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Beechgnome
2017-03-04, 12:02 PM
If my last homebrew, the Oath of the Ancestors Paladin, had a bit of a ranger feel, this Ranger homebrew has something of a Paladin feel.

As with any of these, criticism and comments are very welcome.


Ranger Conclave: Guide Protector

The Guide Protector archetype is for those rangers who take the role of protector no matter what land they walk, leading caravans and refugees and herds to safety where bandits and predators stalk. Guide Protectors are skilled skirmishers, adept at covering the retreat of animals and innocents, but when cornered, they also make for deadly foes. Their contact with different people from different cultures also makes them among the more social rangers. But more than anything, they are survivors, and as civilizations rise and crumble, these rangers believe they will endure, to lead those who remain.

Travelling protector

When you choose this conclave at 3rd level, your strikes help cover the retreat of your allies. When you hit a creature with a weapon attack, that creature may not make opportunity attacks against you or any of your allies until the start of your next turn.

Your experience learning new customs and environments and your reputation as a protector also makes others more predisposed to help you and accept your help. You gain proficiency in either Persuasion or Animal Handling (your choice). If you already have proficiency in both, choose a Wisdom or Charisma-based skill.

You also gain one additional language of your choice. You gain additional languages at 7th, 11th and 15th level.

Guide magic

Beginning at 3rd level, your training has taught you lore beyond what other rangers may access, learning spells to aid allies and find safe passage. You know the following spells, and they don’t count against the total number of spells you know.

3rd level Compelled duel
5th level Pass without trace
9th level Aura of Vitality
13th level Death ward
17th level Passwall

Extra Attack (UA Ranger)

At 5th level you may make two attacks instead of one when you take the Attack option.

Survivor

At 7th level, you gain proficiency on Constitution saving throws and add your proficiency bonus to any Constitution check.

You also have advantage on saving throws to avoid exhaustion - whether magical or not - such as when you drink only half as much water as you need in a day or when enduring the howling winds of Pandemonium.

Superior protector

Beginning at 11th level, the guide protector’s power grows and spreads to those who travel by their side.

Whenever you hit a creature with a weapon attack, any ally within five feet of that creature may use its reaction to move up to its speed without provoking opportunity attacks from that creature.

In addition, allies within a 30-foot radius of the guide protector also gain the following abilities:


As with the guide protector, they gain advantage to saving throws to avoid non-magical and magical exhaustion.
As long as you are not frightened, allies within range are immune to the frightened condition.


Dangerous when cornered

At 17th level, if you miss on one of your attacks, you may use your reaction to make an additional attack on the same target. You may use this ability a number of times equal to your Wisdom modifier. You regain all uses when you finish a long rest.