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Let's Build a Ranger Subclass for Fighter
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7375070" data-attributes="member: 6871653"><p>It may sounds strange, but I'd base ranger design on the warlock rather than a fighter (short rest spellcasting, a few utility cantrips, choose invocations as ''Ranger Knacks'' automatic extra attack at 5, Pact is now Terrain with special features related to such terrain and boons are ''Gift'': boons given by the inhabitants of your terrain to help in your tasks such as Beast, Salves or Traps). Now ,At least, here's my take on it for a fighter archetype. Design goals:</p><p>- No slot-restricted magic</p><p>- Thematic from the start</p><p>- Not MAD</p><p>- Return the flavor of the ranger as a protector of civilization against the dangerous wilderness rather then a druid-like protector of the natural world.</p><p></p><p>Fighter's Archetype: Ranger</p><p></p><p>lvl 3: <strong>Bounder</strong>: You know the land and its inhabitants. As a protector of this land, your are a knowledgeable traveler and a friend to all. +10 Movement. Choose specific land; Advantage on Survival, Investigation, History and Social checks in such terrain.</p><p><strong>Beastmaster</strong>: Nature spirits grant you a friend as you walk the lonesome roads. You can cast Find Familiar once long rest without components. You familiar benefits from your Fighter features such as Second Wind, Action Surge and Indomitable.</p><p></p><p>lvl 7: <strong>Foebane</strong>: At the end of a long rest, you can make a DC 12 Survival check to ask the DM one question about the type of enemies that inhabit the land you explore. You can choose to mark for death one type of enemy, gaining 1/2 proficiency damage bonus against those creatures. This features last until you use this feature again.</p><p></p><p>lvl 10: <strong>Strider</strong>: Can Dash or Hide as a Bonus Action. You can ignore Difficult Terrain and enemies have Disadvantage of perception check to spot you if your are in a favored land.</p><p></p><p>lvl 14: <strong>Secret Meadow </strong>: You know the secret to find hidden camping emplacement left by those who share the harsh live of the ranger. You cant be Surprised while Sleeping, at the end of a Long Rest, you can cast one of <em>Find the Path</em>,<em> Scrying</em> or <em>Hero's Feast </em>as ritual without material component. Informations and help come to you in form of hidden message from the ancient rangers who walk the land before you.</p><p></p><p>lvl 18: <strong>Heartseeker</strong>: Once per turn, You can forgo advantage to give Vulnerability to your next attack against the creature.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7375070, member: 6871653"] It may sounds strange, but I'd base ranger design on the warlock rather than a fighter (short rest spellcasting, a few utility cantrips, choose invocations as ''Ranger Knacks'' automatic extra attack at 5, Pact is now Terrain with special features related to such terrain and boons are ''Gift'': boons given by the inhabitants of your terrain to help in your tasks such as Beast, Salves or Traps). Now ,At least, here's my take on it for a fighter archetype. Design goals: - No slot-restricted magic - Thematic from the start - Not MAD - Return the flavor of the ranger as a protector of civilization against the dangerous wilderness rather then a druid-like protector of the natural world. Fighter's Archetype: Ranger lvl 3: [B]Bounder[/B]: You know the land and its inhabitants. As a protector of this land, your are a knowledgeable traveler and a friend to all. +10 Movement. Choose specific land; Advantage on Survival, Investigation, History and Social checks in such terrain. [B]Beastmaster[/B]: Nature spirits grant you a friend as you walk the lonesome roads. You can cast Find Familiar once long rest without components. You familiar benefits from your Fighter features such as Second Wind, Action Surge and Indomitable. lvl 7: [B]Foebane[/B]: At the end of a long rest, you can make a DC 12 Survival check to ask the DM one question about the type of enemies that inhabit the land you explore. You can choose to mark for death one type of enemy, gaining 1/2 proficiency damage bonus against those creatures. This features last until you use this feature again. lvl 10: [B]Strider[/B]: Can Dash or Hide as a Bonus Action. You can ignore Difficult Terrain and enemies have Disadvantage of perception check to spot you if your are in a favored land. lvl 14: [B]Secret Meadow [/B]: You know the secret to find hidden camping emplacement left by those who share the harsh live of the ranger. You cant be Surprised while Sleeping, at the end of a Long Rest, you can cast one of [I]Find the Path[/I],[I] Scrying[/I] or [I]Hero's Feast [/I]as ritual without material component. Informations and help come to you in form of hidden message from the ancient rangers who walk the land before you. lvl 18: [B]Heartseeker[/B]: Once per turn, You can forgo advantage to give Vulnerability to your next attack against the creature. [/QUOTE]
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