Extricator (5e Subclass)
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Extricator Conclave[edit]
By Rick Ritchie |
Ranger Subclass
Rangers typically focus their efforts learning ways to better hunt down their prey or to protect civilization from encroaching dangers. Extricators take a different approach, specializing in search-and-rescue missions and escorting targets to safety. Often deep behind enemy lines or surrounded by monsters, these Rangers hone their skills in keeping allies alive, rather than simply vanquishing every potential foe.
- Extricator Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Extricator Spells table. If the spell isn't normally on the Ranger spell list, it nevertheless counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spell |
---|---|
3th | find familiar |
5th | invisibility |
9th | haste |
13th | mordenkainen's faithful hound |
17th | raise dead |
- Dynamic Rescue
At 3rd level, your protective instincts allow you to more quickly dispatch enemies posing imminent danger to others. Once per turn, when you hit a creature with a weapon attack, you can deal that creature an extra 1d6 damage of the weapon's damage type if it’s within 5 feet of one of your allies.
- Field Treatment
Your can channel gentle magics through your hands to re-knit injured flesh and bone. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to half your Ranger level (rounded down) × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to a maximum number equal to your Wisdom modifier + your Ranger level (minimum 5).
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases, neutralize multiple poisons, and restore hit points with a single use of Field Treatment, expending hit points separately for each one. Only restoring hit points are limited by the maximum listed above.
This feature has no effect on undead and constructs.
- Steadfast Resolve
By 7th level, your strong determination allows you to stay focused on the task at hand. You can add half your proficiency bonus, rounded down, to any Constitution or Wisdom saving throw you make that does not already include your proficiency bonus. If you already have proficiency in one or both of those, you may instead apply the bonus to Strength or Charisma saving throws (your choice).
- Cover Fire
At 11th level, you learn to use your attacks to better hinder your foe's actions. Whenever you hit a creature with a weapon attack on your turn, you may impose one of the following effects of your choice:
- The target creature has disadvantage on its next attack roll until the start of its next turn.
- The target creature's speed is reduced by 10 until the end of its next turn.
- The target creature's has disadvantage on its next ability check before the end of its next turn
You may apply an effect on any or all of your attacks, but you may only apply one effect to any one creature per turn.
- Forceful Intervention
Starting at 15th level, you gain the ability to protect your charges with expertly timed counterattacks. When you see a hostile creature target an ally with an attack, you may use your Reaction to make one weapon attack against the attacker, before determining whether its own attack hit or missed. Should your attack hit, the hostile creature's attack is rolled with disadvantage. Should your attack fell the attacker, its own attack is automatically counted as a miss.
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