Strider (5e Subclass)
Strider[edit]
Revised Ranger Subclass
Suddenly the young adventurer noticed that a strange-looking weather-beaten man, sitting in the shadows near the wall, was also listening intently to the shallow whispered talk. He had a tall tankard in front of him, and was smoking a long-stemmed pipe curiously carved. His legs were stretched out before him, showing high boots of supple leather that fitted him well, but had seen much wear and were now caked with mud. A travel-stained cloak of heavy dark-green cloth was drawn close about him, and in spite of the heat of the room he wore a hood that overshadowed his face; but the gleam of his eyes could be seen as he watched the young adventurer.
Who is that?' the young adventurer asked, when he got a chance to whisper to the inn keeper....
Him?.... I don't rightly know. He is one of the wandering folk, Skilled in the art of hunting and tracking. Legends have spoken of there combat prowess, but only there companions live to tell such tales. — Rangers we call them.
- Weapon Specialization
When choosing this conclave, your in-depth martial training begins to truly shine. You can choose one of the following weapon specializations below:
- Long Blades. You twirl and spin with your blade in the battlefield. Whenever you hit a creature with an attack from a longsword, rapier or battleaxe, You can deal cause damage equal to the damage die of that weapon (without modifiers) to another creature within 5 feet of you.
- Short Blades. You strike with a lighting speed. When you take the Attack action and hit a creature with a shortsword, dagger, handaxe or scimitar, you can make an opportunity attack with the same weapon against that creature.
- Bludgeons. When you hit a creature with an unarmed strike, club, morningstar, flail, quarterstaff, warhammer or mace, you can Shove that creature as part of the same action. In addition, your critical hits with bludgeons stun your target until the end of your next turn.
- Bows. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
- Spears. Spears, tridents and javelins wielded by you are considered to have the reach property. In addition, any creature who enters or leaves your reach or short range provokes opportunity attacks from you.
- Hunter's Eye
Also at 3rd level, you've gained knowledge on many different creatures throughout your treacherous journeys in the wild. As a bonus action. you can take a glance at your Favored Enemy, learning one of the following attributes from them:
- One ability score
- Armor Class
- Resistances to damage
- Immunities to damage or conditions
- Ability to inflict one of the following conditions: charmed, frightened, poisoned, petrified.
You can use this feature a number of times equal to your Wisdom modifier, and regain your uses after finishing a long rest. You also regain all uses if you spend a spell slot to do so.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Hunting Specialty
Starting at 7th level, you become the true master of your chosen path. you can choose between the following specialties:
- Sworn Slayer. You have a deep seeded hatred towards your chosen enemies, becoming their true nemesis. You can choose one of your Greater Favored Enemy to become your true sworn enemy. You have Advantage on all attack rolls made against that creature. You can replace the chosen type whenever you finish a long rest.
- Versatile Hunter. You are always prepare to face monsters from all kinds. Whenever you roll initiative, you can designate a creature you can see as your favored enemy. If the creature is already your enemy, it becomes a greater favored enemy.
- Weapon Mastery
At 11th level, you reach the peak of your training with your chosen weapon. You gain the benefit correspondent to your chosen specialization.
- Long Blades. You can use your Action to make one attack against each creature of your choice within 5 feet of you.
- Short Blades. When you take the Attack action and make an attack with a short blade, you can attack with a short blade as a bonus action. If you are engaged in two-weapon fighting, you can attack twice as part of that bonus action instead.
- Bludgeons. Whenever you hit a creature twice in the same turn using a bludgeon, the creature becomes dizzy - as if affected by the poisoned condition, but ignores the immunity to this condition. Creatures that can't be stunned are unaffected. This lasts until the end of your next turn.
- Bows. As an Action, you can make a single attack with a ranged weapon. On a hit, you cause additional 3d6 damage, from your weapon's type.
- Spears. You get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
- Predator Senses
Starting at 15th level, you gain the ability to anticipate threats. You can no longer be surprised, and attacks against you don't have advantage due to you not being able to see your attacker.
You also have Advantage on all Wisdom (Perception) checks, initiative rolls and Dexterity saving throws.
Back to Main Page → 5e Homebrew → Character Options → Subclasses