemy to 0hp with your weapon, your weapon absorbs the soul of the creature and gains a single feature from that creature. You cannot stack the feature onto the same weapon, you can choose if you want to replace it or not.   14th Level Feature
Death of all monsters
On a long rest for 1 hour you can do a ritual on monster weapons you have made equal to your prof mod. After the ritual, all weapons are destroyed and turn into base materials of what that weapon was made from.   Once per long rest, you can expend a monster material as an action. You can replace the Favored Enemy or Greater Favored Enemy with the monster type associated with the material expended.
Neuro-Shot Ranger

Neuro-Shot Prepared Spells

You learn an additional spell when you reach certain levels in this class, as shown in the Neuro-Shot Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.


3rd Level Features
Soul of the Archer
Starting at 3rd level, you gain the ability to create a psychic bow that only you can wield. As a bonus action, you can create a bow made of pure psychic energy. This bow lasts for 1 minute, and you can dismiss it as a free action. While wielding the psychic bow, your ranged attacks with this weapon deals 1d8 psychic damage. You do not need ammunition for this bow as you conjure them during your attack action.   Psychic Arrows
At 3rd level, you can use your psychic power to enhance your arrows with extra force. Whenever you make a ranged weapon attack using a bow, you can choose to imbue the arrow with psychic energy. Once per turn, If the attack hits, it deals an extra 1d8 psychic damage.   You harbour a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.   Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.   When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).   The powers below use your Psionic Energy dice;   Psionic Strike: If you make an attack roll without disadvantage or advantage with your Psychic Bow, you can roll one Psionic Energy die and add the number rolled to the attacks weapon damage. If the you the roll an odd number on the Psionic Energy die, the attack becomes advantage. If you roll an even on the Psionic Energy die, the attack becomes disadvantage. If the attack hits, you expend the Psionic Energy die.   Psychic Enemy: When you hit a favoured enemy, you can expend a Psionic Energy die. If you roll an odd number, the creature is stunned until the end of your next turn. If the roll is even, the creature takes psychic damage equal to the roll.   Psychic Revenge: As a reaction, you can expend a Psionic Energy die when you miss an attack with your psychic bow or a creature misses you with a weapon attack, you can make another attack against the same target.   6th Level Feature
Psionic Explosion
Starting at 6th level, your psychic bow attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Your Psychic Bow is empowered by more mental energy, you gain the following features;   Mental Volley: As a bonus action on your turn, you can expend Psionic Energy dice to make a Volley of Psychic arrows. When you do so, you can fire a volley of arrows at an amount of creatures equal to the amount of Psionic Energy dice expended. You cannot target the same creature twice.   Mental Shift: When you hit a creature with your Psychic Bow, you can expend a Psionic Energy die and roll it. The creature hit is pushed up to a number of feet away equal to 10 times the number rolled closer or further (Your choice) from you. The space pushed onto must be on a surface or in a liquid that can support the target without the target having to squeeze.   10th Level Feature
Psychic Smite
Starting at 10th level, once per turn, when you hit a creature with a Psychic Bow attack, you can expend one Psionic Energy die to deal psychic damage to the target. The extra damage is 2d8 for a one Psionic Energy die, plus 1d8 for each Psionic Energy die expended above one, to a maximum of 6d8 (Max of 5 Psionic Energy dice).   14th Level Feature
Soul, Mind, and Body Decay
Starting at 14th level, as a reaction, when you take damage from a creature within 60ft of you, you can force that target to make a Wisdom saving throw against spellcasting DC. If the save fails, the creature becomes vulnerable to psychic damage for 1 minute or until they take psychic damage.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.
Primeval Ranger

Primeval Prepared Spells

You learn an additional spell when you reach certain levels in this class, as shown in the Primeval Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.


3rd Level Features
Primeval Foe
You can use the Primeval Awareness feature as a bonus action instead of 1 minute an equal amount of times to your prof mod.   When you use your Primeval Awareness, you can detect any beasts, fey, humanoids, monstrosities, or undead in the area instead of just your favoured enemy. When you detect at least one of these creature types, you can choose one and for the next minute you have advantage on attack rolls and Wisdom (Martial) checks against those creature types.   Following the Hunt
Once per turn, when you hit a Favoured Enemy or a creature type that you have marked with your Primeval Foe, they take 1d8 psychic damage from your attack. When you reach 10th level in this class, the extra damage increases to 2d8.   When a creature takes psychic damage within 60ft of you, you can use your reaction to force the creature to make a CON save against your spell save DC or become stunned until the start of your next turn. Once you have successfully used this feature then you cannot use it again until a long rest.   6th Level Feature
Greater Primeval Foe
Your Primeval Foe improves and now you can choose additional creature types, the following being; aberrations, celestials, constructs, dragons, elementals, fiends, or giants.   While the marked creature type is within 5ft of you, they have disadvantage on any spell save against you.   10th Level Feature
Primeval Strike
When you make an attack action against a favoured enemy or a creature type marked by your Primeval Foe, you can make an additional attack.   14th Level Feature
Primeval Weakening
Once per turn, when your favoured enemy or marked creature type from Primeval Foe makes an attack roll against you, they have disadvantage. If a creature with disadvantage on an attack roll hits you, then they take d10 psychic damage.
Cursed Blood Ranger
3rd Level Features
Blood Mark of the Hunter
Starting at 3rd level, you unlock the ability to harness your own life essence as a potent weapon against your foes. You can choose to expend at least one hit die to curse a creature, but you have the option to expend multiple hit dice, up to a maximum number equal to your Constitution modifier. You can only have one curse active on a target at a time.  
  • Curse of Necrosis; When you make a weapon attack on your turn and hit the creature, you can choose to deal additional necrotic damage equal to the roll of your Hit Dice. The target must make a Constitution saving throw against your spell save DC, or become poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.


  • Curse of Entropy; When you make a weapon attack on your turn and hit the creature, you can choose to deal additional necrotic damage equal to the roll of your Hit Dice. The target must make a Constitution saving throw. On a failed save, the target has disadvantage on all saving throws until the end of your next turn.


  • Curse of Bloating; When you make a weapon attack on your turn and hit the creature, you can choose to deal additional necrotic damage equal to the roll of your Hit Dice and it must succeed on a Charisma saving throw or be cursed for 1 minute. The target takes 2d6 necrotic damage at the start of each of its turns, and d6 necrotic damage whenever they make an attack roll. The target can repeat the saving throw at the end of each of its turns, removing the curse on a success.


  • Curse of Attraction; As a bonus action on your turn, you can apply a curse to a creature within 30 feet of you for 1 minute. Once afflicted, the cursed creature suffers necrotic damage equal to the number of hit dice you chose to expend when applying the curse and when you hit it with a weapon attack, once per turn. However, the cursed creature gains advantage on attack rolls against you while the curse persists.


  • Curse of Corpse Explosion (6th level or higher): When a creature would be reduced to 0 hit points within 60ft of you, you can choose to use your reaction to cause the corpse to explode. Choose another creature within 60ft, the blood of the corpse torrents towards the creature and takes necrotic damage equal to the number of hit dice expended plus your Constitution modifier.


  • Curse of Mind Rending (10th level or higher): When you make a weapon attack on your turn and hit the creature, you can choose to deal additional necrotic damage equal to the roll of your Hit Dice and it must succeed on a Intelligence saving throw or be cursed for 1 minute. While cursed, the creature's Intelligence and Charisma scores become 7. The creature can't understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the curse ends on the creature.


  • Curse of Doom (14th level or higher): As a bonus action, you can choose to mark a creature for doom within 90ft of you. While marked they have a counter above their head, and whenever they are hit by a weapon attack from you the counter will increase by 1. When you reach 10 on the counter, the creatures must make a Constitution saving throw or be reduced to 0 hit points at they explode. On a success they they 10d10 necrotic damage and the curse ends. This curse lasts a number of days equal to your ranger level.
  6th Level Feature
Sanguine Restoration
Starting at 6th level, When you take damage, you can use your reaction to reduce the damage by a roll of your hit die plus your Constitution modifier.   If this is reduced to damage to 0, then you regain your reaction.   10th Level Feature
Multi-Curser
Starting at 10th level, you can apply two curses at a time on a target instead of one.   14th Level Feature
Blood of thy Enemy
Starting at 14th level, When you expend a hit dice to apply a curse, roll a d6. If you roll a 5 or 6, then the hit dice aren't expended for that curse.
Warden of Vitality Ranger
Legend speaks of an ancient order of rangers known as the Wardens of Vitality, who honed their skills not only in the arts of archery and wilderness survival but also in the mystical healing properties of nature. These rangers were revered for their ability to infuse their arrows with the life-giving essence of the natural world. - Owari, Cleric of The End

3rd Level Features
Combat Medic Training
Starting at 3rd level, you gain proficiency with the Medicine skill if you don't already have it. Additionally, you can use a healer's kit as a bonus action.   Emergency Triage
At 3rd level, you learn to quickly assess injuries and stabilize allies in critical condition with your range weapon. You can forgo one of your attacks to target an ally instead with a range weapon attack. The target regains hit points equal to your attack roll, and gains temporary hit points equal to the weapons damage plus your attacks stat modifier.   You can only use this feature an amount of times equal to your wisdom modifier, and regain all uses on a long rest.   6th Level Feature
Healing Salve
Beginning at 6th level, you can create specialized herbal salves during a short rest. These salves can be applied to wounds to heal injuries. Once per short or long rest, you can expend one use of your healer's kit to create a Healing Salve. You or an ally can either apply it as an action; or you can use your bonus action to apply it to your next Emergency Triage as bonus healing, the Healing Salve restores hit points equal to your Wisdom modifier (Minimum 1) plus d10.   10th Level Feature
Rain of Healing Arrows
At 10th level, your deep attachment to the healing another enhances your healing capabilities. You gain the ability to draw an arrow into the sky and make a rain of healing arrow, healing all your allies. Once per short rest, you can forgo an attack to channel the healing energy into your shot. Choose a number of creatures equal to your Wisdom modifier within 30 feet of you. Each chosen creature regains hit points equal to d8s equal to your Proficiency modifier plus your ranger level.   14th Level Feature
Master of Protection
At 14th level, your expertise in healing is unmatched. When you use your Emergency Triage or Rain of Healing Arrows feature, the healed creature gains the effects of bless & blade ward.
LevelProficiencyBonus FeaturesSpells Known1st2nd3rd4th5th
1st+2Favoured Enemy, Natural Explorer, Expertise------
2nd+2Hunter's Spell, Fighting Style, Spellcasting22----
3rd+2Primeval Awareness, Ranger Archetype33----
4th+2Ability Score Improvement33----
5th+3Extra Attack442---
6th+3Ranger Archetype, Greater Favored Enemy442---
7th+3Roving543---
8th+3Ability Score Improvement, Fleet of Foot543---
9th+4Expertise6432--
10th+4Ranger Archetype, Hide in Plain Sight6432--
11th+4Tireless7433--
12th+4Ability Score Improvement7433--
13th+5Nature's Veil84331-
14th+5Ranger Archetype, Vanish84331-
15th+5Hunters Smell, Hunter's Mark Improvement94332-
16th+5Ability Score Improvement94332-
17th+61043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement1143332
20th+6Foe Slayer1143332

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