Saelethil
2021-08-17, 09:37 PM
I had an Idea for a Ranger subclass that was more of a leader and less of a wanderer. Something of a scout and cavalier who uses their understanding of the natural world, magic, and combat to the advantage of those with good coin or good cause.
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Vanguard
An assertive boldness is your greatest ally, at times perhaps a flaw but under normal circumstances you lead the way with glorious results. While some rangers are comfortable wandering, allowing the whims of fate to determine their next adventure and others strategize, lurking from the shadows, you have often found the quickest and most effective course of action to be charging headlong into the fray as soon as bloodshed becomes certain. Vanguard Rangers are often sought out to lead expeditions into dangerous territories. Riding ahead of their companions, they and their familiar scout out the path ahead in hopes of getting a drop on any adversaries that may be attempting the same.
Vanguard Spells
Ranger Level-----Spells
3------------------Faerie Fire, Zephyr Strike
5------------------Find Steed
9------------------Haste
13-----------------Guardian of Nature
17-----------------Hold Monster
1st level: Find Familiar, Longstrider
4th level: Death Ward
High Strung
At 3rd level, you learn to quickly read a situation. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
Precise Strikes
At 3rd level, whenever you make a weapon attack with advantage, you deal an extra 1d4 damage to the target. Additionally, you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.
This extra damage increases to 1d6 when you reach 11th level in this class.
Into The Fray
At 7th level, you have mastered the art of getting into, and around in, combat. Mounting or dismounting a creature costs you only 5 feet of movement and when a creature within 15 feet of you makes an attack roll you can use your reaction to move up to them and make an attack against them. If you are mounted your mount can move instead of you when you use this reaction.
You can use this reaction a number of times equal to your wisdom modifier and regain all expended uses when you complete a long rest.
Quickened Aggression
For you, combat is a visceral dance of instinct and training. At 11th level, being prone no longer imposes disadvantage on your melee attacks and you can now use the Dash or Shove actions as a bonus action on your turn.
Additionally, when you dash or shove as a bonus action you can make one melee attack as part of it. You can make this special attack a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you complete a long rest.
"At 11th level, you can use the Dash action as a bonus action on your turn. Also, when you take the dash action you can make one melee attack as part of it."
A possible bonus action melee attack every round seemed too powerful and a little boring
Disastrous Strike
At 15th level, when you find a weakness in an opponent you learn to take full advantage of it. When you take the attack action action you can choose to make one attack with advantage rather than two attacks. Whenever you make an attack with advantage and both rolls would have hit you can choose to consider it a critical hit.
When you roll a critical hit you can deal a Crippling Strike, choosing to reduce the target’s speed to 0 until the start of your next turn, knock them prone, or give them disadvantage on their next attack. You can deal a Crippling Strike a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you complete a long rest.
Exploit Weakness
At 15th level, when you find a weakness in an opponent you learn to take full advantage of it. Whenever you make an attack with advantage and both rolls would have hit you can choose to consider it a critical hit.
Once you use this feature, you can’t use it again until you finish a short or long rest.
__________________________________________________
Vanguard
An assertive boldness is your greatest ally, at times perhaps a flaw but under normal circumstances you lead the way with glorious results. While some rangers are comfortable wandering, allowing the whims of fate to determine their next adventure and others strategize, lurking from the shadows, you have often found the quickest and most effective course of action to be charging headlong into the fray as soon as bloodshed becomes certain. Vanguard Rangers are often sought out to lead expeditions into dangerous territories. Riding ahead of their companions, they and their familiar scout out the path ahead in hopes of getting a drop on any adversaries that may be attempting the same.
Vanguard Spells
Ranger Level-----Spells
3------------------Faerie Fire, Zephyr Strike
5------------------Find Steed
9------------------Haste
13-----------------Guardian of Nature
17-----------------Hold Monster
1st level: Find Familiar, Longstrider
4th level: Death Ward
High Strung
At 3rd level, you learn to quickly read a situation. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
Precise Strikes
At 3rd level, whenever you make a weapon attack with advantage, you deal an extra 1d4 damage to the target. Additionally, you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.
This extra damage increases to 1d6 when you reach 11th level in this class.
Into The Fray
At 7th level, you have mastered the art of getting into, and around in, combat. Mounting or dismounting a creature costs you only 5 feet of movement and when a creature within 15 feet of you makes an attack roll you can use your reaction to move up to them and make an attack against them. If you are mounted your mount can move instead of you when you use this reaction.
You can use this reaction a number of times equal to your wisdom modifier and regain all expended uses when you complete a long rest.
Quickened Aggression
For you, combat is a visceral dance of instinct and training. At 11th level, being prone no longer imposes disadvantage on your melee attacks and you can now use the Dash or Shove actions as a bonus action on your turn.
Additionally, when you dash or shove as a bonus action you can make one melee attack as part of it. You can make this special attack a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you complete a long rest.
"At 11th level, you can use the Dash action as a bonus action on your turn. Also, when you take the dash action you can make one melee attack as part of it."
A possible bonus action melee attack every round seemed too powerful and a little boring
Disastrous Strike
At 15th level, when you find a weakness in an opponent you learn to take full advantage of it. When you take the attack action action you can choose to make one attack with advantage rather than two attacks. Whenever you make an attack with advantage and both rolls would have hit you can choose to consider it a critical hit.
When you roll a critical hit you can deal a Crippling Strike, choosing to reduce the target’s speed to 0 until the start of your next turn, knock them prone, or give them disadvantage on their next attack. You can deal a Crippling Strike a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you complete a long rest.
Exploit Weakness
At 15th level, when you find a weakness in an opponent you learn to take full advantage of it. Whenever you make an attack with advantage and both rolls would have hit you can choose to consider it a critical hit.
Once you use this feature, you can’t use it again until you finish a short or long rest.