Settler (5e Subclass)

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When a new land is discovered and need to be occupied, someone needs to be the first to establish itself in that area, discovering the paths and how to avoid natural dangers; looking for signs of basic and valuable resources; founding and protecting the first communities in the land; and, lastly, fighting and killing native threats - or possible threats, that may become a menace to the community soon to be raised in that location.

That's the job of a settler, sent to the far corners of the earth to fight against the dangers hidden in the wild, being the wardens of the savage frontiers against barbarians and beasts alike. Sometimes seen as heroic figures, who protect the innocent from monsters who surround isolated communities; sometimes seen as murderous monsters, pillaging, invading and killing indigenous creatures, taking their lands and enslaving the survivors, Ranger settlers are controversial figures, but a unavoidable path to the foundation of a nation.

Conclave Spells

You gain conclave spells at the ranger levels listed:

Ranger Level Spells
3rd heroism
5th find steed
9th tiny hut
13th freedom of movement
17th commune with nature
Trailblazer

When you choose this conclave at 3rd level, whenever you spend a long rest on one of the terrains covered by your Natural Explorer feature, you can replace one of your current favored terrains for the one you are currently at.

Colonizer

Starting at 3rd level, to conquest a land and provide a new home for those migrating to this area, you must first slay any possible threat from native inhabitants. Any creature who inhabits the general area of 1 mile from the place you have spent a long rest is considered your favored enemy, if that area is your favored terrain.

In addition, whenever you hit a creature with a weapon attack, you cause additional 1d4 damage. Against your favored enemies, this damage is 1d8 instead. You can only cause this damage once per turn.

Explorer

At 7th level, you ignore difficult terrain created by your favored terrain, and have advantage on any Strength (Athletics), Constitution, Wisdom (Survival), (Perception) made on your favored terrain.

In addition, you gain a climbing and swimming speed equal to your movement speed.

Conquistador

At 11th level, you can cause your Colonizer additional damage twice per turn, instead of only once.

Pioneer

When you reach the 15th level, you can finally start a true community on the new world, so you need to keep restlessly your focus. When you are concentrating on a Ranger spell, the spell only ends after your concentration is broken.

In addition, you learn the spellsfind the path and mighty fortress, which you can cast once, without spending a spell slot or material components.

After you cast either spell in this way, you can’t use this feature again until you finish a long rest. Once you cast mighty fortress, you can't do it again for the next 7 days.

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