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<blockquote data-quote="Indagare Nogitsune" data-source="post: 9885257" data-attributes="member: 40018"><p>So, I was planning a Ranger character whose motto is "To Adventure!" but none of the Ranger subclasses really jive with it while only bits of the various Rogue ones do (I'm not sure about him being a Rogue as he spends a lot more time in the wilderness and ancient ruins than the city).</p><p></p><p>I tried to come up with a composite and would like opinions on it. All except one feature come from other subclasses and these are noted:</p><p></p><p><strong>Skillful Survivalist</strong></p><p>Adventurers need to have the skill needed to survive in the places they adventure. At 3rd level, you gain proficiency in Survival if you don’t already have it. If you are already proficient, choose another skill instead.</p><p></p><p><strong>Adept Explorer</strong></p><p>For an Adventurer, climbing and jumping tend to play a large role in exploring areas. At 3rd level, you gain the ability to climb without it costing you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. <strong><em>[Thief]</em></strong></p><p><strong></strong></p><p><strong>Eye for Detail</strong></p><p>When exploring an area, it helps for an Adventurer to be able to catch important details while on the move. At 7th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. <strong><em>[Inquisitive]</em></strong></p><p><strong></strong></p><p><strong>Advantageous Maneuver</strong></p><p>Experienced Adventurers learn to take advantage of any situation. Starting at 11th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. <strong><em>[Swashbuckler]</em></strong></p><p><strong></strong></p><p><strong>Adventurer’s Luck</strong></p><p>Possibly the most important thing an Adventurer can have is luck, especially in combat. At 15th level, if you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest. <strong><em>[Swashbuckler]</em></strong>*</p><p></p><p>*I'm not really sure about this one. It could be a generic reroll save instead. </p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Indagare Nogitsune, post: 9885257, member: 40018"] So, I was planning a Ranger character whose motto is "To Adventure!" but none of the Ranger subclasses really jive with it while only bits of the various Rogue ones do (I'm not sure about him being a Rogue as he spends a lot more time in the wilderness and ancient ruins than the city). I tried to come up with a composite and would like opinions on it. All except one feature come from other subclasses and these are noted: [B]Skillful Survivalist[/B] Adventurers need to have the skill needed to survive in the places they adventure. At 3rd level, you gain proficiency in Survival if you don’t already have it. If you are already proficient, choose another skill instead. [B]Adept Explorer[/B] For an Adventurer, climbing and jumping tend to play a large role in exploring areas. At 3rd level, you gain the ability to climb without it costing you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. [B][I][Thief][/I] Eye for Detail[/B] When exploring an area, it helps for an Adventurer to be able to catch important details while on the move. At 7th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. [B][I][Inquisitive][/I] Advantageous Maneuver[/B] Experienced Adventurers learn to take advantage of any situation. Starting at 11th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. [B][I][Swashbuckler][/I] Adventurer’s Luck[/B] Possibly the most important thing an Adventurer can have is luck, especially in combat. At 15th level, if you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest. [B][I][Swashbuckler][/I][/B]* *I'm not really sure about this one. It could be a generic reroll save instead. Thoughts? [/QUOTE]
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