PDA

View Full Version : D&D 5e/Next Wild Stalker Rogue (Ranger replacement part 2 of 3)



Grynning
2015-05-31, 11:06 AM
Hello again. This is my second "Ranger Replacement" subclass, as a follow up to my Beastmaster Barbarian (http://www.giantitp.com/forums/showthread.php?418187-Beastmaster-Barbarian-%28Ranger-replacement-part-1-of-3%29)

This subclass is written with the conceit that the Ranger class does not exist in the game. Please critique with this in mind; I have no wish for further debate on fixing the Ranger, just critique this class on its own merits. It is meant to cover the "wilderness scout" role with the favored enemy ability rolled in.

Wild Stalker
Your training is focused on scouting and hunting in dense forests, dark caves, and other wild places. You may be a military scout, a big game hunter, or a tracker and guide who protects expeditions into the wilderness. You have studied a variety of creatures and know how to evade them, or to seek and destroy them when necessary.

Wilderness Training: At 3rd level, you gain proficiency in Surivival or Nature, or in a skill of your choice if you are already proficient in both of these skills.
Favored Enemy: At 3rd level, choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, Charisma (Deception) and Dexterity (Stealth) checks made against them, as well as Intelligence checks to recall information about them or Intelligence (Investigation) checks to recognize signs of their activity.
When you hit with your Sneak Attack against a favored enemy, you can treat any 1 on a damage die as a 2.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose an additional favored enemy, as well as an associated language, at levels 9 and 17. Your choices should reflect the types of monsters you have encountered on your adventures.
When you finish a long rest, you may change one of your favored enemies to a different type of creature that you have previously encountered from the list above. You do not learn a new language when you change your favored enemies this way.

Land's Stride: Starting at 9th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Traceless Step: Also starting at 9th level, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Hide in Plain Sight: Starting at 13th level, if you are lightly or heavily obscured by terrain, such as brush, trees, or ruins, you can hide even if another creature can see you. If a creature could not see you at the start of its turn, you are considered invisible during that creature's turn, even if it locates you with a Wisdom (Perception) check.

Foe Slayer: At 17th level, you are an expert at dealing death to foes you have chosen as enemies. When you deal damage to your favored enemies, ignore any resistances they may have.
If you hit a favored enemy with a Sneak Attack you may choose to have it make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the total damage of your attack against the creature. Once you use this ability, you can't use it again until you complete a short or long rest.