D&D General Homebrew Martial Ranger Class. Ranger Paths (Archetypes) included in Link

ScuroNotte

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A Ranger represents different things to different people: hunter, tracker, trapper, scout, naturalist, sub-class fighter, sub-class rogue, spell-less, spell caster, having a beast companion, etc. These, among others, are the reasons why trying to create a Ranger is difficult.
The Ranger has changed slowly over the years at our table. One thing that has occurred though is debating on what levels certain features should be attained. That is when we decided upon using Talents, which is similar to what is done in Pathfinder.

The link which includes all the paths:

The Martial Ranger Remastered - work by Scuronotte

The Martial Ranger Remastered - work by Scuronotte​

The Martial Ranger Remastered - work by Scuronotte - Created with GM Binder.


1 New Tool

1 Existing Tool (Herbalsim) with expanded uses

The New Ranger Paths are:

  • Blood Rite - Half-blood vampire ranger
  • Bounty Hunter - better in cities
  • Dark Moon - a little of Moon Druid mixed with lycanthropy abilities
  • Deep Stalker - a rogue-like ranger
  • Dragon Blood - blessed with dragon-like abilities
  • Fey Wanderer
  • Hell's Fire - Ranger who is part demon
  • Horde Breaker
  • Planes Walker - Worlds traveler
  • Primal Mystic - a cross between a spell caster & non-spell caster ranger
  • Ravager - a barbarian ranger
  • Seafarer - Pirate
  • Spellbreaker
  • Titan
  • Wayfinder - a guide and buffs allies
Thoughts and/or suggestions for other "Talents".
 
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I have been thinking a ranger subclass that gets some artificer stuff like the eldritch knight gets some wizard stuff would be neat.
I dabbled with expanding the herbalism kit to be able to "cast" spells like a Artificer, but could not think of any other "spells" and Path features to include. I was considering a Batman like archetype

Beast Sense. If you spend 1 minute to imbibe one of your liquids, thereby expending its usage, you can see through your beast’s eyes and hear what it hears for up to one hour. You and your Beast Companion must be within one mile of one another. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Blindness or Deafness. You can spend an action to throw this vial up to 30 feet from you containing liquids that, when exposed to air, will explode in a 5 foot radius affecting one creature. This explosion will cause the target to be either blind or deaf for 1 minute unless it succeeds on a Constitution saving throw vs DC 8 + your proficiency bonus + your Wisdom modifier. At the end of each turn, the creature can make a constitution saving throw to end the effect.

Detect Magic. If you spend 1 minute applying this liquid to an object, thereby expending its usage, the effect that occurs helps determine if the object is magical. Each vial has five uses.

Detect Poison and Disease. If you spend 1 minute applying this liquid to a creature or object, thereby expending its usage, the effect that occurs can help you determine if the creature or object is poisoned or diseased. You have advantage on Wisdom (nature) check to identify the poison or disease if it is found in nature. If not natural, you can roll a Wisdom (medicine) check to attempt to identify it.

Dispel Magic If you spend 1 minute applying this liquid to a creature, object, or person, thereby expending its usage, the effect is to dispel a spell or magical effect. Make an ability check using your Wisdom modifier. The DC equals 10 + the spell’s level. On a successful check, the effect ends.

Fog Cloud. You can spend an action to throw this vial up to 60 feet from you containing liquids that, when exposed to air, will release a 20 foot radius sphere of fog. This fog spreads around corners and the area is heavily obscured. It lasts for 1 hour or until a wind of moderate or greater speed
(at least 10 mph) disperses it.

Lesser Restoration. If you spend 1 minute applying one of bandages treated with one of your poultices to a blinded, deafened, diseased, or poisoned creature, thereby expending its use, that creature gains advantage on its’ saving throws.

Poison. Using such an elixir is usually reserved for characters of evil alignment. You can choose whether it is a form that is applied to a weapon or one that is imbibed with food or drink. If you spend 1 action applying this liquid to a weapon or adding it to a drink or food item, thereby expending its usage, the creature must make a Constitution saving throw vs DC 8 + your proficiency bonus + your Wisdom modifier. A failed saving throw results in poison damage equal to 1d10 for every five Ranger levels, rounded down. No damage is taken on a successful saving throw.

See Invisibility You can spend 1 action applying one of your poultices to your eyes or your beasts eyes, thereby expending its use, you or your beast can see invisible creatures and objects as if they were visible for 1 hour.

Sleep. You can spend an action to throw this vial up to 60 feet from you containing liquids that, when exposed to air, will release a 10 foot radius sphere of sleeping gas. It can also be placed into a drink or with food. The total number of hit points of creatures it affects is 2d8 plus 1d8 for every five Ranger levels, rounded down. It lasts for 1 minute.

Spider Climb. You can spend 1 action applying one of your poultices to your hands and feet or your beasts’ paws, thereby expending its use. You or your beast can move up, down, and across vertical surfaces and upside down along ceilings. The climbing speed is equal to the walking speed. It lasts for 1 hour. You are unable to attack and it takes 1 action to remove the poultice from your hands and feet.

Web. You can spend an action to throw this vial up to 60 feet from you containing liquids that, when successfully rolling an attack roll against a creature, explodes into a mass of thick, sticking webbing. The creature is restrained for 1 minute unless it succeeds on a Strength saving throw DC 8 + your proficiency bonus + your Wisdom modifier. Creatures whose size is larger or larger automatically succeed on its saving throw. The creature can use its action using a Strength check to break free. It lasts for 1 minute.
 

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