kilekaldar
2018-03-13, 08:08 PM
My second attempt at making the Ranger a more flexible, useful, and fun class to play. This Archetype is meant to be used with the UA: RR.. Feedback is very welcome.
Ranger Voyagers Conclave
Many Rangers began as soldiers, scouts, and guides who traveled to distant lands. Many others were outlanders, wanderers, sailors, brigands, spies or assassins. All crossed scorching deserts, climbed erupting volcanoes, explored lethal jungles and survived frozen wastelands. Through harsh experience, they adapted to the dangers and discovered how to wield them as weapons. They studied predators and learned stealth, surprise and sudden overwhelming fury to gain the advantage over their enemies. Voyagers have beheld wonders and horrors beyond imagining in the far forgotten corners of the world and have dedicated their lives to see it all.
Natural Longstrider
At 3rd level, Voyagers have long practiced travelling as quickly as possible, and gain 10ft to their base move when not wearing medium or heavy armor.
(Comment: Archetype ability, reflects their theme crossing vast distances.)
Elemental Fangs
At 3rd level, you have been repeatedly exposed to the harshest of environmental dangers, from forest fires, lightning storms, frozen tundra and venomous bites and you have learned a supernatural ability to utilize these threats as weapons. Once per turn, you may add 1d8 of magical cold, fire, lightning, poison or acid damage to your weapon strikes.
(Comment: This aids the class damage creatures with resistances early on.)
Voyager Magic
At 3rd level, you gain access to additional Ranger spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a Voyager spell, it counts as a ranger spell for you but doesn't count against the number of Ranger spells you know.
*Voyager Spells *
Ranger Level Spells
3rd Entangle (1st)
5th Spider Climb (2nd)
9th Haste (3rd)
13th Dimension Door (4th)
17th Passwall (5th)
(Comment: Archetype ability. Spells reflect focus on movement and the elements.)
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Defensive Escape
At 7th level, you can bend nature magic to help you move rapidly and escape danger. As a bonus action or reaction to melee attack, you can cast the Far Step spell with this feature, without expending a spell slot or triggering an attack of opportunity.
Once you use this feature, you can't use it again until you finish a short or long rest.
(Comment: Archetype ability. Allows the Voyager to cross impassable distances and avoid danger as per the archetype theme.)
Ranger’s Fury
At 11th level, you have fought outnumbered in far too many battles against the evil hordes that plague the world and realized the value of overwhelming your enemy with multiple attacks.
Once per turn when you have hit a creature with a melee or ranged attack you can expend a Ranger spell slot to power extra attacks. While using making the additional attacks you must concentrate on this effect as if you were concentrating on a spell.
A level one slot will gain you one extra attack, plus one additional for every level higher to a maximum of five.
(Comment: Archetype ability. Very powerful but highly risky, this ability change is meant to address the common complaint that the Ranger's damage does not progress well compared to other classes. Fury would be highly effective against creature with high saves but mid to low AC. Fury combined with Extra Attack at 5th level could do 7 attacks for two rounds at 19-20th level. This makes the Ranger comparable to the Paladin, who can Smite for up to 5d8 per hit or the Rogue who has Sneak Attack 10d6 at level 20. The main drawback compared to Smite or Sneak Attack is that each extra Fury attack has the possibility of missing.
Some Ranger spells may have higher damage potential then Fury, such as the guaranteed extra damage from Hunter’s Mark(1st-level,1d6, 1hr), or against grouped enemies with AoE spells such as Hall of Thorns(1st-level, 1d10 per Lvl, 5ft radius), Spike Growth(2nd level, 2d4 per 5ft travel, 20ft radius, 10min), Lightning Arrow(3rd level, 4d8, 2d8 in 10ft radius, 1min), Conjure Barrage(3rd-level, 3d8, 60ft cone), Conjure Volley(5th-level, 8d8, 40ft radius), Steel Wind Strike(5th-level, 6d10, five creatures in 30ft).
Primal Instinct
At 15th level, you can sense when you are about to be harmed; you can attempt to turn a successful hit against you into a miss by using your reaction and adding your Wisdom modifier to your AC against that attack.
(Comment: Archetype ability. A defensive trait modeled on Defensive Duelist.)
Ranger Voyagers Conclave
Many Rangers began as soldiers, scouts, and guides who traveled to distant lands. Many others were outlanders, wanderers, sailors, brigands, spies or assassins. All crossed scorching deserts, climbed erupting volcanoes, explored lethal jungles and survived frozen wastelands. Through harsh experience, they adapted to the dangers and discovered how to wield them as weapons. They studied predators and learned stealth, surprise and sudden overwhelming fury to gain the advantage over their enemies. Voyagers have beheld wonders and horrors beyond imagining in the far forgotten corners of the world and have dedicated their lives to see it all.
Natural Longstrider
At 3rd level, Voyagers have long practiced travelling as quickly as possible, and gain 10ft to their base move when not wearing medium or heavy armor.
(Comment: Archetype ability, reflects their theme crossing vast distances.)
Elemental Fangs
At 3rd level, you have been repeatedly exposed to the harshest of environmental dangers, from forest fires, lightning storms, frozen tundra and venomous bites and you have learned a supernatural ability to utilize these threats as weapons. Once per turn, you may add 1d8 of magical cold, fire, lightning, poison or acid damage to your weapon strikes.
(Comment: This aids the class damage creatures with resistances early on.)
Voyager Magic
At 3rd level, you gain access to additional Ranger spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a Voyager spell, it counts as a ranger spell for you but doesn't count against the number of Ranger spells you know.
*Voyager Spells *
Ranger Level Spells
3rd Entangle (1st)
5th Spider Climb (2nd)
9th Haste (3rd)
13th Dimension Door (4th)
17th Passwall (5th)
(Comment: Archetype ability. Spells reflect focus on movement and the elements.)
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Defensive Escape
At 7th level, you can bend nature magic to help you move rapidly and escape danger. As a bonus action or reaction to melee attack, you can cast the Far Step spell with this feature, without expending a spell slot or triggering an attack of opportunity.
Once you use this feature, you can't use it again until you finish a short or long rest.
(Comment: Archetype ability. Allows the Voyager to cross impassable distances and avoid danger as per the archetype theme.)
Ranger’s Fury
At 11th level, you have fought outnumbered in far too many battles against the evil hordes that plague the world and realized the value of overwhelming your enemy with multiple attacks.
Once per turn when you have hit a creature with a melee or ranged attack you can expend a Ranger spell slot to power extra attacks. While using making the additional attacks you must concentrate on this effect as if you were concentrating on a spell.
A level one slot will gain you one extra attack, plus one additional for every level higher to a maximum of five.
(Comment: Archetype ability. Very powerful but highly risky, this ability change is meant to address the common complaint that the Ranger's damage does not progress well compared to other classes. Fury would be highly effective against creature with high saves but mid to low AC. Fury combined with Extra Attack at 5th level could do 7 attacks for two rounds at 19-20th level. This makes the Ranger comparable to the Paladin, who can Smite for up to 5d8 per hit or the Rogue who has Sneak Attack 10d6 at level 20. The main drawback compared to Smite or Sneak Attack is that each extra Fury attack has the possibility of missing.
Some Ranger spells may have higher damage potential then Fury, such as the guaranteed extra damage from Hunter’s Mark(1st-level,1d6, 1hr), or against grouped enemies with AoE spells such as Hall of Thorns(1st-level, 1d10 per Lvl, 5ft radius), Spike Growth(2nd level, 2d4 per 5ft travel, 20ft radius, 10min), Lightning Arrow(3rd level, 4d8, 2d8 in 10ft radius, 1min), Conjure Barrage(3rd-level, 3d8, 60ft cone), Conjure Volley(5th-level, 8d8, 40ft radius), Steel Wind Strike(5th-level, 6d10, five creatures in 30ft).
Primal Instinct
At 15th level, you can sense when you are about to be harmed; you can attempt to turn a successful hit against you into a miss by using your reaction and adding your Wisdom modifier to your AC against that attack.
(Comment: Archetype ability. A defensive trait modeled on Defensive Duelist.)