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A Homebrewed Ranger Class
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<blockquote data-quote="Indagare Nogitsune" data-source="post: 9474735" data-attributes="member: 40018"><p>Oh! Thanks! I actually have this down in the subclasses. ^^; I felt that it might be a good idea to have that be thematically related, but I can either add some more generic ones or move them from the subclasses. I followed Laserllama on the subclasses where they have three 3rd-level, one 7th-level, one 11th-level, and one 15th-level features. I am pretty sure not all the features are exactly balanced. ^^;</p><p></p><p></p><p>It's cool. I included the ones I have below with spoilers so they don't take up the entire page.</p><p></p><p>[SPOILER="Wild Empathy"]</p><p><strong>Wild Empathy</strong></p><p>3rd-level Animal Ally Lodge feature</p><p>You learn the Wild Insight I Knack, but it doesn't count against your Knacks Known. If you already know Wild Insight I, you learn another Knack instead. You also have Advantage on Charisma-based rolls when dealing with regular animals as well as the Animal Handling skill.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Silent Stalker"]</p><p><strong>Silent Stalker</strong></p><p>3rd-level Deft Defender Lodge feature</p><p>You stalk those who threaten unseen until it is too late. You learn the Stalker I Knack, but it does not count against your Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.</p><p></p><p>You also have Advantage on Intimidation checks. If it’s your Quarry, you can choose to add a Quarry Die to the result.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Wyrmsoul"]</p><p><strong>Wyrmsoul</strong></p><p>3rd-level Drake Guard Lodge feature</p><p>The magic that bonds you to your Companion has infused you with draconic power. You learn to speak, read, and write Draconic. Additionally, when you cast a Ranger spell that deals acid, cold, fire, lightning, or poison damage, you can cause it to deal the damage type of your Companion's Essence instead. Starting at 7th level, you also gain resistance to the damage type chosen for your Draconic Companion's Draconic Essence.</p><p></p><p>Additionally, when dealing with dragons or anything draconic (like Kobolds and Dragonborn), you have Advantage on any Charisma-based rolls you make.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Druidic Empathy"]</p><p><strong>Druidic Empathy*</strong></p><p>3rd-level Druidic Warrior Lodge feature</p><p>The nature magic you wield enables a bond with all those who dwell in the wild. You learn the Wild Insight I Knack, but it does not count against your total number of Knacks Known. If you already know Wild Insight I, you instead learn another Knack of your choice that you meet the prerequisites for.</p><p></p><p>You also have Advantage on Charisma-based rolls involving any denizen of the wilderness.</p><p></p><p>*I realized after posting this that it was the same as the first so I renamed and rewrote it a bit.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Charm of the Fey"]</p><p><strong>Charm of the Fey</strong></p><p>3rd-level Fey Wanderer Lodge feature</p><p>Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom Modifier (minimum of +1).</p><p></p><p>In addition, you gain Proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion and Advantage on Charisma-based rolls involving fey.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Arcane Knight"]</p><p><strong>Arcane Knight</strong></p><p>3rd-level Frontier Fighter Lodge feature</p><p>You know the Hedge Knight I Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.</p><p></p><p>You also know <em>arcane weapon</em> and have it always prepared. It does not count against the number of 1st level spells you know or have prepared but does count as a Ranger spell for you. You can cast it once without expending a spell slot but must finish a short or long rest before you can cast it free again. You can use a 1st level spell slot to cast it again sooner. You still must use a 3rd level spell slot to maintain concentration for eight hours.</p><p></p><p>Finally, you have Advantage on Charisma-based checks when it comes to fellow guards and soldiers as well as with nobility.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Wisdom of the Wild"]</p><p><strong>Wisdom of the Wild</strong></p><p>3rd-level Hallowed Hunter Lodge feature</p><p>Your deity gives you better insight into the natural world. As a result, whenever you make a Wisdom-based skill check, you gain a bonus to the check equal to your Proficiency Bonus, even if you already have proficiency in it.</p><p></p><p>Additionally, you have Proficiency in Religion and Advantage on all Charisma-based checks when dealing with anyone following your deity(s).</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Sea's Grace"]</p><p><strong>Sea's Grace</strong></p><p>3rd-level Mariner Lodge feature</p><p>You've spent so much time in water, you're practically an aquatic creature. You learn the Aquatic Adept Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for. At 11th level you become Amphibious.</p><p></p><p>Additionally, you have Advantage on any Charisma-based check involving people and creatures who live in or near large bodies of water.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Slayer's Cunning"]</p><p><strong>Slayer's Cunning</strong></p><p>3rd-level Monster Slayer Lodge feature</p><p>You are always prepared to hunt. You gain the Slayer I Knack, but it does not count against your total number of Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.</p><p></p><p>You can also use Ranger's Quarry once between each short or long rest without expending a use of it.</p><p></p><p>Finally, you have Advantage on Intimidation and Deception checks against your Quarry.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Mountain's Rise"]</p><p><strong>Mountain's Rise</strong></p><p>3rd-level Mountaineer Lodge feature</p><p>You've spent so much time in the heights, you're practically a mountain creature. You learn the Alpine Adept Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.</p><p></p><p>Additionally, you have Advantage on any Charisma-based check involving people and creatures who live in or near mountains and highlands.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Planar Warrior"]</p><p><strong>Planar Warrior</strong></p><p>3rd-level Planar Warden Lodge feature</p><p>You can augment your strikes with extraplanar energies. You can choose for the additional damage of Ranger's Quarry to be force damage in place of your weapon's damage type. Moreover, you can mark any creatures not native to your current plane of existence as your Quarry without expending a use of Ranger's Quarry. For example, while you are on the material plane, you can use this feature to mark aberrations, celestials, elementals, fey, and fiends, as your Quarry.</p><p></p><p>Additionally, you have Advantage on any Charisma-based check involving people and creature who live in another plane.</p><p></p><p>At 9th level you gain the Planar Adept knack as a bonus knack. It will not count against your Knacks Known.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Primal Warrior"]</p><p><strong>Primal Warrior</strong></p><p>3rd-level Primeval Guardian Lodge feature</p><p>You've spent so much time in the wilderness that you know how to navigate it with ease. You learn the Strider I Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.</p><p></p><p>Additionally, you know and can cast <em>arcane weapon</em> as a Ranger spell up to your Wisdom bonus (minimum 1) times. This does not count against your spells known. You regain all uses after a short or long rest.</p><p></p><p>Finally, you have Advantage on any Charisma-based check involving people and creatures who live in the wilderness.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Riding in Style"]</p><p><strong>Riding in Style</strong></p><p>3rd-level Range Rider Lodge feature</p><p>You've spent enough time riding that you know the Mounted Warrior fighting style. If you already have this Fighting Style you gain another Fighting Style of your choice from those available to the Ranger class. Additionally, you know the Rider I Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for.</p><p></p><p>Additionally, you have Advantage on any Charisma-based check involving people and creatures who enjoy riding or who live in or near wide open areas like plains and steppes.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Dread Ambusher"]</p><p><strong>Dread Ambusher</strong></p><p>3rd-level Shadow Stalker Lodge feature</p><p>You mimic the surprise tactics of the nameless creatures that dwell in the darkness. You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are not surprised or incapacitated. Also, when you take the Attack action during your first turn in combat, you can make one additional attack as part of that action. On hit, it deals bonus damage equal to your level.</p><p></p><p>Additionally, you have Advantage on Intimidation and Deception checks.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Celestial Guidance"]</p><p><strong>Celestial Guidance</strong></p><p>3rd-level Stargazer Lodge feature</p><p>The constellations of the night sky guide your steps. You gain proficiency in your choice of either cartographer's tools or navigator's tools. Whenever you make an ability check with either set of tools you add a roll of your Quarry Die to the result.</p><p></p><p>Additionally, you have Advantage on Performance and Persuasion checks when trying to get someone on your side using your knowledge of the stars.</p><p></p><p>Finally, you can't become lost, even by magical means so long as you can see the stars of the night sky.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Wilderness Adept"]</p><p><strong>Wilderness Adept</strong></p><p>3rd-level Survivalist Lodge feature</p><p>You are able to survive the most inhospitable environments. You learn one of the following Knacks of your choice: Alpine Adept, Aquatic Adept, Arctic Adept, Desert Adept, or Jungle Adept. You learn another at 7th, 11th, and 15th levels.</p><p></p><p>Starting at 7th level, you can choose Planar Adept as the Knack you learn from this feature. The Knacks you gain this way do not count against your number of Knacks Known.</p><p></p><p>Additionally, you have Proficiency in Survival, if you don’t already have it. Otherwise choose one of Athletics, Acrobatics, or Nature instead.</p><p></p><p>Finally, you have Advantage on any Charisma-based check involving people and creatures who live off the land like you.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Ear to the Ground"]</p><p><strong>Ear to the Ground</strong></p><p>3rd-level Urban Tracker Lodge feature</p><p>Your line of work has granted you a unique familiarity with the underbelly of civilization, so an urban environment is considered natural terrain for you when using the Guide feature.</p><p></p><p>After you complete a long rest in a settlement, you have Advantage on all ability checks to gather information on its contacts, factions, or underworld. If you want, and your GM agrees, part of your long rest would include you gathering this information through casual talking, listening in, or similar actions which would not violate the long rest. This is meant as an opportunity to roleplay social encounters and should not involve fights.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Meticulous Fingers"]</p><p><strong>Meticulous Fingers</strong></p><p>3rd-level Wild Improviser Lodge feature</p><p>You are exceptionally gifted with mechanical objects and traps. You gain proficiency in Sleight of Hand and with Thieves' and Tinker's Tools, and whenever you make an ability check with these tools or skill, you add one roll of your Quarry Die to the result. This increases to two rolls at level seven, three at level eleven, and four at level fifteen. Moreover, your precise hands allow you to take the Use an Object action as a bonus action on each of your turns.</p><p></p><p>Additionally, you have Advantage on any Charisma-based check involving people and creatures who craft or create things.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Sorcerous Blood"]</p><p><strong>Sorcerous Blood</strong></p><p>3rd-level Wylder Lodge feature</p><p>You gain your Proficiency Bonus in Sorcery Points. You also gain two Metamagic options from the Sorcerer list. Finally, you gain Wild Insight I Knack, but it does not count against your Knacks Known. If you know this Knack, you learn another of your choice.</p><p></p><p>Additionally, you have Advantage on Insight checks.</p><p>[/SPOILER]</p><p></p><p>[SPOILER="Gathered Zoo"]</p><p><strong>Gathered Zoo</strong></p><p>3rd-level Zookeeper Lodge feature</p><p>You magically attract a group of fey spirits that look like Tiny beasts of your choice. The group remains in your space until ordered out, crawling on you or through your clothing, or flying and skittering immediately around you. You know the mage hand and mending cantrips (which do not count against your cantrips known but do count as Ranger spells for you), but when you cast them, they manifest as part of your group which does your bidding. Whenever you cast unseen servant, it also manifests through your group, which can look like animals performing various household chores.</p><p></p><p>Additionally, you have Advantage on any Charisma-based check involving animals or monstrosities.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Indagare Nogitsune, post: 9474735, member: 40018"] Oh! Thanks! I actually have this down in the subclasses. ^^; I felt that it might be a good idea to have that be thematically related, but I can either add some more generic ones or move them from the subclasses. I followed Laserllama on the subclasses where they have three 3rd-level, one 7th-level, one 11th-level, and one 15th-level features. I am pretty sure not all the features are exactly balanced. ^^; It's cool. I included the ones I have below with spoilers so they don't take up the entire page. [SPOILER="Wild Empathy"] [B]Wild Empathy[/B] 3rd-level Animal Ally Lodge feature You learn the Wild Insight I Knack, but it doesn't count against your Knacks Known. If you already know Wild Insight I, you learn another Knack instead. You also have Advantage on Charisma-based rolls when dealing with regular animals as well as the Animal Handling skill. [/SPOILER] [SPOILER="Silent Stalker"] [B]Silent Stalker[/B] 3rd-level Deft Defender Lodge feature You stalk those who threaten unseen until it is too late. You learn the Stalker I Knack, but it does not count against your Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for. You also have Advantage on Intimidation checks. If it’s your Quarry, you can choose to add a Quarry Die to the result. [/SPOILER] [SPOILER="Wyrmsoul"] [B]Wyrmsoul[/B] 3rd-level Drake Guard Lodge feature The magic that bonds you to your Companion has infused you with draconic power. You learn to speak, read, and write Draconic. Additionally, when you cast a Ranger spell that deals acid, cold, fire, lightning, or poison damage, you can cause it to deal the damage type of your Companion's Essence instead. Starting at 7th level, you also gain resistance to the damage type chosen for your Draconic Companion's Draconic Essence. Additionally, when dealing with dragons or anything draconic (like Kobolds and Dragonborn), you have Advantage on any Charisma-based rolls you make. [/SPOILER] [SPOILER="Druidic Empathy"] [B]Druidic Empathy*[/B] 3rd-level Druidic Warrior Lodge feature The nature magic you wield enables a bond with all those who dwell in the wild. You learn the Wild Insight I Knack, but it does not count against your total number of Knacks Known. If you already know Wild Insight I, you instead learn another Knack of your choice that you meet the prerequisites for. You also have Advantage on Charisma-based rolls involving any denizen of the wilderness. *I realized after posting this that it was the same as the first so I renamed and rewrote it a bit. [/SPOILER] [SPOILER="Charm of the Fey"] [B]Charm of the Fey[/B] 3rd-level Fey Wanderer Lodge feature Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom Modifier (minimum of +1). In addition, you gain Proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion and Advantage on Charisma-based rolls involving fey. [/SPOILER] [SPOILER="Arcane Knight"] [B]Arcane Knight[/B] 3rd-level Frontier Fighter Lodge feature You know the Hedge Knight I Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for. You also know [I]arcane weapon[/I] and have it always prepared. It does not count against the number of 1st level spells you know or have prepared but does count as a Ranger spell for you. You can cast it once without expending a spell slot but must finish a short or long rest before you can cast it free again. You can use a 1st level spell slot to cast it again sooner. You still must use a 3rd level spell slot to maintain concentration for eight hours. Finally, you have Advantage on Charisma-based checks when it comes to fellow guards and soldiers as well as with nobility. [/SPOILER] [SPOILER="Wisdom of the Wild"] [B]Wisdom of the Wild[/B] 3rd-level Hallowed Hunter Lodge feature Your deity gives you better insight into the natural world. As a result, whenever you make a Wisdom-based skill check, you gain a bonus to the check equal to your Proficiency Bonus, even if you already have proficiency in it. Additionally, you have Proficiency in Religion and Advantage on all Charisma-based checks when dealing with anyone following your deity(s). [/SPOILER] [SPOILER="Sea's Grace"] [B]Sea's Grace[/B] 3rd-level Mariner Lodge feature You've spent so much time in water, you're practically an aquatic creature. You learn the Aquatic Adept Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for. At 11th level you become Amphibious. Additionally, you have Advantage on any Charisma-based check involving people and creatures who live in or near large bodies of water. [/SPOILER] [SPOILER="Slayer's Cunning"] [B]Slayer's Cunning[/B] 3rd-level Monster Slayer Lodge feature You are always prepared to hunt. You gain the Slayer I Knack, but it does not count against your total number of Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for. You can also use Ranger's Quarry once between each short or long rest without expending a use of it. Finally, you have Advantage on Intimidation and Deception checks against your Quarry. [/SPOILER] [SPOILER="Mountain's Rise"] [B]Mountain's Rise[/B] 3rd-level Mountaineer Lodge feature You've spent so much time in the heights, you're practically a mountain creature. You learn the Alpine Adept Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for. Additionally, you have Advantage on any Charisma-based check involving people and creatures who live in or near mountains and highlands. [/SPOILER] [SPOILER="Planar Warrior"] [B]Planar Warrior[/B] 3rd-level Planar Warden Lodge feature You can augment your strikes with extraplanar energies. You can choose for the additional damage of Ranger's Quarry to be force damage in place of your weapon's damage type. Moreover, you can mark any creatures not native to your current plane of existence as your Quarry without expending a use of Ranger's Quarry. For example, while you are on the material plane, you can use this feature to mark aberrations, celestials, elementals, fey, and fiends, as your Quarry. Additionally, you have Advantage on any Charisma-based check involving people and creature who live in another plane. At 9th level you gain the Planar Adept knack as a bonus knack. It will not count against your Knacks Known. [/SPOILER] [SPOILER="Primal Warrior"] [B]Primal Warrior[/B] 3rd-level Primeval Guardian Lodge feature You've spent so much time in the wilderness that you know how to navigate it with ease. You learn the Strider I Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for. Additionally, you know and can cast [I]arcane weapon[/I] as a Ranger spell up to your Wisdom bonus (minimum 1) times. This does not count against your spells known. You regain all uses after a short or long rest. Finally, you have Advantage on any Charisma-based check involving people and creatures who live in the wilderness. [/SPOILER] [SPOILER="Riding in Style"] [B]Riding in Style[/B] 3rd-level Range Rider Lodge feature You've spent enough time riding that you know the Mounted Warrior fighting style. If you already have this Fighting Style you gain another Fighting Style of your choice from those available to the Ranger class. Additionally, you know the Rider I Knack, but it doesn't count against your total Knacks Known. If you know this Knack, you instead learn another Knack of your choice that you meet the prerequisites for. Additionally, you have Advantage on any Charisma-based check involving people and creatures who enjoy riding or who live in or near wide open areas like plains and steppes. [/SPOILER] [SPOILER="Dread Ambusher"] [B]Dread Ambusher[/B] 3rd-level Shadow Stalker Lodge feature You mimic the surprise tactics of the nameless creatures that dwell in the darkness. You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are not surprised or incapacitated. Also, when you take the Attack action during your first turn in combat, you can make one additional attack as part of that action. On hit, it deals bonus damage equal to your level. Additionally, you have Advantage on Intimidation and Deception checks. [/SPOILER] [SPOILER="Celestial Guidance"] [B]Celestial Guidance[/B] 3rd-level Stargazer Lodge feature The constellations of the night sky guide your steps. You gain proficiency in your choice of either cartographer's tools or navigator's tools. Whenever you make an ability check with either set of tools you add a roll of your Quarry Die to the result. Additionally, you have Advantage on Performance and Persuasion checks when trying to get someone on your side using your knowledge of the stars. Finally, you can't become lost, even by magical means so long as you can see the stars of the night sky. [/SPOILER] [SPOILER="Wilderness Adept"] [B]Wilderness Adept[/B] 3rd-level Survivalist Lodge feature You are able to survive the most inhospitable environments. You learn one of the following Knacks of your choice: Alpine Adept, Aquatic Adept, Arctic Adept, Desert Adept, or Jungle Adept. You learn another at 7th, 11th, and 15th levels. Starting at 7th level, you can choose Planar Adept as the Knack you learn from this feature. The Knacks you gain this way do not count against your number of Knacks Known. Additionally, you have Proficiency in Survival, if you don’t already have it. Otherwise choose one of Athletics, Acrobatics, or Nature instead. Finally, you have Advantage on any Charisma-based check involving people and creatures who live off the land like you. [/SPOILER] [SPOILER="Ear to the Ground"] [B]Ear to the Ground[/B] 3rd-level Urban Tracker Lodge feature Your line of work has granted you a unique familiarity with the underbelly of civilization, so an urban environment is considered natural terrain for you when using the Guide feature. After you complete a long rest in a settlement, you have Advantage on all ability checks to gather information on its contacts, factions, or underworld. If you want, and your GM agrees, part of your long rest would include you gathering this information through casual talking, listening in, or similar actions which would not violate the long rest. This is meant as an opportunity to roleplay social encounters and should not involve fights. [/SPOILER] [SPOILER="Meticulous Fingers"] [B]Meticulous Fingers[/B] 3rd-level Wild Improviser Lodge feature You are exceptionally gifted with mechanical objects and traps. You gain proficiency in Sleight of Hand and with Thieves' and Tinker's Tools, and whenever you make an ability check with these tools or skill, you add one roll of your Quarry Die to the result. This increases to two rolls at level seven, three at level eleven, and four at level fifteen. Moreover, your precise hands allow you to take the Use an Object action as a bonus action on each of your turns. Additionally, you have Advantage on any Charisma-based check involving people and creatures who craft or create things. [/SPOILER] [SPOILER="Sorcerous Blood"] [B]Sorcerous Blood[/B] 3rd-level Wylder Lodge feature You gain your Proficiency Bonus in Sorcery Points. You also gain two Metamagic options from the Sorcerer list. Finally, you gain Wild Insight I Knack, but it does not count against your Knacks Known. If you know this Knack, you learn another of your choice. Additionally, you have Advantage on Insight checks. [/SPOILER] [SPOILER="Gathered Zoo"] [B]Gathered Zoo[/B] 3rd-level Zookeeper Lodge feature You magically attract a group of fey spirits that look like Tiny beasts of your choice. The group remains in your space until ordered out, crawling on you or through your clothing, or flying and skittering immediately around you. You know the mage hand and mending cantrips (which do not count against your cantrips known but do count as Ranger spells for you), but when you cast them, they manifest as part of your group which does your bidding. Whenever you cast unseen servant, it also manifests through your group, which can look like animals performing various household chores. Additionally, you have Advantage on any Charisma-based check involving animals or monstrosities. [/SPOILER] [/QUOTE]
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