CRanger (5e Class)

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Cranger[edit]

Being brave isn't the absence of fear. Being brave is having that fear but finding a way through it. -Bear Grylls... Probably

Cringe Ranger[edit]

The Cringe Ranger is a reworked version of the ranger, leaning into the pet class identity of the existing ranger with some broad stroke changes. Think Bear Grylls with a dog, but Bear can Create Water and the dog is venomous.

Creating a Cranger[edit]

Crangers are by definition connected to the wild, not in a magical way innately but in the way a musician is connected to music. When something is wrong in a song be it a sour note or an untuned instrument the musician knows, even outside their genre. The Cranger is similar in that it doesn't matter the environment if something is off or wrong they probably know about it. Unattended clear water source in the woods? A wizard might see nothing wrong with that but a Cranger from the desert knows thats somethings up. Lost in a quiet cave? A bats body language might tell you which way the tasty moths are.

Quick Build

You can make a Cranger quickly by following these suggestions. First, Constitution or Wisdom should be your highest ability score, followed by whichever you didn't chose, and Dex or Strength. Second, choose the Outlander background. Third, choose Ranged or Melee weapon based on your stat allocations.

Class Features

As a Cranger you gain the following class features.

Hit Points

Hit Dice: 1d8 per Cranger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Cranger level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Pick one Brewers Supplies, Carpenters Tools, Potters Tools
Saving Throws: Strength, Wisdom
Skills: Pick Three, Athletics, Investigation, Perception, Stealth, Nature, Insight, Acrobatics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows
  • Pick one Brewers Supplies, Carpenters Tools, Potters Tools

Table: The Cranger

Level Proficiency
Bonus
Features Extra Terrain Movement —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Nonverbal Communication, Environmental Adaptation +5
2nd +2 Snuggly and Warm, Chicken or the Egg? +5
3rd +2 Spellcasting, Creature Styles +5 2
4th +2 Ability Score Improvement, Ability Score Improvement +5 3
5th +3 Over Fundamentals, Survivalist Synergy, Fighting Styles +10 3
6th +3 Its quiet... for now +10 3
7th +3 People is Animals +10 4 2
8th +3 Ability Score Improvement, +10 4 2
9th +4 +10 4 2
10th +4 Survivalist Synergy (+) +15 4 3
11th +4 +15 4 3
12th +4 Ability Score Improvement, +15 4 3
13th +5 +15 4 3 2
14th +5 +15 4 3 2
15th +5 Survivalist Synergy (++) +20 4 3 2
16th +5 Ability Score Improvement, +20 4 3 3
17th +6 +20 4 3 3
18th +6 +20 4 3 3
19th +6 Ability Score Improvement, +20 4 3 3 1
20th +6 Survive +20 4 3 3 1

Nonverbal Communication[edit]

At 1st level your sense of what is right in an environment has given you near superhuman abilities to communicate with animals and the world around without sharing a language. Add your Constitution modifier to your Wisdom (Animal Handling) and (Survival).

In addition, you can use the ability Nonverbal Summons once, being unable to do so again until you complete a long rest:

Nonverbal Summons

You can spend an hour isolated to call on a creature that meets your needs. If that creature dies you can use this ability to summon another creature, if it is the same species as your previous summon it gains your previous summons memories but IS a different being. Use the creature table to pick a creature to summon. The creature can be created using the table at the bottom of the page. :)

Environmental Adaptation[edit]

Also at 1st level, whenever you spend a long rest in a given environment (arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark), you adapt to it. Until your next long rest, and gain the following benefits while traveling through your adapted environment:

  • Your speed increases by 5 feet, increasing further in accordance to the Extra Terrain Movement table.
  • You are unaffected by non-magical difficult terrain on that environment.
  • You have advantage on Wisdom (Perception), Dexterity (Acrobatics), and Strength (Athletics) checks when they pertain to that environment.
  • You only need to sleep 4 hours a day, gaining the same benefits another creature would from 8 hours of sleep.

Snuggly and Warm[edit]

At 2nd level when you are in an adapted environment, you gain Advantage on Initiative rolls, and can choose to have your summoned ally share your initiative.

In addition, your summon also now shares your passive Wisdom (Perception) while you are resting, if your is higher than theirs.

Chicken or the Egg?[edit]

At 2nd level when following tracks if there are more than one set of tracks you can tell what order they were made in. e.g. if there is a set of boot prints and paw prints, you can tell if the wolf was chasing the man or the man was chasing the wolf. You can also use this skill to get a rough idea when things were moved in an environment. e.g. Need to know which scroll the bbeg was reading last? Now you know and you know it was about 10 minutes ago, give or take 10.

Creature Styles[edit]

At 3rd level you get your creature style, buffing your creatures defense and offence against/with magical and non magical attacks. Pick between Magical, Non-Magical, and poison, your creatures attacks now use that type of damage. If you chose magical they do force damage if you chose non magical they do the type represented by the creature creation chart, ???Slashing for Bird, Piercing for Lizard/Insects, and Bludgeoning for Mammal???, and if you chose poison they do there non magical damage type plus applying a poison, if they already had poison they now ignore poison immunity.

Spellcasting[edit]

At 3rd level a Cranger becomes magically attuned to the world around them, but only in ways that help them survive. Even a pro could use some help. You also get the cantrip like feature Tricks of the Trade.

Tricks of the Trade

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous

  • You predict the weather that will affect the area in the next 48 Hours.
  • You create the sound of a small animal, or the faint odor of skunk.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Over Fundamentals[edit]

Starting at 5th level, you can now use your terrain bonus movement as a climb speed at will, and with a 15 foot running start you can add half of your normal movement to your climb (+15feet to climb). You can add your terrain movement to a long jump.

Survivalist Synergy[edit]

At level 5 you get a synergy with your summon, unlocking the 5th level feature of your creature.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons. Your summon does not give cover to enemies.
  • Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC. The ac bonus applies to your summon.
  • Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Your summon also gains this bonus when it is only you and your summon around the target.
  • Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. When your creature misses an attack on an opponent within your reach you can make an off hand attack against the target they missed.
  • Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. If your target is in full cover to you but not to your summon you ignore the full cover.

Its quiet... for now[edit]

Level 6: You are a light sleeper from years of sleeping in the woods, when resting your passive perception is unhindered. If an ally makes a sound based perception check while you are sleeping you can make the same check with disadvantage.


People is animals[edit]

At 7th level, you realize that people really are just animals, you can choose to use Animal Handling in place of persuasion.


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<!-Class Feature->[edit]

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

Synergy[edit]

Your creatures abilities and some of your own use your Synergy DC to dictate efficacy, exactly the same as spell dc but calculated a little differently. Your Synergy DC is equal to 10 plus your wisdom modifier plus your creatures main stat modifier, Dexterity for Flying, Wisdom for Venomous, and Strength for Mauler. So if you had a 20 in wisdom and your creature was a Beefy Mauler with 20 Strength you would have a 20 synergy dc.

Flying[edit]

An air born companion who prefers hit and run tactics, usually benefits a ranged Cranger the most.

Flighty

When your Cranger makes an attack you do not provide cover for their target. Also when you make an attack against an enemy that enemy cannot make an attack of opportunity against you until the beginning of your next turn.

Ready for take off

When you end your turn within 5 feet of your Cranger on your next turn you can use your bonus action to Dash. Upgrades later to slipstream????? grants movement to followers

Survivalist Synergy

At level 5 when you make an attack against a target apply a Strike Mark giving you and your Cranger the ability to see the target through magical darkness and adding 1d6+ your synergy dc score to the Crangers next attack against the target consuming the mark, the mark lingers until the end of your next turn. If you are Brisk the mark adds a plus 2 to the Crangers attack as well. If you are Balanced the mark also attempts to slow the target, the If you are Beefy you can chose to move the mark target 5 feet away from you.

Venomous[edit]

A venomous companion prefers to stay at a range or deal crippling single strikes, benefits all styles of cranger.

Clingy

Your physiology allows you to comfortably occupy the same 5 foot space as your Cranger. If you are Brisk or Balanced while doing this you can chose to move with your Cranger, and you succeed on all strength and dexterity saving throws that they make if you are Brisk but not Balanced. If you are Beefy you can chose to move the Cranger with you, this uses your bonus action and you cannot dash until you drop them.

Mucus Web

As an action spread a mucus in an area, creating difficult terrain. If you are Brisk the web creates difficult terrain on two 5 foot spaces you can see within range. If you are Balanced you can target a creature to try and web them to the ground, Synergy DC acrobatics or athletics saving throw or be restrained, every turn after make an athletics saving throw to break out, after the second failed save get advantage on the next save. If you are Beefy, spread a web along the ground in 4, 5 foot spaces you can see within range, this web has barbs which apply poison to those who end their turn in the webs. You can use this feature to create non deadly webs on surfaces for creatures to climb.

Survivalist Synergy

At level 5 When you are within 5 feet of your Cranger, and they land an attack the target loses their resistance or immunity to poison until the end of your next turn, when you share a 5 foot space with your Cranger you also gains advantage on attacks.

Mauler[edit]

A real wall of meat, or a powerful melee slugger, synergizes with melee Crangers well or covers for the ranged Crangers frailty.

Domineering Presence

When the Cranger attacks a creature that is within 5 feet of you, they gain advantage on the attack. If you are small you also gain advantage from your Cranger being within 5 feet of a creature.

Get Down

When your Cranger is attacked within 15 feet of you, you can move to intercept the attack taking the full damage and ending your movement within 5 feet of the attacker. If you are Brisk you only block half of the damage. If you are Balanced the damage is reduced by your level. If you are Beefy the target can be any ally. Useable up to your Crangers Animal Handling Modifier number of times per day.

Survivalist Synergy

At level 5 when you unlock this feature you and your Cranger gain HP equal to your proficiency bonus times level divided in half rounding up e.g. at level 5 you both gain 8 hp, at level 7 you both gain 11. Also you gain poison resist. If you're Beefy also gain your levels worth of HP. ??? ??? ??? ???


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