Ranger of the North (5e Subclass)

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Ranger of the North[edit]

The Rangers of the North are the last vestiges of fallen Arnor, little remembered by those they protect. The Rangers of the North make it their task to keep watch on both the dark places in Eriador and those places where light remains. It is thankless work– most of those who enjoy the protection of the Rangers of the North know very little of them or their purpose. They are mysterious, secretive and lonely figures who do not spend long in company of other Free Folk. Most mistrust them and their purpose.

Wild Life and Tracking Expertise (Replaces Expanded Spell List)

Starting at 3rd level, you have learn the best ways to track and hunt down a creature. Choose one of the following skills: Animal Handling, Investigation, Nature, Perception, or Survival. Your proficiency bonus is doubled with the chosen skill. You choose a second skill at 5th level, a third at 9th and a fourth at 13th level and a fifth at 17th level.

In addition, if you roll a 9 or lower with the chosen skill, you can choose to roll a 10 instead.

Moreover, you learn how to speak, read and write orc and elven.

Weapon Mastery

Starting at 3rd level, you have honed your skills with the longsword and the longbow. You gain the following benefits:

Longsword Training. The Rangers of the North are almost indefinitely well known for there favored and most skillful weapon, the long sword. Starting at 3rd level, you can use your Dexterity, instead of your Strength, when wielding a longsword in two hands. Finally, the damage die of your longsword becomes a d12 when you wield it in two hands. In addition, when wielding a longsword in two hands you cannot be disarmed.
Archery Training.You've trained your Archery skills to take out your enemy with devastating pin point accuracy. Any shot made with either advantage, or within your movement speed will critically hit on a roll of 19 or 20. In addition, you roll one additional die of damage if you score a critical in these circumstances. This increases to critical hit on a 18-20 and two dies of damage at 11th level and critical hit on a 17-20 and three dies of damage at 15th.
Parry Stance

The bread and butter for most Rangers close quarters combat. Starting at 3rd level, while wielding a single drawn melee weapon and not wearing heavy armor or a shield, you can go into a parry stance as a bonus action. While in this stance, you gain the following benefits until the start of your next turn:

  • Your AC increases in +2.
  • You score critical hits with a roll of 19-20. In addition, you roll one additional die of damage if you score a critical in these circumstances. This increases to two dies of damage at 11th level and three at 15th.
  • Your movement speed is reduced by half.
  • Any effect that causes you to move unwillingly only moves you half the distance.
Dexterous Movement

Starting at 7th level, your movement speed increases in 10 feet, and you gain a climbing and swimming speed equal to your movement speed.

In addition, you can use your reaction when you fall to reduce any falling damage you take by half (rounded down). Moreover, your split second reactions are so honed that you have Advantage on Initiative rolls.

You can't benefit from this feature while you are wearing medium or heavy armor.

Riposte

At the 11th level, while assuming your Parry stance, if a creature attacks you and misses, you can make a single melee weapon attack against that creature without using a reaction. You can't use this ability again until the start of your next turn.

Master Execution

Starting at 15th level your blade is an extension of yourself, and you can freely take down even the mightiest of enemy's with a good strike. As an action, while the target is prone or unable to move, you can make a single attack against an opponent using a longsword. On a hit, you force that creature to make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher). On a failed save, the creature is reduced to 0 hit points. On a success, you deal the damage of one attack.

Once you use this feature, you can't use it again until you finish a short or a long rest. You regain one use of this feature when you score a critical hit against a hostile creature with a longsword.

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