Ranger of the North, Variant (5e Class)
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Ranger of the North
The Rangers of the North, or Watchers on the wall, whatever you may wish to call them, are a brotherhood, held together by a simple oath, and that is all. Their brotherhood dwindles now, with only 1,000 men spread thinly all along the wall.
As a Ranger of the North you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Ranger of the North level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Ranger of the North level after 1st
Armor: Light Armor, Medium Armor
Weapons: Long Sword, Longbow, Shortbow, simple melee
Saving Throws: Dexterity, Wisdom
Skills: Choose two skills from Athletics, Insight, Intimidation, Nature, Perception, Stealth, survival, and medicine.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armour and a fur cape or (b) chainmail armour and a hooded cloak
- (a) a Longsword and a long bow with 20 arrows or (b) two simple melee weapons or (c) A shortbow with 20 arrows, and a shortsword
- A Dagger
- (a) a dungeoneers pack or (b) an explorer's pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement, Archetype Feat|
|10th||+4||Kiss the Steel|
|12th||+4||Ability Score Improvement, Archetype Feat|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
The Brother in Black are trained mostly in sword and bow. At the first level, you may choose either longsword training, or Archery training as your favoured fighting style. You deal 1d4 extra damage while wielding your weapon of choice.
Starting at level 2. Alongside a Ranger of the North's combat skill set are the skills of tracking and investigation. After all, they spend large amounts of time beyond the wall tracking and hunting. You may add double your proficiency modifiers to a single skill of your choice: Investigation, Perception.
Master of the Wilds
As a Brother in Black, you have learned to conceal your presence while in the wild, for anything might happen, and the animals out there will kill you as fast as any band of wildlings. +2 Stealth rolls.
At the third level, you choose an archetype of the training you wish to undergo, detailed at the bottom of the page.
Ability Score Increase
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.
Starting at 5th level, while you are wearing light or medium armour, you gain these benefits. You gain a +10 to movement, and Your climbing and swimming speeds equal your moving speed.
- Additionally at level 8, You can use your reaction when you fall to reduce any falling damage you take by half (Damage taken Rounded up).
At the sixth level, you deal an additional damage die of damage with weapons you are proficient with.
By 7th level, your split-second reactions are so honed that you have advantage on initiative rolls.
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
- This increases to two additional dice at 13th level and three additional dice at 17th level.
Kiss the Steel
At the 10th level, whenever you would make an attack action 'on your turn,' you may add 1 extra die of damage to your damage roll.
Starting at 11th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
- In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement.
By 13th level, whenever you make an ability or skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Starting at 15th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by non-magical means, unless you choose to leave a trail.
Starting at the 17th level, your blade is an extension of yourself, and you may take down even the mightiest of enemies with well-placed blows.
You may use an action to roll three attack rolls. If any of these rolls hit, roll damage three times, and add your proficiency and strength modifiers to the damage. If the attack kills the target you can use it again. Otherwise you can use this skill once per combat.
At the 18th level, you have become known amongst the few remaining Rangers of the North, as one of the best there ever was. Add a +4 increase to your Dexterity score, to a maximum of 24, and a +2 to your Charisma score, to a maximum of 20.
At the twentieth level, you gain 2d of extra damage die while in stealth, along with your "Master Ranger" feat from your Ranger Archetype.
To each his own, this is as true with the Brothers on the Wall as it is in everyday life.
These rangers have chosen to use the best offense-- all-out aggressive.
At the third level the Brother in Black has learned to attack whenever he can. If an enemy near you would do an action that is not attacking you in specific, it may provoke an attack of opportunity.
At the eighth level, when you take the attack action on your turn, you may attack twice instead of once.
- This increases to 3 times at level 11
At the twelfth level, if you would drop to zero hit points, instead make a Strength check with a DC equal to the attack roll that would kill you. Instead of the attack killing you, you drop to one hit point and deal damage to your attacker, which equals three damage dice of the weapon you are using.
Mark of the Tiger
At the fourteenth level, whenever you make an attack action on your turn, you may make an unarmed attack action, dealing 1d4 + strength.
At the twentieth level, if you roll a critical, you may not only deal double damage, but if the enemy is one size larger than you, your size, or smaller than you, you may choose one limb to dismember or disable.
- This is up to the DM's discretion, and they may nullify the dismemberment.
The Brother in Black has learned to utilize defence to the best of his ability.
While wielding a single drawn melee weapon and not wearing heavy armour or a shield, you can go into a parry stance as a Bonus Action. While in this stance you become extremely prepared for any incoming attacks. While in this stance your Ac increases by +2. You can not be disarmed, and you only move half the distance (Rounded up) on any effect that pushes or shoves you from creatures up to one size larger than you. This includes the fact that your own movement speed is halved. This lasts until the beginning of your next turn.
- The Ac increases by +1 at The 8th, 12th, and 16th levels.
If an enemy is too large for you to parry, rather than parry, you may dodge. Roll 1d20 + Dexterity, if you would beat the attack roll, you may dodge the attack.
- You may use this feature a number of times equal to your Constitution Modifier. A short rest will restore your uses of it.
Once per round, when an enemy misses an attack against you while you're in your parrying stance, you may make an attack against that enemy.
This number increases from once per round to twice at the seventh level, and thrice at the fifteenth level. You still may only do it once for each missed attack.
When you would make a Full Dodge, you may make an attack action against the enemy you dodged. You may do this once in a full round.
- This number increases to thrice at level 19.
While in Parrying Stance, your AC is twenty, and if something would hit you with a Critical you may make a DC 16 Dexterity Saving throw, if you pass you may treat the incoming critical as a normal attack.
The Archer is adept at taking enemies from afar, taking time to choose his strikes wisely.
At the third level, you may choose to hunker down, in a spot that is not easily seen. If you do, you gain the following benefits.
- While in a dug-in state, you gain advantage on perception checks.
- While in a dug-in state, you gain +2 on attack rolls
- while in a dug-in state, you may not move from your current location.
Dig In may be deactivated as an action.
Beginning at the eighth level, whenever you take the attack action with a bow, you may release two arrows, either both targeting one enemy or targeting different enemies within 10 feet of each other.
Beginning at the twelfth level, before the results of the roll are announced, you may add 1d6 to any skill check that you are proficient in.
You may use this feat. a number of times equal to your Constitution score plus your Ranger of the North level. You regain uses of this feature after a short or long rest.
Beginning at the fourteenth level, you may make custom arrows out of the environment around you, adding anywhere from 1d4 to 1d8 damage.
- (Added damage from custom arrows is at the DM's discretion.)
At the twentieth level, you gain access to the following abilities.
- Pin: You shoot an arrow through the leg of something, and, if the floor allows it, pin them to the floor. This lasts until the arrow is removed. This only works on large or smaller creatures.
- Disarm: As an action, you may choose to have an arrow fired by you disarm an opponent, forcing them to drop weapons or items that they are holding in their hands. This only works on large or smaller creatures.
Prerequisites. To qualify for multiclassing into the Ranger of the North class, you must meet these prerequisites: Dexterity and Strength must both be 13 or higher.
Proficiencies. When you multiclass into the Ranger of the North class, you gain the following proficiencies: Light armour and Longsword