Class Features
Favored Enemy (Revised)
Beginning at 1st lvl, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose one type of favored enemy: (Humanoids).
- You gain +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 and Wisdom (Martial) 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. (Dwarvish)
Natural Explorer (Revised)
At 1st level, whenever you are in natural terrain, whether it be a forest or a natural cave system, it rants 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 get 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 would normally.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed the area.
Fighting Style (Defense)
- While you are wearing armor, you gain a +1 bonus to AC.
Dread Ambusher (Gloom Stalker)
At 3rd level, you master the art of the ambush.
- You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
- At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn.
- If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type.
Umbral Sight (Gloom Stalker)
- At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
- You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Primeval Awareness (Revised)
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.
Sharpshooter (Feat)
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Extra Attack
- Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fighting Style (Archery)
- You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm.
- On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment.
- On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Expertise
- At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Perception and Stealth)
Sneak Attack (1d6)
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction.
- Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
Sneak Attack (2d6)
Beginning at 3rd level, you know how to strike subtly and exploit a foe's distraction.
- Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Alert (Feat)
Always on the lookout for danger, you gain the following benefits:
- You gain a +5 bonus to initiative.
- You can't be surprised while you are conscious.
- Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Sneak Attack (3d6)
Beginning at 5th level, you know how to strike subtly and exploit a foe's distraction.
- Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Traits
Madman Array
15 (Dex) / 15 (Wis) / 14 (Con) / 11 (Str) / 11 (Cha) /10 (Int)
Steton Origin
Hide Flayer Sub-Origin
- All light armors have their AC increased by 1.
World Wanderer
- Attribute Cap Increase (Constitution +2)
Chapter Master
Umbral Sight (Gloom Stalker)
Marriage Bonus
Married to Jonah Three-Rivers.
- +2 bonus to AC when within 30 feet of Jonah Three-Rivers.
Loyalty (30)
- A salary increase of 250 gold from downtime day jobs
Veteran Title
- This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.
Linnorm Boon: Primal Surge (Loyalty 2)
- As an bonus action, you heal yourself 4d6 hitpoints and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.
Deen'Has - Healing is in her blood:
- Whenever a member of the World Wanderers would be healed by a spell or the Healer feat they are healed for an additional 3 hit points.
Ranger Training
- All members of the World Wanderers are progressively trained in practical abilities, known to all those truly dedicated to the Way of the Ranger.
- Loyalty 3
Your Ranger training has granted you advantage on Survival checks made to track humanoids.
- Loyalty 5
Your time spent in the wilderness has enabled you to survive without the aid of civilization. You are able to scavenge for food in even the most desolate places and can find enough food and water to feed yourself and two other creatures while foraging.
- Loyalty 7
Your training in travelling the roads, and off them to protect the travelers, grants you the ability to ignore nonmagical difficult terrain.
- Loyalty 9
Your understanding of Nature and its impact has grown much since you have joined the Wanderers. You gain proficiency in Nature and Survival. If you already possess proficiency in Nature and/or Survival you instead gain a +2.
- Loyalty 11
You have reached the peak of your training, and only truly following the path of the Ranger will take you farther with it than you are now. You gain the ability to cast the Beast Bond and Water Breathing spells once per long rest.
Class/Racial Features & Traits
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