Royal Ranger (5e Subclass)
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Royal Ranger[edit]
Fighter Subclass
“ | A ranger carries the lives of twenty-four men in his quiver. | ” |
—old saying |
Royal rangers are warriors and scouts trained under the umbrella of an organization called Ranger Corps, a intelligence organization tasked with enforcing the law, protecting the borders of the kingdom and carrying out special missions. They are trained commandos, infiltrators and spies embroiled in a single man, with great combat skills and knowledge over a huge variety of topics.
These rangers are also specialist soldiers, extremely skilled in all forms of armed and unarmed combat. They are specially dexterous in the use of the long bow, being able to fire a multiple arrows in a single pull of a bowstring, and careful aiming to take down enemies from huge distances.
- Basic Training
Starting at 3rd level, you have been given the basic training as an neophyte in the ranger corps. You gain the following benefits:
- You gain proficiency with the Cartographer's Supplies, Cook's Supplies, the Forgery Kit and the Sewing Kit.
- You add half your proficiency bonus in checks made with the following skills, if your bonus isn't doubled with them: Animal Handling, Persuasion, Investigation, Intimidation, Medicine and Survival.
- You are proficient with the Stealth skill. if you are already proficient, you add twice your proficiency bonus in checks with it.
- Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
- Combat Training
At 3rd level, your training as a ranger gives you mastery of combat styles that use unarmed strikes and ranger weapons, which are longbows, shortbows and light melee weapons. You have a Combat Training die, which is a d4. This die increases as you gain levels in this class, becoming a d6 at 7th level, a d8 at 15th level and a d10 at 18th level. You can use your bonus action to add this die to your next Attack roll made until the end of this turn.
In addition, you gain the following benefits while you are unarmed or wielding only ranger weapons and you aren't wearing medium armor, heavy armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and ranger weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or ranger weapon. This die changes as you gain ranger levels, increasing with your Combat Training die.
- When you use the Attack action with an unarmed strike or a ranger weapon on your turn, you can make an attack with your bonus action. This attack causes damage equal to your Combat Training die, regardless of the damage of the weapon.
- Advanced Training
Starting at 7th level, your abilities as a ranger increase, and you gain the following benefits:
- You have Advantage on all Wisdom (Survival) checks made to track a creature, and on Dexterity (Stealth) made to Hide.
- You can spend one use of a Healer's Kit when you make a check to stabilize a creature that is at 0 hit points, to allow that creature to roll a hit die and recover hit points as if it had completed a short rest.
- All skills from the Basic Training that add half your proficiency bonus now add your full proficiency bonus, and you can use your Wisdom, instead of the usual ability modifier when making checks with them.
- Battle Preparation
Rangers are skilled strategists. At 10th level, when you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Intelligence modifier. You and those creatures ignore non-magical difficult terrain in the area, and have advantage on one skill of your choice you are proficient with.
In addition, when you do so, you can make a Intelligence (Wisdom) or Intelligence (Cartography) check (depending on if you are looking at the local in person or trough a map) against a DC of 15 + the number of allies chosen. On a success, the next time you and the allies roll initiative on that place within the next hour, the roll is made at advantage.
- Rapid Shot
Starting at 15th level, you can fire arrows with extremely velocity. Whenever you miss a ranged weapon attack made with a shortbow or longbow, you can make another attack using a bonus action or a reaction.
- Snipe
When you reach the 18th level, you can slay your opponents with a single shot. You can use your Action to make a single attack with your shortbow or longbow. This attack ignore penalties due to long range, and on a hit, you cause damage 7d10 piercing damage, instead of the normal damage for your bow. This increases to 9d10 at 20th level.
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