Ur Khul Ranger (5e Class)
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Ranger[edit]
Hunters, Trackers and Guardians from the ancient school of Ur Khul Nathorvín Etrío ed Kareptirah
Introduction[edit]
Stalking silently in the woods, the Ranger is poised in the canopy of the forest, high above. They see their target, and sight up their bow, and loose an arrow into the unsuspecting Orc prey.
PLONG! Thsssssssssssssssssss… SHUNK!
With high precision, a shot lands perfectly at the base of the Orc’s skull, in its spine. The prey collapses, and its companions shout and holler into the canopy, shouting in the presumed direction of the arrow strike. “Not in my Forest.” The Ranger mutters under their breath. The Ranger swiftly leaves the angry Orc logging party with little sound through the trees, and without their leader.
A Brief History[edit]
The School of Rangers begins with an ancient tale of forbidden love. A young female Elf, who was a druid, and a slightly younger male Human, who was a Monk were from clans of their people who were not enemies, but were certainly not friends. The Druid and Monk met in the woods and started a converastion, which ignited regular meetings, and over the course of the next 3 years, eventually turned in to them running away to elope.
They found a Dwarven Priest to marry them, and they stayed with the dwarves for a short time, where he learned to farm mushrooms in caves and dugouts. She helped the Dwarves learn to grow crops, where they carved on steep, narrow terraces on the sides of mountains. Once they had learned all they could from the dwarves, they moved to a mountain city in between a vast stretch of desert, where the mountains got all the rain, and the desert valley below got very little water. There was a miner's camp in the desert below who struggled to get water from the mountains to the west. With things they learned in the old Dwarven village, they dug a canal and redirected part of the river that came out of the mountains into an old, dry riverbed. By the second season after the canal was complete, there was regular flow, and the riverbed sprung to life once again.
They decided this was where they wanted to live, so they built a cabin and decided to start having children. A season before the Druid became pregnant with the first child, the couple took in a young Drow boy who was found lost, wandering in the desert. Many of the townsfolk in the mountains and the desert thought he was a Bad Omen and that the Underdark would soon spill out from the bowels of the earth. The Druid and Monk took the boy in, and set off to find his parents in the underdark. After a long journey and a harrowing quest for survival (an adventure for another day!) They emerged again with the boy (now about the elven equivalent of a 7 year old human), and a several month old half-elf baby.
They were excited to tell people about all the things they had learned about blending their own skills with survival, and trying to find someone in a Drow City. They first started a basic literacy school, and then later a trade school for teaching the surrounding cities all of the most useful of all the things they had learned to use on their way. There was some magic, some stealth and roguery, some hunting skills, and some basic melee fighting. Their graduates found work all over as overland guides, river guides, bounty hunters, and beat slayers for hire. The Drow boy helped his family grow mushrooms in the caves, and eventually married a half-elf girl from the desert town at the foot of the mountains. Every so often, Drow children would appear, and be adopted by one of the townsfolk. (The story of the randomly appearing Drow children is yet another day's adventure!)
As the school passed through the generations, the descendants (predominantly half-elf) went out and began to teach people in the way their parents had, and formed three schools, and their three approches to hunting were expressed in them:
- Father's School, a mostly martial school who taught combatives, and how to use magic most effectively in combat situations. This school taught 3 major weapons so that anyone could shoot a stringed projectile weapon, handle a staff, and use a set of batons. Ranger martial art "ur Thamesh" (the Damage) Master Siavash abd-Rezai was the first to use the school's now signature quarterstaff that can be threaded in half to make two batons (aka Split-Staff).
- Mother's School, a unique school of magic and herbalism geared to help a hunter and use nature to enhance the capabilities of the hunter as much as possible. The idea of having only a temporary animal companion was pioneered by the Mother Druid herself, as she thought it was unfair to keep an animal to do your bidding in ways that may put them in danger repeatedly.
- The School of the Shadow, originally taught by a later adopted Drow child called the Shadowmaster Drow, not the Father Drow himself. The Shadowmaster was an orphaned thief in the Underdark, and was sent out to the light at 13.
Each of those original ancient schools became the basis for the philosophies of the three subclasses of Ranger there are in the current era.
Other things of Note[edit]
The names of the original Mother, Father, Adopted Drow boy and The Shadowmaster are kept secret, as they are used as passwords that allow the Rangers to stay at each other' schools. The old Elvish dialect from the original two towns, now dead to the general public, is used as a Code Speak among rangers and is referred to by outsiders as "Drowidic", but internally called Ur Diri (The Speak) "Diriz th'ur Diri?" ("Speak you'the Speak?", literally in common; "thu"/you is contracted) is the common Ranger to Ranger greeting. The standard response is all-but-unprounounceable to outsiders, and acceptable pronunication is even a requirement to graduate from any of the three schools! Since the response is whispered into the ear of the other, no one has ever been able to successfully break the Ur Diri language of the Rangers. Think Rhyming Slang done in a dead language nobody else understands. Even if someone could learn ur Diri, the context of the words used in the Rhyming Slang to an outsider would be totally lost, which makes it an effective code.
Master abd-Rezai's staff had ends that were said to have been made from all-mithril bladed mace heads with half-capsules welded to the top of each mace head so that the maces' blades didn't dig in to the earth when he used it as a walking stick, and later he crafted partially hardened leathers to protect the mace heads. The abd-Rezai replicate Split-Staves routinely run several hundred gold, even when the heads are merely much cheaper Hemithermitium metal (aluminum in common; Hemithermitium is the name in ur Diri). Actual Mithril replicates are a few thousand due to the complexity of making dually-threaded ends with a locking pin, all in Mithril.
The mountain town where the original school still exists has the first known running water and first aluminum smelting in all the land, and their lightweight armor and weapons are prized in the outside world. The area is well known for materials innovations, and there are plates, scales, and splints being made of Giant Spider silk and hemp fiber canvas; it's hardened with pine sap, rice starch, chickpea flour, and using a mysterious essential oil and grain alcohol solvent. The proceeding meringue-like material is then spread over the canvas, and the canvas is shaped and then low-heat cured. The hardened canvas is often overlaid with leather; Plate, Splint, and Scales are said to be as light and strong as Mithril. Unfortunately, it is nearly impossible to find, because without regular treatments from another special oil, the canvas material becomes pliable and soft over the course of several months to a year. It has to be re-cured if it is neglected for more than 6 months, in the current form. Bonding leather to the material keeps it hard, but the leather bonding is a whole other process secret, and not inexpensive.
Nature's Gifted Warriors[edit]
Defenders of nature, the Ranger is not only a pathfinding expert, but a defender of the natural world. They despise magics that are used to twist and warp nature to suit one’s purpose. Their use of power allows natural energy to flow through them and enhance themselves, or the flora and fauna around them. A Ranger’s magical ability is forged from traditions that root in both Monk and Druidic schools. It uses their natural internal energy much like a Monk uses Ki. The ancient Ranger’s lore and history (sometimes it’s hard to tell the difference) says that a Monk and a Druid fell in love developed a school that used both traditions in new and interesting ways. They have some limited martial skills when threatened up close, and the ability to camouflage themselves with light magic, and move with the silence of a thief. Heavier magic aids them as they gather more experience. Their special form of magic uses Ki from themselves and Mana in an entirely unique way. They refer to all of this as Ki, but they refer to is as Ki from within, and Ki from without.
Adventurers, Guides, Trackers, and more...[edit]
Though often to sustain themselves in society, they take work as guides and hunters, Rangers generally prefer to strike out on their own. WorKing with others or in a group is generally viewed as a means to a specific end. They can develop anxiety in highly populated areas, but a few lucky souls end up worKing in cities as Bounty Hunters or Private Investigators. Rangers are expert map makers, and can accurately map terrain, and have an uncanny sense of direction, in any location, terrain type, or even in caves and mines. Someone who effectively can’t get lost makes a formidable opponent.
Rangers are generally free-minded wanderers who patrol the edges of civilized territory, and destroyers of nature who creep in to the natural domain. Even though the normal tradition of Rangers can be thankless work, they never doubt that their work makes the world a better place.
Creating a Ranger[edit]
The Ranger can be either a ranged attacker, or a melee fighter. Noting that one basically precludes you from being the other. Most Rangers train under a handful of mentors as they develop their basic skill set. Some preferring a more Ki-focused approach resembling druids, some are defenders of nature with a more fighter-like approach, and others still try to blend the two as evenly as possible.
Think about why your Ranger chose their path. Did they allow themselves to become accustomed to civilization? Did they steer toward magic, combat, or try to strike a balance?
- Quick Build
You can create a ranger quickly by following these steps: first, Dexterity should be your higher ability score, followed by Wisdom and Constitution. Then, choose the outlander or the hermit archetype. Finally, choose the ranger baton's, the studded leather, the longbow and quiver with 20 arrows and the druidic focus.
Class Features
As a Ranger you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Ranger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ranger level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Sleight of Hand. Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two ranger's baton (two clubs) or (b) a quarterstaff
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows and a druidic focus.
- If you are using starting wealth, you have Starting wealth, see PHB p. 143 in funds.
Level | Proficiency Bonus |
Features | Ki Points | Ki Limit |
---|---|---|---|---|
1st | +2 | Population Anxiety, Ki, Honed Tracking | 2 | 2 (1st-level) |
2nd | +2 | Weapon Specialty, Martial Prowess | 2 | 2 (1st-level) |
3rd | +2 | Ranger's School, Natural Explorer, Animal Companion | 3 | 2 (1st-level) |
4th | +2 | Ability Score Improvement | 4 | 2 (1st-level) |
5th | +3 | School Feature | 5 | 2 (2nd-level) |
6th | +3 | Targeted Foe | 6 | 3 (2nd-level) |
7th | +3 | School Feature | 7 | 3 (2nd-level) |
8th | +3 | Ability Score Improvement, Daring and Dexterous | 8 | 3 (2nd-level) |
9th | +4 | — | 9 | 5 (3rd-level) |
10th | +4 | Primal Secret (3rd-level) | 10 | 5 (3rd-level) |
11th | +4 | School Feature | 11 | 5 (3rd-level) |
12th | +4 | Ability Score Improvement | 12 | 5 (3rd-level) |
13th | +5 | — | 13 | 6 (3rd-level) |
14th | +5 | Primal Secret (4th-level) | 14 | 6 (4th-level) |
15th | +5 | School Feature | 15 | 6 (4th-level) |
16th | +5 | Ability Score Improvement | 16 | 6 (4th-level) |
17th | +6 | — | 17 | 7 (5th-level) |
18th | +6 | Feral Senses | 18 | 7 (5th-level) |
19th | +6 | Ability Score Improvement | 19 | 7 (5th-level) |
20th | +6 | School Feature | 20 | 7 (5th-level) |
Population Anxiety[edit]
Rangers generally get anxiety when they spend long periods of time in urban environments and must retreat to green spaces to “recharge” themselves. If they spend more than three days in an urban environment, long rests only count as short rests, and short rests are ineffective. Green spaces can include large public parks where the city is mostly out of sight.
Honed Tracking[edit]
At 1st level, you add twice your proficiency bonus in Intelligence (Investigation) and Wisdom (Survival) checks. In addition, you have advantage when making these checks to track and hunt creatures.
Blood spatter will catch your eyes. Whenever you hunt a creature that has less than its maximum amount of hit points, if you roll a number equal to 9 or lower, you can choose a 10 instead.
Ki[edit]
Your ability to connect and understand the life energy present in all living creatures have given you the ability to cast spells. See Spells Rules for the general rules of spellcasting and the end of the class listing for the ranger spell list.
- Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels as shown in the Cantrips Known column of the Ranger table.
- Ki Points
You have an internal reservoir of energy that can be devoted to spells you know. This energy is represented by ki points. Once you reach 3rd level in this class, you can spend additional ki points to increase the level of an spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does, as shown on the table bellow.
The number of ki points you have is based on your ranger level, as shown in the Ki Points column of the Ranger table. The number shown for your level is your ki point maximum. Your ki point total returns to its maximum when you finish a short or a long rest, but you must meditate at least 30 minutes during the rest to regain your ki points. The number of ki points you have can’t go below 0 or over your maximum.
- Ki Limit
Though you have access to a potent amount of ki energy, it takes training and practice to channel that energy. There is a limit on the number of ki points you can spend to cast a spell. The limit is based on your ki master level, as shown in the Ki Limit column of the Ranger table. For example, as a 3rd-level ki master, you can spend no more than 3 ki points to cast a spell, no matter how many ki points you have.
- Preparing Spells
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger's spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots, as determined by your ki limit.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time meditating and connecting with nature: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your ki master spells, since you learn your spells through concentration and attunement to the universe. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ki master spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
- Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your Ranger spells.
Weapon Specialty[edit]
Starting at 2nd level, you can put emphasis in one type of weapon to excel at. You can choose between a quarterstaff, a ranged weapon or a ranger's baton (a club).
If you spend ki points to cast a spell as an action on your turn, you can make one attack with an unarmed strike or your specialty weapon as a bonus action before the end of the turn.
In addition, each Specialty Weapon grants you a special ki feature, as shown below.
- Ranged Weapons
When attacking with ranged weapons, you add half your proficiency bonus (rounded down) to your attack rolls. This is not cumulative with the archery fighting style.
- Specialty Ki Feature (Aim): When you miss with a ranged attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.
- Quarterstaff
You add half your proficiency bonus (rounded down) to damage rolls with the quarterstaff. This is not cumulative with the dueling fighting style.
- Specialty Ki Feature (Deflect): You can spend 1 ki point to use your reaction to deflect a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your ranger level. If you reduce the damage to 0, you can attack the attacker as part of same reaction, using your quarterstaff.
- Ranger's Baton
When you make an attack with a ranger baton using an action, you can make another attack using a ranger baton you wield in another hand as a bonus action. Alternatively, you can make an unarmed strike using a bonus action.
- Specialty Ki Feature (Flurry): Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes or baton attacks as a bonus action.
Martial Prowess[edit]
Starting at 2nd level, you excel in close combat. Your attacks with unarmed strikes, clubs and quarterstaves use your Dexterity modifier for both attack and damage, and you roll a d4 as the unarmed strike damage die.
In addition, whenever you roll a 19-20 on an attack roll, you can use your reaction to make an opportunity attack against a target within reach. This attack must be made using a ranger's baton (club) or an unarmed strike. This increases to a 18-20 at 11th level.
Natural Explorer[edit]
Starting at 3rd level, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Animal Companion[edit]
Starting at 3rd level, you can choose an animal companion that follows you and aid you in battle. You have the following options:
- Hunter
When you finish a long rest, you summon a spirit that assumes the form of an unusually intelligent, strong, and loyal animal companion. Appearing in an unoccupied space within 30 feet, the hunter takes on a form that you choose with a CR of 1/2 or lower and with a size of medium or lower. The companion has the statistics of the chosen form, though it is a fey instead of its normal type. Additionally, if your hunter has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your hunter fights alongside you an acts on its own initiative. It can take actions on its own, but follows your commands. When the hunter drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your hunter at any time as an action, causing it to disappear.
While your hunter is within 1 mile of you, you can communicate with each other telepathically. In addition, while within 60 feet of it, you can spend 1 ki point as a bonus action to cause it to regain 1d8 + your Wisdom modifier hit points.
Whenever you spend ki to cast a spell targeting yourself, the spell also targets your hunter companion. You can use your action to command the Hunter to attack. If you do so, you use your Ki attack bonus, instead of the attack bonus of the creature, and add your Wisdom modifier to the damage of its attack.
You can’t have more than one hunter conjured by this ability or similar ones (such as a find steed spell) at a time. As an action, you can release the hunter from its bond at any time, causing it to disappear.
- Scout
You learn the find familiar spell, and can cast it as a ritual. When you cast this spell, you can choose the following forms: Eagle, Jackal, Blood Hawk, Giant Rat, Frog, Badger, Bat, Cat, Cranium Rat, Hawk, Lizard, Owl, Rat, Raven, or Weasel.
Ranger's Path[edit]
Starting at 3rd level, you’re more familiar with the ranger’s breadth of possibilities. It’s time to choose a path. The three paths are as follows:
- Ur Khalirá. “The Sentry” (OOR ka-lee-RAH; Combat-leaning, more traditional 5e Ranger, more limited Magic)
- Ur Ehjuní. "The Evoker" (OOR eh-zhoo-NEE; Ki-type magic user)
- Ur Mavuzín. “The Hidden” (OOR mah-voo-ZEEN; they are a stealthy roguish type, slightly more magic than the Khalirá)
These are the schools of the Ranger, each has a name that was derived from Ancient Druidic words, but only barely resemble any druidic languages spoken in the current era. Archetype abilities are continued in separate sections after the main class abilities.
Ability Score Improvement[edit]
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.
Targeted Foe[edit]
Starting at 6th level, when you roll initiative or at the beginning of your turn during combat, you can single out a specific opponent you can see in the fray. You add your proficiency bonus to the damage rolls of attacks made against your targeted foe.
If the selected opponent attempts to flee, you can use your reaction to move up to your movement speed towards the opponent. Your movement doesn't provoke opportunity attacks, and you must end your movement closest to the opponent than when you started.
In addition, you always know the location of the targeted foe as long as it is within 1000 feet of you. This effect lasts until you use it again, for 1 hour or until you kill the targeted foe.
You can use this ability a number of times equal to your proficiency bonus, regaining your uses of it after finishing a long rest.
Daring and Dexterous[edit]
Starting at 8th level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier + proficiency modifier.
Primal Secret[edit]
At 10th level, your connection with the nature have revealed to you a Primal Secret. Choose one 3rd-level spell from the ranger's spell list as this secret. At 13th-level, you replace this secret by a 4th-level spell.
You can cast your secret spell once without expending a spell slot. You must finish a long rest before you can do so again.
At 14th level, you gain one 4th-level spell as a primal secret. At 17th level, you replace this secret by a 5th-level spell.
You regain all uses of your Primal Secrets when you finish a long rest.
Feral Senses[edit]
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Ranger Path[edit]
Now that you’re more familiar with the Ranger’s breadth of possibilities, it’s time to choose a path. The three paths are as follows:
- Ur Khalirá – “The Sentry” (OOR ka-lee-RAH; Combat-leaning, more traditional 5e Ranger, more limited Magic)
- Ur Ehjuní - "The Evoker" (OOR eh-zhoo-NEE; Ki-type magic user)
- Ur Mavuzín – “The Hidden” (OOR mah-voo-ZEEN; they are a stealthy roguish type, slightly more magic than the Khalirá)
These are the schools of the Ranger, each has a name that was derived from Ancient Druidic words, but only barely resemble any druidic languages spoken in the current era. Archetype abilities are continued in separate sections after the main class abilities.
Ur Khalirá - "The Sentry"[edit]
This is also known as “The Father’s Way”, utilizing strength, prowess, and weaponry, with enough magic to give them real teeth. This is more in line with the traditional 5e Ranger.
- Attack Enhancement
Starting at 3rd level, you improve your ability to fight in one of the following ways below. Whenever you gain a level in this class, you can replace your chosen Attack Enhancement for another.
- Ferocity. Once per turn, when you hit a creature with a weapon attack, you deal additional damage equal to your proficiency bonus if that creature is under its maximum amount of hit points.
- Horde Breaker When you hit a creature with an attack, you can make a second attack against another creature within 5 feet. This attack causes your weapon's damage without your ability modifier.
- Primeval Awareness
Starting at 3rd level, you can now use your action and expend 2 Ki points to focus your awareness on the region around you. For 10 minutes, you can sense whether the following types of creatures are present within 2 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number, only the direction they are in.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Evasion
Starting at 7th level, when you are subjected to an effect, such as a red dragon’s fiery breath or a Lightning Bolt spell that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Thunderforce Strike
Starting at 11th level, you add 1d6 thunder damage to the damage of your weapon attacks. In addition, the target must succeed on a Strength saving throw against your ki save DC or be pushed 15 feet back.
- Counter Attack
Starting at 15th level, when an opponent attacks you and misses, you can use a reaction to attack that creature.
- Kojun Khalirá - "Master Hunter
Starting at 20th level, you become a master of the hunt. You gain the following benefits.
- All Investigation and Survival checks are rolled with advantage.
- If you have a hunter companion, your animal companion can make an additional attack action during its turn in combat.
- scout companions are resistant to magic, and resistant to physical damage of any kind.
- You replace your 5th-level primal secret for a 6th-level spell.
Ur Mavuzín - "The Hidden"[edit]
This is also called “The Shadow’s Way” utilizing stealth, cover, and ki.
- Camouflage Cloak
Starting at 3rd level, you can use your bonus action to create a magical camouflage around you, rendering you invisible. This invisibility lasts until the end of this turn.
You can use your action to extend the duration of your camouflage cloak to last until the end of your next turn. You can extend further if you spend 2 ki as an action, to make it lasts for 1 hour.
Your camouflage ends earlier if you cast a spell or makes an attack.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Extra Sensory Awareness
At 7th level, you can sense if they or their group are being followed. All stealth rolls against the Ranger or their group is rolled with Disadvantage, and where your Ranger would roll against being surprised or frightened, are done with advantage.
- Elemental Blessing
Starting at 11th level, any attack you make with your ranged weapon, quarterstaff, or batons deal additional damage equal to 1d4. The damage is acid, cold, fire, lighting, thunder or poison.
- The Drop
At 15th level, when you roll initiative, you can spend 4 ki points to become invisible for 1 minute or until you make an attack or cast a spell. If you do so, you act first on the initiative order, regardless of the number rolled on the initiative.
- Advanced Primal Secret
Also at 15th level, you can replace your 4th-level Primal Secret for a 6th-level spell. In addition, you can replace your 5th-level primal secret with a 7th-level spell.
- Kojun sh’ur Mavúzahad “Master of the Unseen”
Starting at 20th level, you gain the following benefits:
- All Stealth and Perception checks are done with advantage.
- Your Camouflage Cloak can hide you while moving for only 2 ki. If you use your Camouflage Cloak in combination with The Drop, you remain entirely invisible. The Drop no longer burns a casting slot for an ambush. (It still does if you use it during combat)
- Rolls for surprise or ambush against you are rolled with disadvantage
- You replace your 5th-level primal secret for a 7th level spell.
Ur Ehjuní – “The Evoker"[edit]
This group followed “The Mother’s Way” (more druidic teachings) instead of relying on weapons, physical prowess, and stealth.
- Stalwart Botanist
Starting at 3rd level, your focus and meditation as rendered you have advantage on saving throws against the poisoned condition and have resistance to poison damage. In addition, your studies have given you the ability to identify poisonous plants and fungi with perfect recall, without requiring Wisdom or Intelligence checks.
In addition, you can also prepare spells from the druid's list, alongside with the spells you can already prepare.
- Magical Prowess
Starting at 3rd level, you can cast a 1st-level spell that causes acid, cold, fire, lightning, poison or thunder damage without spending ki. At 5th level you can also cast a 2nd-level spell, at 9th an additional 3rd level spell, at 13th an additional 4th level spell and finally at 17th an additional 5th level spell.
Spells chosen with this ability can be from the sorcerer's and from the druid's spell list.
- Elemental Mastery
Also at 5th level, choose one 1st-level spell you know that causes fire, cold, lighting, thunder, poison or acid damage and that is cast as an action and has a duration of instantaneous. You can cast that spell at will, without spending spell slots. You can replace the chosen spell whenever you finish a short or a long rest.
In addition, when you cast a cantrip or your elemental mastery spell as an action, you can use your bonus action to make an attack with your Weapon Specialty weapon or unarmed strike.
- Nature’s Ally
Starting at 7th level, creatures of the natural world sense your connection to nature, and fight with you, or flee. You have advantage on Wisdom (Animal Handling) checks.
In addition, you can use your action to either impose the charmed or frightened condition on a beast you can see within 60 feet. The beast must succeed on a Wisdom saving throw against your ki save DC, or is frightened until the end of your next turn. You can use an action in each turn to extend the duration, without requiring additional saves.
- Advanced Primal Secret
Starting at 11th level, you replace your 4th-level primal secret for a 6th-level spell.
In addition, at 17th level you replace your 5th-level primal secret for a 7th-level spell, and your 6th-level primal secret for a 8th-level spell.
- Elemental Resistance
Starting at 15th level, when you finish a long rest, choose two damage types from: acid, cold, fire or lightning. You gain resistance to the chosen types until you finish your next rest.
- Kojun Ehjuní "Master Evoker"
When you reach the 20th level, you excel in natural magic. You gain the following benefits:
- You gain resistance to acid, cold, fire, lighting and thunder damage.
- You gain a 9th-level primal secret.
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