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Hunter, Wylds Ranger


Hit Points

Hit Dice: d8 per Hunter, Wylds Ranger level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Keeping a watch on the wylds, the ranger is a tracker and survivalist able to live off the land and find a path to navigate through the toughest of terrain. Versatile, the ranger has a wide variety of skills and an uncanny ability to spot danger. Any company leaving civilisation behind would do well to include at least one wylds ranger in their midst.


Class Features

Lv3. Trekker

Rangers pick up a plethora of skills in their travels and rangings. At this level, and every other level (5th, 7th, 9th and 11th) the ranger may add a new set of abilities to their repertoire.  
  • Wylds Lore – The Wylds ranger learns and memorises +1 common, uncommon and rare ritual or potions that they may add to their list of known rituals and crafts.
  • Umbral Syght – The ranger doesn't suffer disadvantage on perception checks in dim light.
  • Wyld Ryder – May ride without a saddle and doesn't suffer disadvantage on handle animal checks to traverse difficult or hazardous terrain. May mount/dismount from a moving steed with no penalty.
  • Bushman's Skin – 1min ritual to craft and apply camouflage giving advantage on stealth checks while in the local terrain to you or allies.
  • Feral Senses – The ranger adds their proficiency bonus to their passive perception
  • Bushcrafter – The ranger may as part of a long rest gather resources from the environment to craft either; 1d4 arrows, 15ft of crude rope, fishing tackle or net, bandages, a stone knife, handaxe or club and start a small fire without tools. With GM discretion this ability may be used to craft any simple tool or item that could be reasonably made without access to tools or workshops.
  • Fighting Style – May select a Warriors fighting style.
  • Explorer – The ranger may treat any athletics check of 9 or lower as a 10, unless the check was made with disadvantage.
  • Lone Wolf – The ranger passively gains the benefits of the disengage action when there are no allies adjacent within 15ft. But losses this passive bonus when within 15ft of their allies. Additionally hostile foes never gain advantage form using the help action to gang up on the ranger.
  • Guardian – Whenever an ally within 15ft is attacked the ranger may as their reaction instantly to move up to 15ft foot to interpose themselves between the ally and the attacker forcing the attacker to take the attack at disadvantage. The hunter takes the attack instead of the ally on a success.
  • Linguist – The ranger learns +1 languages, and every 2 levels thereafter may add another language to their list of known languages.
  • Herbalist – As part of a long rest the ranger may gather local resources to craft simple herbal remedies, such a remedy may once a day allow;
    • an additional save against a poison or disease effect
    • heal +1d4 hit points during a rest
    • allow the brewing of a sickening potion that gives the imbiber the sickened condition for 10mins
 

Lv.4 Survivalist

The wylds ranger may add their proficiency bonus on roles against exposure. When the wyld ranger takes a long rest with allies they may grant their allies half their proficiency bonus round down on checks against exposure.   In addition when selecting a place to rest the ranger may spend a 10min ritual to determine if there are any risks, hazards, hidden routes into the resting area, or other aspects about their chosen campsite. When they do this, they may learn if there is any magical sources within 60ft of the campsite, or any other passive creatures or their remains are present in the same area.  

Lv.6 Inner Stamina

Whenever the wyld ranger would be take a level of exhaustion, they may instead choose to take 5 damage and reduce their maximum hit points by 5. The cost increases by 5 each time the hunter pushs through the exhausation, if this reduces the max hit points to zero the hunter dies. Hit points are restored after appropriate rests.  

Lv.9 Sixth Sense

At 9th level the wyld ranger gains the ability to detect when some danger may be present in the vicinity even if they do not know the exact source. Whenever the wyld ranger is within 120ft of the following entities they become aware that something of that nature is nearby. This ability awaking them from natural sleep, or otherwise distracted.  
  • Wyraths
  • Guardians
  • Accursed
  • Magical Auras
  This sense does not give the ranger any more information than at least one source is present in the nearby area, nor does it give them intuition of the strength or direction of the source, just that it is present somewhere nearby (however the ranger may be able to intuit direction and position to the source by taking note of when they can feel the presence and when they can't).   In addition, if the ranger may takes 1min ritual to investigate to determine if;
  • A water source is safe/hazardous to drink
  • A rock-face or structure is sound or unstable
  • A patch of flora may be hazardous
  • A corporeal creature has recently (within 24hrs) passed by here
  • the weather is about to become hazardous in the next 3 hours
  • If there is something hidden or secreted (including traps) in the immediate 30ft area
This ritual accurately determines if there is a hazard present 00-66% of the time, the rest of the time the ranger either feeling there is danger there when there is not, or that it is safe when it isn't.  

Lv.11 Death or Glory

Once per long rest as an action the wylds ranger can opt to describe a series of perilous actions, were the character has an obvious risk of death (GM discretion applies). The ranger gains +10 to saves and +5 damage reduction (DR) to their current scores against all damage types until those actions are complete, the character abandons this course of action, the character is reduced to 0 hit point, or the encounter ends whichever comes first.


Created by

MockTurtle.

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