Ranger
There are many rangers in Rassilon who hunt monsters or tame beasts of combat. Additionally, there are also other archetypes of rangers, with some of them being more of a devotion than an archetype. Skadi rangers believe in the Goddess Eostre, and they hunt with mercy and harmony with nature. Ullr rangers follow god Ullr's traditions and make their sacred hunt. Landspirit rangers draw their powers from Landspirits, able to cast the powers of their spirit patrons.
LANDSPIRIT
Landspirit archetypes are rangers who have devoted themselves to a spirit that resides in their region. They are sworn to protect the balance between spirits and mortals in the region and fight in their patron's name if their lands are threatened by forces trying to disrupt the spirit. Rangers of this archetype lean towards heeding the call of nature and of their patron spirit, which protects the boundaries between the wilderness and their civilizations. They are the wildest sort of rangers, voyaging further into the wilderness and into the source of their Landspirits, rather than staying close to fringe settlements.ACCUSTOMED TO HAVEN
At 3rd level, when you adopt this archetype, you choose a Landspirit and are blessed by it. In return, you must try to do the spirit's bidding and abide by its inherent laws and traditions, at the Dungeon Master's discretion. You should be respectful to the region your spirit resides, and make others have the same respect as well, through a peaceful, or forceful manner. According to your Landspirit, you gain the following related benefits: Sea- Coast regions become your favored terrain if you have not chosen it already.
- When you are using Primeval Awareness within sea regions or on seas and lakes, you can sense anything in a 10-mile radius.
- You have advantage on your Strength (Athletics) and Dexterity (stealth) checks while in the water, and you have a swim speed that is equal to your normal speed.
- You can quench your thirst by drinking seawater; the salt does not affect you.
- Mountain regions become your favored terrain if you have not chosen it already.
- When you are in elevations that are equal to, or higher than, 1 mile, your Perception becomes enhanced, like an eagle's. When gazing into mountainous areas or looking down below from mountains, you have advantage on your Wisdom (Perception) and Wisdom (Survival) checks while climbing and if you roll an 8 or lower, you count your roll to be a 10
- You become instinctually aware of where to put and -more importantly- where not to put your hands and feet while climbing rocks, cliffs, and mountains. In these areas, you have advantage on your Strength (Athletics) checks while climbing, and if you roll an 8 or lower, you can count your roll to be 10.
- Forest regions become your favored terrain if you have not chosen it already.
- You know where to look for intruders and how to move within the forests against threats. You have advantage on your Wisdom (Perception) check and can choose to have advantage on your Dexterity (stealth) checks a number of times equal to your Wisdom modifier (minimum 1) per long rest.
- By using your bonus action, you can make a Strength (Athletics) check to climb on a tree, up to 10 feet.
LANDSPIRIT'S WRATH
At 7th level, you gain one of the following abilities, depending on your Landspirit: Sea. You conjure the waters of your region in an instant and splash it onto a target within 60 feet of you. The target must make a Strength saving throw against your spell save DC. On a failed save, the target freezes for 1d4 turns and is restrained, but it gains resistance against all damage. It can make a Strength saving throw against your spell save DC to break free at the start of each of its turns. If attacked, the layer of ice melts, and the target breaks free. Mountain. You make the earth under a creature within 30 feet of you crumble and crack. The creature must succeed on a Dexterity saving throw or fall in the crack, and take 2d10 bludgeoning damage. If the saving throw fails by 5 or more, the creature is also stuck in the fissure and cannot make its movement or use its action to Dash. To get out, it must succeed on a Strength saving throw at the start of its turn. Forest. You conjure a venomous, ethereal viper, coming out of your fingertips and strike one opponent within 60 feet of you. If you hit a target with a touch attack, that target takes 2d8 poison damage and rolls a Constitution save. On a failed save, the target takes additional 1d4 poison damage at the start of each of its each turns and is poisoned for 1d4 turns. Once used, Landspirit's Wrath cannot be used again until you finish a short rest.GUARDIAN OF THE LAND
Starting at 11th level, you are seen as a guardian of the land by your Landspirit. To help you fight and protect the land, it gives you the following benefits. Sea. You can hold your breath twice as long and are not penalized while fighting underwater combat. You can use your reaction to make an opportunity attack against a creature that is in the water but was not born in it. You have advantage on your Strength (Athletics) checks when grappling creatures that are in/underwater. Mountain. You can transform yourself to be as tough as a mountain that has stood upright for ages, resisting the might of the piercing winds and severe earthquakes. You can choose to have resistance against one of the following damage types: slashing, piercing, or bludgeoning, or you can choose to make a Constitution saving throw or a Strength (Athletics) grapple check, with advantage. You can do so, a number of times equal to your Wisdom modifier (minimum once), per long rest. Forest. When you make a ranged weapon attack against a surprised target, you can use your reaction to make a Dexterity (Stealth) check immediately afterward, to hide.LANDSPIRIRT'S AVATAR
At 15th level, you learn to summon the might of your Landspirit within yourself. As an action, you concentrate on your Landspirit, and gain the following traits for 1 minute: Sea- Your movement speed is doubled.
- You can't be targeted by opportunity attacks. If you are within water, you cannot be grappled.
- You gain one additional action that you can use to make an attack in each turn
- You gain resistance against the following damage types from nonmagical weapons: bludgeoning, piercing, and slashing. If you are within a mountainous region, you add your proficiency bonus to your Constitution saving throws.
- You have advantage on your saving throws to avoid being knocked prone, as well as on your ability checks to grapple.
- If you drop 0 hit points, you drop to 1 hit point instead.
- Your weapon attacks deal additional poison damage equal to its damage dice, once per turn. The creature must also make a Constitution saving throw. On a failed save, it is poisoned.
- You have advantage on your Dexterity (Stealth) checks.
- You have advantage on your saving throws against being blinded, paralyzed, petrified, and stunned.
SKADI
Those belonging to the Skadi archetype are rangers that inhabit the cold sites hidden in heavy snow in the mountains. They defend the fringe villages in earldoms' boundaries against monsters and other creatures inhabiting the cold geography. They excel in surviving under the heavy conditions of the realm due to its cold, and in fact, can bring the cold down upon their foes through various tactics and spells. Most Skadi worship Eostre, Protector of the Wild. Skadi's rangers tend to use bows, slings, and spears as their primary weapons, as they believe their Goddess has blessed them. They cannot use their special abilities with other weapons.NATIVE OF THE COLD
At 3rd level, you gain proficiency with Skis, and resistance to conditions while voyaging in the cold and snowy weather. This resistance applies to the weather and does not include cold damage. Additionally, you choose from one of the following features: Sliding Movement. Your movement speed increases by 10 feet; it increases by 20 feet in your favored terrain type. Heat Practice. As a concentration effect, you can choose to become immune to the effects of cold weather for 1 hour, or you can choose to have resistance against an attack or spell that deals cold damage for 1 minute. You can do Heat Practice a number of times equal to your Constitution modifier. You regain any expended uses after you finish a long rest.GUERILLA OF THE MOUNTAINS
At 7th level you gain one of the following features of your choice: Slalom. You move in zigzags, with caution. Your AC is increased by 2 when you use your movement, and by 3 when you use your action to Dash. Imbalance. After you make an attack and hit a creature (you were aiming for), you can use your reaction to knock the same creature prone if it fails a Strength saving throw made against your spell save DC.HUNTER IN THE SNOW
At 11th level, you gain one of the following features of your choice: Prey in the Frost. While in arctic or mountainous regions, when you hit a creature with a weapon attack, the creature takes an extra 2d8 damage. If arctic or mountain is your favored terrain, the additional damage increases to 2d10 in that terrain. You can deal this extra damage once per turn. Snowblind. You can use your reaction to make a creature within 10 feet of you blinded with snow or dust, for 1d4 turns, on a failed Dexterity save made against your spell save DC. The creature can rub its eyes on its next turn to break free from the effect by spending its action.HUNTER OF THE DIVINE HUNTRESS
Starting at 15th level, you become a champion of the Goddess Eostre and are blessed by her. You gain resistance to cold damage. If you are wearing an item that provides you with resistance to cold damage, you become immune to it instead. Additionally, as an action, you can bury yourself in the snow. When you do so, you are hard to detect, and cannot be seen unless a creature succeeds on a DC 20 Wisdom (Perception) check. A creature who does not see you becomes surprised by you when you emerge. You can then emerge from the snow by using your movement and make an attack on each surprised creature within 20 feet of you. You can remain in the snow in this way, a number of hours equal to your Consitution modifier. If you pas this limit, your exhaustion levels begin to rise for each additional hour, provided you fail a DC 15 Constitution saving throw.ULLR
The Ullr archetypes are rangers that devote themselves to the hunt in the realm. Differing from the Hunter archetype, they believe they are guided by the Ullr, Guider of the Hunt and thus work on their deeds in a religious manner. To them, the hunt itself is more important than the game, and their life's purpose is to continue this endless hunt. They are often recruited or hired as hunger or manhunters for slaying creatures or humanoids in exchange for a bounty.HUNTER'S TRAP
Starting at 3rd level, you gain the Hunter's Trap feature. By making a Dexterity (Stealth) check, you secretly mark an area of 10 feet squares with the Hunter's Trap. Any hostile creature passing through that area needs to make a Dexterity saving throw against your Ranger's Spell DC or take 2d8 of slashing, piercing, or bludgeoning damage according to your choosing. Half that damage if it makes the save. If the creature is aware of your trap, it still needs to roll the saving throw but with advantage. The creature that has failed its saving throw takes 2d8 slashing, piercing or bludgeoning damage, according to your choosing, and it also becomes stunned for 1 round on a failed Constitution saving throw made against your spell save DC. You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all your expended uses after a long rest. The damage of Hunter's Trap increases to 3d8 at the 7th, 4d8 at the 11th, and 5d8 at the 15th level you reach in the Ranger class.MARK OF THE HUNT
Starting at 7th level, you can mark a creature that is within 150 feet of you with the Mark of the Hunt. As an action, you pray to Ullr to bless you with the Hunt. The creature is then marked for the hunt for 1 hour, and you inflict an additional 2d8 damage of your weapon's damage type, on a successful attack, once per turn. Your Hunter's Trap also inflicts an additional 2d8 damage on the marked creature. Once used, you cannot use this feature again until you finish a long rest.LURE OF THE PREY
Starting at 11th level, you gain the ability to lure your prey according to your hunt. By using your reaction, you can do one of the following;- You can cause the creature to become frightened of you, or of another creature that is friendly to you, on a failed Wisdom saving throw against your ranger spell DC. This effect lasts for 1d4 rounds. The creature can only be frightened by one creature as the result of this feature.
- You cause a disadvantage on an attack roll, saving throw, or ability check the creature makes.
- You decrease the speed of the creature to half of its normal or related speed (such as swim or fly).
- You decrease the AC of the creature by 1d4 against an attack from a friendly creature
- You have advantage on your next attack roll against the creature
HUNTER'S PREPARATION
At 15th level, you can study an area of 150 feet square, using your movement and action for that turn. Afterward, by expending your bonus action within that area, you can gain one of the following benefits:- You can make your Strength (Athletics) check to climb or jump, Dexterity (Stealth), Wisdom (Perception), Wisdom (Survival) check with advantage.
- By using the terrain to your advantage, you can slow yourself down during a fall, and take only half the damage.
- You use your surroundings to your advantage, and AC gains +2 until the start of your next turn.
- You can use your Hunter's Trap feature to mark anywhere within the area.
- You can make an additional attack on the creature, that you marked with Mark of the Hunt if it is within the area.
- You can aim at a creature within the area. You can land a critical strike on it on a successful hit.
WINTER STALKER
Winter Stalker lives in cold places that have tempered their mind and body. They are at home in high mountains of frozen steps and wolves and other creatures of these lands are familiar to them. But animals aren't the only enemies: cold winters and snowstorms are the main enemies of these lands but they have learned to know and exploit them to surviveARCTIC SURVIVOR
When you chose this archetype at 3rd level, your affinity with arctic places allows you to survive where very few other people can and endure strong winds and cold effects. You gain advantage on Strength and Dexterity Saving Throws against cold and windy effects.WIND AFFINITY
At 3rd level, when you hit a creature with your first ranged weapon attack you can reduced that creature's speed by 10 feet until the end of your next turn. Also, you learn how to take advantage of wind trails: if you are in a favorable wind position your ranged weapon attack deals an extra 1d4 piercing damageWINTER'S MARK
Starting at 7th level, you can suffuse your weapons with a slight frost patina. You can now cast Hunter's mark as a cantrip and it deals cold damage instead of the weapon's type.WINTERMUTE
By 11th level, you have honed your ability to resist the colds and windy effects of arctic zones. You gain proficiency in Constitution Saving Throws. Also when you are in heavily obscured areas of wins, fogs and other cold effects, instead of being blinded by them you can see up to 20 feet.ONE WITH THE WIND
At level 15th, you can use your Bonus Action to become wind and teleport up to 30 feet to an unoccupied space you can see without provoking attacks of opportunity. Your next ranged weapon attack is a frost arrow or bolt that deal an extra 1d8 cold damage. If the target s inside the same area he must succeed on a Dexterity saving throw against your spell save DC or be blocked in ice. That creature has speed 0 but can attack or do other actions that do not require movement. A creature blocked in ice can use his action to set free. You can use this ratio a number of times equal to your Wisdom Modifier per long restWOLF PACK
Emulating the Wolf Pack means becoming part of something greater than yourself. You ensure that your group triumph by trusting your allies and creating opportunities for them to exploit. Each of their wounds fuels the boiling anger that drives your animal instinct and to give everything you have got in a fight.WOLF PACK FIGHTER
You can lead your pack of comrades with every strike. At 3rd level, you gain the following features:- If you hit a creature with a melee attack, the next attack made by one of your allies against the same creature gains advantage.
- If you hit a creature with a ranged or thrown weapon attack, that creature gains disadvantage on opportunity attacks until the start of your next turn.
- If an enemy deals damage to one of your allies, you can use your reaction to howl. If you do, you deal 1d6 psychic damage against that creature.
WOLF PACK LEADER
You learn to conduct your pack on every track. Your ability to navigate the wild becomes exceptional, and you learn to anticipate the moves of your enemies. At 7th level, you gain the following features:- You and your allies can travel at fast pace stealthily, or without penalties to passive Perception, but not both.
- When an enemy moves, you or one of your allies can move up to 10 ft. as a reaction. If an ally wants to use this ability, both of you must be conscious. You must be able to speak or make visual signals, and your ally must be able to hear or see you.
Comments