Arcane Warmonger (5e Subclass)

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Arcane Warmonger[edit]

Ranger Subclass

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by [1]

There are two kinds of people in this world, those who fight for peace, and those who revel in the bloodshed of war. You are the latter. A battlefield can only be conquered through subterfuge and versatility. As such, you have become a master of arcane augmentation, choosing when and where to adopt an unnatural style of combat. Every encounter on the battlefield is one-of-a-kind, and none can approach them as you can.

Arcane Tactics

Starting at 3rd level, you gain two of the following features of your choice.

  • Hasten Movement. You gain the ability to enchant your movement. As a bonus action, you may expend a 1st-level ranger spell slot to increase your walking or swimming speed by 10. When moving this way, your movement becomes completely silent. Additionally, you may add your proficiency bonus to Dexterity (Stealth) checks for the effect’s duration. If you are proficient in stealth, you may double its proficiency bonus. This effect lasts for 1 minute. This feature’s movement bonus becomes 15 if used at 2nd level, 20 if used at 3rd, 25 if used at 4th, and 30 at 5th.
  • Arcane Protection. As a bonus action, you may expend a 1st-level ranger spell slot to augment your armor. You gain a +1 bonus to AC and become immune to attacks of opportunities made by creatures you can see. This effect lasts for 1 minute. This feature’s AC bonus becomes +2 if used at 2nd level, +3 if used at 3rd, +4 if used at 4th, and +5 if used at 5th.
  • Enchant Flesh. As a bonus action, you may expend a 1st-level ranger spell slot to enhance your vitality. For the duration, you may reduce the incoming damage of a melee or ranged attack by 2d4. Moreover, you can only use this reduction once per round. This effect lasts for 1 minute. This feature’s damage reduction becomes 2d6 if used at 2nd level, 2d8 if used at 3rd, 2d10 if used at 4th, and 2d12 if used at 5th.
  • Temper Weapons. As a bonus action, you may expend a 1st-level ranger spell slot to imbue your attacks with magic. For the duration, you gain a +2 bonus to melee attack rolls. You may also choose to deal an additional 1d4 force damage upon hit. Additionally, your melee weapon attacks become magical for the duration. This effect lasts for 1 minute. This feature’s bonus damage becomes 1d6 if used at 2nd level, 1d8 if used at 3rd, 1d10 if used at 4th, and 1d12 if used at 5th.
  • Sniper’s Augment. As a bonus action, you may expend a 1st-level ranger spell slot to enhance your ranged attacks with magic. For the duration, you may double the damage die used for ranged attacks made from 100 feet away or more. This effect lasts for 1 minute. This feature’s minimum range requirement is reduced to 80 feet if used at 2nd level, 60 feet if used at 3rd, 40 feet if used at 4th, and 20 feet if used at 5th.
  • Heighten Spells. As a bonus action, you may expend a 1st-level ranger spell slot to evolve your magical ability. For the duration, you gain a +1 bonus to your spell attack modifier and spell save DC, ranger or otherwise. This effect lasts for 1 minute. This feature’s bonus to your spell attack modifier and spell save DC becomes +2 if used at 3rd level, and +4 if used at 5th.

You may pick one aditional choice at 7th,and 11th, and 15th level

Battle Hardened

At 3rd level, you gain a new favored terrain: terrestrial battlefield. You may treat any active warzone as favored terrain, provided it meets your GM’s definition of a battlefield. In addition, you may treat any inactive warzone as a terrestrial battlefield so long as combat has occurred there in the past 2 weeks.

Also at 3rd level, if your swim speed is greater than or equal to your walking speed and is not the result of a spell you gain another favored terrain: aquatic battlefield. You may treat any active underwater warzone as favored terrain, provided it meets your GM’s definition of a battlefield. In addition, you may treat any inactive underwater warzone as a battlefield so long as combat has occurred there in the past 5 days.

Also at 3rd level, if you have a flying speed that is not the result of a spell you gain another favored terrain: aerial battlefield. You may treat any active aerial warzone as favored terrain, provided it meets your GM’s definition of a battlefield. You may not treat an inactive aerial warzone as a battlefield.

Cunning Action

At 7th level, your quick thinking and agility allow you to move and act quickly. You can take an additional bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Master Marmonger

At 11th level, your superiority on the battlefield allows you to dominate against any foe. When you are fighting against a creature you can use your bonus action to determine its strengths and weaknesses of a creature you are fighting against. you may only use this ability once per short rest

When you do this you may mark a creature with the same race you are fighting against. When you attack that creature you gain two of the following benefits;

- you gain a bonus to attack and damage rolls equal to your wisdom modifier (minimum of +1).
- you can push or pull the creature up to 10 feet horizontally in any direction.
- you can make a second melee attack against another creature within 5 feet of the creature you attacked.
- you gain 15 feet of movement and take the disengage action.

This effect lasts for 10 minutes. If the creature dies before this effect ends you can use your bonus action to switch it to a different creature of the same race.

Unstoppable Ranger

Starting at 15th level, when you are reduced to 0 hit points but not killed outright, you can expend all remaining ranger spell slots (provided you have at least 1) to return to half your maximum hit points instead.

You can’t use this feature again until you finish a long rest.

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