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View Full Version : Ranger as a Fighter Subclass (Ranger replacement part 3 of 3)



Grynning
2015-06-01, 01:03 PM
This is my 3rd Ranger replacement subclass, this time simply called "the Ranger" but re-imagined as a Fighter subclass. The others are my Beastmaster Barbarian (http://www.giantitp.com/forums/showthread.php?418187-Beastmaster-Barbarian-%28Ranger-replacement-part-1-of-3%29) and Wild Stalker Rogue (http://www.giantitp.com/forums/showthread.php?418276-Wild-Stalker-Rogue-%28Ranger-replacement-part-2-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. This class is meant to represent the classic fantasy Ranger, like Aragorn, an able combatant with some magical ability and a strong connection to nature.

Ranger (Fighter Path):

Woodcraft: You gain proficiency in Stealth or Nature, or in a skill of your choice if you are already proficient in both of these skills.
Spellcasting
Cantrip: You know the Druidcraft cantrip.
Spell slots and Spells known: At 3rd level, you learn Hunter's Mark and two other spells of your choice from the Ranger spell list in the Player's Handbook. Use the Eldritch Knight Spellcasting table on page 75 to determine your spell slots and spells known. Spells must be chosen from the Ranger spell list in the Player's Handbook.
Wisdom is your spellcasting ability.
Woodland Friends: Choose one of the following features:
-Eyes and Ears: At 3rd level, you may cast Find Familiar as a ritual without expending a spell slot. The creature you summon is always of the Fey type. At 7th level, you add Speak with Plants to your spells known.
-Loyal Steed: At 3rd level, you add Speak with Animals to your spells known. At 7th level, you may cast Find Steed as a ritual without expending a spell slot. The creature you summon is always of the Fey type.

Nature's Warrior: Beginning at 7th level, you may maintain concentration on your Hunter's Mark spell and another spell simultaneously. If you are forced to make a concentration check, roll for each spell separately.

Multiattack: At 10th level, choose one of the following features:
-Volley: You can use your action to make a ranged attack against any number of creatures within 15 feet of a point you can see within your weapon's normal range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
-Whirlwind Attack: You can use your action to make a melee attack against any number of creatures within your melee reach, with a separate attack roll for each target.

Feral Senses: At 15th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Lightning Speed: At 18th level, choose one of the following features:
- Swift Quiver: When you roll initiative, you may activate this ability. For one minute, you may use a bonus action on your turn to make two normal ranged attacks. You must have ammunition for these attacks as normal. Once you use this feature, you may not use it again until you finish a long rest.
- Dance of Death: When you roll initiative, you may activate this ability. For one minute, if you hit a creature with a melee attack, you may immediately make another melee attack against that creature. You cannot use this ability on the same creature more than once a turn. Once you use this feature, you may not use it again until you finish a long rest.