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- Nov 2008
Ranger Subclass - Wasteland Survivor (Dark sun)
So I wanted to make a Ranger subclass that could survive well in the barren wastelands of Athas. Let me know what you guys think. Planning on using revised ranger + recent UA Ranger updates.
*Note 3rd level does have a lot of abilities, but they are also very situational.
Wasteland Survivor Magic
Starting at 3rd level, you learn an additional spell
with you reach certain levels in this class, as
shown in the Wasteland Survivor Spells table. The
spell counts as a ranger spell for you, but it doesnít
count against the number of ranger spells you
3rd false life
13th greater invisibility
17th greater restoration`
At 3rd level, you learn the vegetation of Athas can
be the most dangerous threat in the wild.
Creature type of plant becomes an additional
favored enemy of yours.
Starting at 3rd level, when you are in a
wilderness, you gain the following benefits:
-You ignore nonmagical difficult terrain
-Even when you are engaged in another
activity while traveling (such as foraging,
navigating, or tracking), you remain alert to
-Choose day or night. You have advantage on
initiative rolls either within bright light, or
At 3rd level, you can use your bonus action to
make a Wisdom (Perception) check to look for
hidden enemies. If you notice a creature
attempting to hide, until the end of your next turn
you have advantage on the next attack roll you
make against the target and the target canít be
hidden from you.
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
Beginning at 5th level, you adapted yourself to
survive indefinitely among the monsters and
barren landscapes of Athas and gain the following
-You have resistance to psychic damage
- You can survive on food other creatures would
balk at. Your stomach and digestive system
have adapted to be always under the effects
of a purify food and drink spell.
- Your normal requirements for intake of food
and water are reduced by half.
- If you would fail an ability check or saving
throw, and the result of the roll would cause a
level or more of exhaustion you can re-roll the
result and you must use the new roll.
Matter over Mind
Starting at 7th level, when you make a Charisma,
Intelligence or Wisdom saving throw and dislike
the result, you can expend one spell slot to reroll
the save. You can use this ability after you see the
roll, but before the DM says whether the save is
successful, and you must use the new roll. Once
you use this feature, you canít use it again until
you finish a short or long rest.
Starting at 11th level, you attack the same spot on
your enemy to work through its defenses.
Whenever you hit a creature with a melee attack
on your turn, follow-up melee attack rolls you
make against the target until the start of your next
turn can score a critical hit on a roll of 18-20 on
Starting at 15th level, your countless brushes with
death have left you able to overcome injuries that
would leave others on the brink of death. When
you are reduced to 0 hit points and donít die
outright from the damage, you can immediately
choose any number of Hit Dice, spending them all
at once and regaining hit points equal to the half
the result. Once you use this ability, you canít use
it again until you finish a short or long rest
Last edited by hellgrammite; 2019-11-08 at 05:26 PM.