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Woodmaster and Rockmaster Rangers?
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<blockquote data-quote="Stormonu" data-source="post: 8177168" data-attributes="member: 52734"><p>This thread inspired these write-ups for Ranger subclasses:</p><p></p><p>Greenwood Conclave</p><p>[spoiler]</p><p>### Greenwood Conclave</p><p>Greenwood Rangers live deep in the forest or jungle, far from urban centers. Greenwood Ranger tend to shun others in favor of seeking areas of dense forest, foilage or overgrown gardens. They are gentle-natured, thoughtful souls to whom all</p><p>life is precious. A Greenwood Ranger will mourn the loss of a favorite shade tree as much asthe passing of a human companion. To the Greenwood Ranger, the wilderness is a glorious, sacredplace. If necessary, he will risk his life to preserve it.</p><p></p><p>#### Photosynthesis</p><p>Starting at 3rd level, you skin hardens and covers with bark and leaves replace any hair you possess. You no longer need to eat as long as you gain at least one uninterrupted hour of sunlight. You still need to drink and sleep as normal. Furthermore, your base AC becomes 14.</p><p></p><p>#### Multilimbed</p><p>At 5th level, you can grow an additional third arm, which materializes out of your chest. This third arm works like a normal limb for all purposes, and can be used to wield weapons or a shield in combat. You cannot benefit from more than one shield at time however. When used to attack with a weapon, when you take the attack action you can make one additional attack (if using one extra limb) or two additional attacks (if using both extra limbs) as a bonus action. You can only add your Strength or Dexterity modifier (as appropriate) to one of the weapon attacks.</p><p></p><p>#### Rooted</p><p>At 7th level, as a ritual that takes 10 minutes, you can root yourself into fertile soil. After one hour, you gain the benefits of a long rest. Once you use this ability, you cannot use it again the next dawn.</p><p></p><p>#### Moss Nodes</p><p>At 11th level, nodules of green moss begin to cover your body. Your base AC increases to 16. Furthermore, you can use the moss nodes to store and retrieve spells. You can cast a Ranger spell you know into the moss node to activate at a later time. Activating a spell stored in a moss node is a bonus action that does not consume concentration. Cantrips cannot be stored in moss nodes. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>#### Forest Ward</p><p>At 15th level, you can quickly heal your wounds. You can activate this healing as a bonus action. Thereafter, for the next minute, at the start of your turn, you regenerate 5 hit points as long as you have 1 hit point. You cannot regenerate damage caused by fire. Once you have used this ability, you must take a long rest to use it once again.</p><p></p><p>You can also regrow a single lost limb after a long rest.</p><p>[/spoiler]</p><p></p><p>Skybound Conclave</p><p>[spoiler]</p><p>### Skybound Conclave</p><p>Rangers of the skybound conclave travel far and wide as messengers and scouts. They tend to prefer wide open areas with open vistas of the clear blue sky above. They are friends of birds and other flying creatures, as well as respectfully and friendly towards elemental air spirits and beings.</p><p></p><p>#### Skyfriend</p><p>Starting at 3rd level, you gain proficiency with the Auran language. As an action, you can use the language to speak to local birds or spirits of the air to request aid or gain knowledge. In the former case, you gain use of the <em>Unseen Servant</em> spell, as if you had cast it. In the latter case, it allows you to gain the answer to a number of yes/no questions equal to your Wisdom modifier. When answering questions, the validity and knowledge is based on what is known to the local avian wildlife or elemental air spirits in the area.</p><p></p><p>Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>#### Zephyr Strike</p><p>At 5th level, you can unleash a flurry of strikes against enemies. When you take the attack action, you can make a number of attacks equal to your proficiency modifier. These attacks may be melee or ranged weapon attacks or any combination of the two. This can be combined with extra attack and two-weapon fighting. </p><p></p><p>Once you use this ability, you cannot use it again until you take a short or long rest.</p><p></p><p>#### Skybound Companion</p><p>At 7th level, you gain an elemental spirit of air as a companion. This spirit can take the form of any beast of CR 1/2 or less. The creature gains wings, allowing it to fly at a rate of 40 feet. The companion obeys your telepathic commands as long as it remains within one mile of you.</p><p></p><p>If the companion is lost or dismissed, you may regain the companion after a long rest.</p><p></p><p>#### Wind's Breath</p><p>At 11th level, when you take an attack action, you can cast a cantrip or 1st level spell as a bonus action. Likewise, if you are forced to make a Concentration check, you have advantage on the roll.</p><p></p><p>#### Wind Wall</p><p>At 15th level, you can summon a chaotic wind to disrupt your foes. As an action you create a turbulent cone of air 60 feet long and 30 feet wide at the end. Any creature in the affected area must make a Strength saving throw versus your spellcasting DC or be knocked prone and flung 15 feet along the cone away from you. Ranged attacks that pass through the area suffer disadvantage to hit if fired crosswind or upwind, and double range if fired downwind. Cone-based attacks grant advantage to saving throws of those upwind and disadvantage to saving throw if downwind. The blast of wind can be maintained as a bonus action that consumes your concentration.</p><p></p><p>Once this ability is used, you must take a long rest before using it again.</p><p>[/spoiler]</p><p></p><p>Stone Conclave</p><p>[spoiler]</p><p>### Stone Conclave</p><p>Rangers of the Stone Conclave tend to be stern and stoic beings who are in touch with mountains, caves and other natural edifices of rock or stone. They are in tune with those creatures that burrow beneath their feet and the spirits of the earth. They are the methodical and implacible foes of those who seek to do harm while openly scoffing the laws of righteousness and nature.</p><p></p><p>#### Stone Sense</p><p>Starting at 3rd level, you gain blindsight to a range of 30 feet. Also, you can take an action to sense the presence of other creatures that are within 1,000 feet of you, as long as they are in contact with the earth. You can sense their approximate size, direction, distance and number.</p><p></p><p>You must be in contact with the ground for this ability to work.</p><p></p><p>#### Earth's Strike</p><p>At 5th level, when you hit with a melee or ranged weapon attack, you can expend a single spell slot to add magical bludgeoning damage to the attack. For each spell level of the spell expended, you add 1d6 magical bludgeoning damage.</p><p></p><p>#### Nature’s Recovery</p><p>At 7th level, you gain an elemental spirit of earth as a companion. This spirit has the stats listed below. If the companion is slain or dismissed, you can summon a replacement after a long rest.</p><p></p><p>___</p><p></p><p></p><p>#### Earth's Movement</p><p>At 11th level, as a bonus action you can cause the terrain around you to shift and move. The ground within 30 feet of you becomes difficult terrain. Furthermore, if an enemy starts it turn in the affected area, they must make a Strength ability check against your spellcasting DC or they are restrained. This effect moves with you and lasts for 1 minute or until you choose to dismiss it. </p><p></p><p>You can perform this ability a number of times equal to your Wisdom modifier. After a long rest you regain all uses of this ability.</p><p></p><p>#### Earthen Reach</p><p>At 15th level, you can cast spells and use your Earth's Movement ability originating from your Stone Companion's location. Furthermore, enemies who start their turn in the area of your Earth's Movement suffer disadvantage to their saving throw to avoid being restrained.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8177168, member: 52734"] This thread inspired these write-ups for Ranger subclasses: Greenwood Conclave [spoiler] ### Greenwood Conclave Greenwood Rangers live deep in the forest or jungle, far from urban centers. Greenwood Ranger tend to shun others in favor of seeking areas of dense forest, foilage or overgrown gardens. They are gentle-natured, thoughtful souls to whom all life is precious. A Greenwood Ranger will mourn the loss of a favorite shade tree as much asthe passing of a human companion. To the Greenwood Ranger, the wilderness is a glorious, sacredplace. If necessary, he will risk his life to preserve it. #### Photosynthesis Starting at 3rd level, you skin hardens and covers with bark and leaves replace any hair you possess. You no longer need to eat as long as you gain at least one uninterrupted hour of sunlight. You still need to drink and sleep as normal. Furthermore, your base AC becomes 14. #### Multilimbed At 5th level, you can grow an additional third arm, which materializes out of your chest. This third arm works like a normal limb for all purposes, and can be used to wield weapons or a shield in combat. You cannot benefit from more than one shield at time however. When used to attack with a weapon, when you take the attack action you can make one additional attack (if using one extra limb) or two additional attacks (if using both extra limbs) as a bonus action. You can only add your Strength or Dexterity modifier (as appropriate) to one of the weapon attacks. #### Rooted At 7th level, as a ritual that takes 10 minutes, you can root yourself into fertile soil. After one hour, you gain the benefits of a long rest. Once you use this ability, you cannot use it again the next dawn. #### Moss Nodes At 11th level, nodules of green moss begin to cover your body. Your base AC increases to 16. Furthermore, you can use the moss nodes to store and retrieve spells. You can cast a Ranger spell you know into the moss node to activate at a later time. Activating a spell stored in a moss node is a bonus action that does not consume concentration. Cantrips cannot be stored in moss nodes. Once you use this ability, you cannot use it again until you take a long rest. #### Forest Ward At 15th level, you can quickly heal your wounds. You can activate this healing as a bonus action. Thereafter, for the next minute, at the start of your turn, you regenerate 5 hit points as long as you have 1 hit point. You cannot regenerate damage caused by fire. Once you have used this ability, you must take a long rest to use it once again. You can also regrow a single lost limb after a long rest. [/spoiler] Skybound Conclave [spoiler] ### Skybound Conclave Rangers of the skybound conclave travel far and wide as messengers and scouts. They tend to prefer wide open areas with open vistas of the clear blue sky above. They are friends of birds and other flying creatures, as well as respectfully and friendly towards elemental air spirits and beings. #### Skyfriend Starting at 3rd level, you gain proficiency with the Auran language. As an action, you can use the language to speak to local birds or spirits of the air to request aid or gain knowledge. In the former case, you gain use of the [I]Unseen Servant[/I] spell, as if you had cast it. In the latter case, it allows you to gain the answer to a number of yes/no questions equal to your Wisdom modifier. When answering questions, the validity and knowledge is based on what is known to the local avian wildlife or elemental air spirits in the area. Once you use this ability, you cannot use it again until you take a long rest. #### Zephyr Strike At 5th level, you can unleash a flurry of strikes against enemies. When you take the attack action, you can make a number of attacks equal to your proficiency modifier. These attacks may be melee or ranged weapon attacks or any combination of the two. This can be combined with extra attack and two-weapon fighting. Once you use this ability, you cannot use it again until you take a short or long rest. #### Skybound Companion At 7th level, you gain an elemental spirit of air as a companion. This spirit can take the form of any beast of CR 1/2 or less. The creature gains wings, allowing it to fly at a rate of 40 feet. The companion obeys your telepathic commands as long as it remains within one mile of you. If the companion is lost or dismissed, you may regain the companion after a long rest. #### Wind's Breath At 11th level, when you take an attack action, you can cast a cantrip or 1st level spell as a bonus action. Likewise, if you are forced to make a Concentration check, you have advantage on the roll. #### Wind Wall At 15th level, you can summon a chaotic wind to disrupt your foes. As an action you create a turbulent cone of air 60 feet long and 30 feet wide at the end. Any creature in the affected area must make a Strength saving throw versus your spellcasting DC or be knocked prone and flung 15 feet along the cone away from you. Ranged attacks that pass through the area suffer disadvantage to hit if fired crosswind or upwind, and double range if fired downwind. Cone-based attacks grant advantage to saving throws of those upwind and disadvantage to saving throw if downwind. The blast of wind can be maintained as a bonus action that consumes your concentration. Once this ability is used, you must take a long rest before using it again. [/spoiler] Stone Conclave [spoiler] ### Stone Conclave Rangers of the Stone Conclave tend to be stern and stoic beings who are in touch with mountains, caves and other natural edifices of rock or stone. They are in tune with those creatures that burrow beneath their feet and the spirits of the earth. They are the methodical and implacible foes of those who seek to do harm while openly scoffing the laws of righteousness and nature. #### Stone Sense Starting at 3rd level, you gain blindsight to a range of 30 feet. Also, you can take an action to sense the presence of other creatures that are within 1,000 feet of you, as long as they are in contact with the earth. You can sense their approximate size, direction, distance and number. You must be in contact with the ground for this ability to work. #### Earth's Strike At 5th level, when you hit with a melee or ranged weapon attack, you can expend a single spell slot to add magical bludgeoning damage to the attack. For each spell level of the spell expended, you add 1d6 magical bludgeoning damage. #### Nature’s Recovery At 7th level, you gain an elemental spirit of earth as a companion. This spirit has the stats listed below. If the companion is slain or dismissed, you can summon a replacement after a long rest. ___ #### Earth's Movement At 11th level, as a bonus action you can cause the terrain around you to shift and move. The ground within 30 feet of you becomes difficult terrain. Furthermore, if an enemy starts it turn in the affected area, they must make a Strength ability check against your spellcasting DC or they are restrained. This effect moves with you and lasts for 1 minute or until you choose to dismiss it. You can perform this ability a number of times equal to your Wisdom modifier. After a long rest you regain all uses of this ability. #### Earthen Reach At 15th level, you can cast spells and use your Earth's Movement ability originating from your Stone Companion's location. Furthermore, enemies who start their turn in the area of your Earth's Movement suffer disadvantage to their saving throw to avoid being restrained. [/spoiler] [/QUOTE]
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