Core Ranger Traits
Primary Ability | Dexterity and Wisdom |
---|---|
Hit Point Die | D10 per Ranger level |
Saving Throw | Strength and Dexterity |
Proficiencies | |
Skill Proficiencies | Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light and Medium armor and Shields |
Starting equipment | Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP; or (B) 150 GP |
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus to protect the world from ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
- Gain all the traits in the Core Ranger Traits table.
- Gain the Ranger's level 1 features, which are listed in the Ranger Features table.
As a Multiclass Character
- Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger's skill list, and training with Light and Medium armor and shields.
- Gain the Ranger's level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Class Features
As a ranger your gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features Table.
Level 1: Mark of the Hunt
As an action or as part of your attack action, you can expend a use of your Mark of the Hunt to make a creature your target, it must be within 90 feet of you and it stays marked for a duration of 10 minutes per ranger level or until you use Mark of the Hunt again, have the incapacitated condition, or die.
Once per turn, you deal one Skirmish die * extra damage to the target when you hit it with an attack roll, including the one where you marked, the extra damage's type is the same as the attacks type.
If the creature drops to 0 Hit Points before the duration ends, you can transfer the mark to another creature when you take the attack action or as an action, without expending another use.
You can use this feature twice per long rest and you regain one expended use when you finish a Short Rest.
* Skirmish die :
The Skirmish die starts at 1d4 and improves as you gain levels in this class up to 1d12, according to the Ranger Features table.
Consider about Hunter's Mark or Hex Damage portion with this feature for balance purposes
Ranger Features
Level | Proficiency Bonus | Features | Skirmish die | Adaptations Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Mark of the Hunt, Spellcasting, Weapon Mastery | 1d4 | - | 2 | 2 | — | — | — | — |
2nd | +2 | Fighting styles, Adaptations | 1d4 | 2 | 3 | 2 | — | — | — | — |
3rd | +2 | Ranger Archetype | 1d4 | 2 | 4 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 1d4 | 2 | 5 | 3 | — | — | — | — |
5th | +3 | Extra Attack, Thrill of the Hunt | 1d6 | 3 | 6 | 4 | 2 | — | — | — |
6th | +3 | Roving | 1d6 | 4 | 6 | 4 | 2 | — | — | — |
7th | +3 | Ranger Archetype feature | 1d6 | 4 | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 1d6 | 4 | 7 | 4 | 3 | — | — | — |
9th | +4 | Trailblazer | 1d8 | 4 | 9 | 4 | 3 | 2 | — | — |
10th | +4 | Tireless | 1d8 | 5 | 9 | 4 | 3 | 2 | — | — |
11th | +4 | Ranger Archetype feature, Scent of the Hunt | 1d8 | 5 | 10 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 1d8 | 5 | 10 | 4 | 3 | 3 | — | — |
13th | +5 | — | 1d10 | 6 | 11 | 4 | 3 | 3 | 1 | — |
14th | +5 | Feral senses | 1d10 | 6 | 11 | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Archetype feature | 1d10 | 6 | 12 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 1d10 | 6 | 12 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 1d12 | 7 | 14 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Eye of the Hunt | 1d12 | 8 | 14 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Epic Boon | 1d12 | 8 | 15 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Hunt's End | 1d12 | 8 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast Spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Ranger.
Spell Slots
The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Spell Preparation
You can prepare two 1st level Spells of your choice and more as you gain levels, as shown in your ranger table, If another Ranger feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.
Changing your prepared spells
Any Spell you prepare for this class must be a ranger Spell. Whenever you finish a Long Rest, you can commune with nature and replace one Spell you have prepared for this Class with another Ranger Spell for which you have spell slots.
At higher levels in this class, you can prepare more Spells, as shown on the Ranger table.
Spellcasting Ability
Wisdom is your Spellcasting Ability for your Ranger Spells
Spellcasting Focus.
You can use a druidic focus as a Spellcasting Focus for your Ranger Spells.
Level 1: Weapon Mastery
Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency. Such as Longbows and Longswords. Whenever you finish a Long rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Scimitars and Shortswords.
Level 2: Adaptations
You extensive wanders have honed your abilities to adapt to several situations using your training and primal magic, these adaptations and the rules to use them are as follow:
Skirmish Adaptation
Choose one of:
Beasts | Constructs | Giants | Dragons |
---|---|---|---|
Fey | Fiends /Celestials | Elementals | Humanoids |
Monstrosities /Aberrations | Oozes | Plant Creatures | Undead |
Each one gives you different abilities (detailed at the end) at 5th, 13th and 17th levels you get an additional one, at those levels you can also change one you got previously.
Terrain Adaptation
Choose one of:
Arctic | Coastal/Waterborne | Forests |
---|---|---|
Grassland | Hills/Mountains | Jungle |
Underground | Urban | Wasteland |
Each has unique benefits (detailed at the end) you get another one at 6th, 10th and 18th levels , at those levels you can also change one you got before.
Level 2: Fighting Style
You have honed your martial prowess. You gain a Fighting Style Feat of your choice.
Druidic Warrior Instead of taking a feat, you can choose to know 2 Druid cantrips.
Level 3: Ranger Subclass
You choose a Ranger Subclass that you strive to emulate. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level. Check out ahead new subclasses created for this homebrew: Fletcher and Storm Nomad also a version of the Beastmaster and Hunter. For the rest of your career, you gain each of your subclass's features that are of your Ranger level of lower.
Level 4: Ability Score Improvement
At 4th level you gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this again at level 8, 12, and 16.
Level 5: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 5: Thrill of the Hunt
Twice per turn, you deal one Skirmish die extra damage to your Mark of the Hunt target when you hit it with an attack roll, instead of once per turn
Level 6: Roving
Your Speed increases by 10 feet while you aren’t wearing Heavy Armor, when prone, standing up only costs you 10 feet of movement and you also have a climbing and swimming speed equal to your walking speed.
Level 9: Trailblazer
While you have your Mark of the Hunt feature active, you are considered to be under the effects of the Spell Freedom of Movement for the same duration.
Level 10: Tireless
You have trained to endure extreme exertion granting you:
Steadfast: When you make a constitution saving throw you can add your Skirmish Die to the roll, you can do this a number of times equal to your Wisdom modifier per long rest.
Decrease exhaustion: Whenever you finish a short rest, your exhaustion level, if any, is decreased by one.
Level 11: Scent of the Hunt
Whenever you deal the extra damage from your Mark of the Hunt feature, you may add your wisdom modifier (minimum of 1) to that Skirmish die roll.
Level 14: Feral Senses
Your connection to the forces of nature grants you Blindsight and Tremorsense with a range of 30 feet.
Level 18: Eye of the Hunt
You have advantage on attack rolls against your Mark of the Hunt target and any attack roll you hit against it can benefit from the one Skirmish die extra damage instead of just two.
Level 19: Epic Boon
You gain an Epic boon feat or another feat of your choice for which you qualify.
Level 20: Hunt's End
Your Dexterity, Strength and Wisdom scores increase by 2 to a maximum of 23 and your Feral Senses feature now has a range of 90 Feet.
When you hit your Mark of the Hunt target you can turn that attack into a critical hit once per short or long rest.
Adaptations
Skirmish Adaptations:
Beasts
You always have the Find Familiar spell prepared.
When you make a Wisdom (Animal Handling) check, you can add your skirmish die to the roll.
Constructs
You always have the Detect Magic spell prepared.
When you make an Intelligence (Arcana) check you can add your skirmish die to the roll
Giants
Creatures of size large or larger have disadvantage on Opportunity Attacks against you.
When you make a Strength (Athletics) or Dexterity (Acrobatics) check you can add your skirmish die to the roll.
Dragons
You can add your skirmish die on dexterity saving throws and to saving throws against the fear condition
Elementals
When you take Acid, Fire, Cold, Lightning or Thunder damage you can make a reaction to reduce that damage by a roll of your Skirmish Die.
The next time you hit a creature after you take this reaction, you may deal one Skirmish Die of extra elemental damage of the same or of a different type you've taken.
Fey
You always know the general direction of your Mark of the Hunt target, and if it enters another Plane of Existence you know which one.
When you make a Wisdom (Perception) check, you can add your skirmish die to the roll.
Fiends / Celestials
You always have the Detect Evil and Good spell prepared and you can cast it as a ritual.
When you make an Intelligence (Religion) check you can add your skirmish die on roll.
Humanoids
You can add your skirmish die to Initiative and Wisdom (Insight) checks
Monstrosities / Aberrations:
You know any Resistances, immunities or Vulnerabilities your Mark of the Hunt target might have.
When you make a Dexterity (Stealth) check you can add your Skirmish Die to the roll.
Oozes
You gain resistance to acid damage.
Once per round when you hit your Mark of the Hunt target you can reduce its speed by 10 feet until the start of your next turn.
Plant Creatures
When you make a Wisdom (Survival) or Intelligence (Nature) check, you can add your skirmish die to the roll, also you always have the Detect poison and disease spell prepared.
Undead
When you hit your Mark of the Hunt target with an attack, it can’t regain hit points until the start of your next turn
You can change the damage type you deal with your Mark of the Hunt to fire or radiant before an attack roll.
Terrain Adaptations:
Arctic
You gain resistance to cold damage and can add your Skirmish die on saving throws to avoid cold damage, you automatically succeed on saves when moving across slippery ice.
Coastal / Waterborne
You gain resistance to lightning damage. Additionally your swimming speed increases by 10 feet and you can breathe underwater normally.
Desert
You gain resistance to fire damage. Additionally your walking speed increases by 5 feet and long distance travel doesn't cause you or your allies within 30 feet of you exhaustion.
Forests
You can take the search action (perception or survival) as a bonus action. Additionally, while you keep concentration, as if concentrating on a spell, you and allies within 15 feet of you may add a roll that you make of your skirmish die to their stealth roll.
Grassland
You can take the dash action as a bonus action, also once per long rest, while traveling for one hour you and any companion within 60 feet of you, can count that time as a short rest.
Jungle
You can take the disengage action as a bonus action and you can add your skirmish die on saving throws to avoid hazards.
Hills / Mountains
You gain resistance to Thunder and to Fall damage, your climbing speed increases by 10 feet, you and allies within 30 feet of you suffer no penalties for high altitude climates.
Swamp
You gain resistance to poison damage, additionally, non magical difficult terrain costs you no extra movement.
Underground
You can take the hide action as a bonus action. Additionally, you gain darkvision to a range of 90 feet or additional 30 feet if you already have it.
Urban
You gain proficiency with Thieves' Tools and when you make a Dexterity (Sleight of hand) check you can add your skirmish die to the roll.
Wasteland
Whenever you roll for initiative, you can move half your movement speed without provoking opportunity attacks.
Traveling at a fast pace doesn't impose disadvantage on stealth and perception checks for you.
Tip: you can only add your Skirmish die to a skill check or saving throw once per roll, even if they come from different sources.
Beastmaster
A wanderer, the Beastmaster has a natural affinity for animals; in fact, they have a primal connection with them. This is often the result of a magical bond with the Animal Kingdom. Misunderstood and feared by nobles and common folk alike for their unnatural abilities with animals, the Beastmaster seldom stays in one place for long, nor are they comfortable in civilized lands.
Level 3: Primal Companion
You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.
The beast is Friendly to you and your allies and obeys your commands. It vanishes in one day if you die.
The Beast in Combat: In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. If you have the Incapacitated condition, the beast acts on its own and isn't limited to the Dodge action.
When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help Action using its bonus Action.
Restoring or Replacing the Beast: If the beast has died or it's injured, you can take a Magic action to touch it and expend a spell slot. The beast returns to life or it's healed after 10 minutes, all its Hit Points are restored this way.
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature , the old one vanishes when the new one appears.
Beast Trainer You gain proficiency in the Animal Handling Skill.
Level 7: Exceptional Training
Whenever your Primal companion deals damage, it can deal your choice of Force damage or it's normal damage type.
Synergic attack: Just after you attack your Mark of the Hunt target the beast can take it's action to take their attack at the same creature (no command required).
Mastery Trainer You gain expertise in the Animal Handling Skill if you don't already have it.
Level 11: Primal Call
Whenever you use a Ranger Spell Slot your Primal Companion gains a number of temporary hit points equal to one Skirmish die roll plus the Slot level those last until the end of your next turn.
Also, when your beast uses its action to take the Synergic attack, they deal extra damage equal to your Wisdom modifier.
Beast of the Sky
Small Beast, Neutral
- AC 13 plus your Wisdom modifier
- HP 4 plus four times your Ranger level (the beast has a number of Hit Dice [D6s] equal to your Ranger level)
- Speed 10ft, Fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
- Primal bond Add your proficiency Bonus to any ability check or saving throw the beast makes.
- Flyby The beast doesn't provoke Opportunity Attacks when it flies out of an enemy's reach
- Senses Darkvision 60 ft., Passive Perception 12
- Languages Understands the languages you know
- Challenge None (XP 0; PB equals your Proficiency Bonus)
Actions
Beast's Strike Melee Attack Roll: Bonus equal your Wisdom (Animal Handling) bonus, reach 5 ft. Hit: 1d4 + 3 plus one Skirmish die Slashing.
Beast of the Sea
Medium Beast, Neutral
- AC 13 plus your Wisdom modifier
- HP 5 plus five times your Ranger level (the beast has a number of Hit Dice [D8s] equal to your Ranger level)
- Speed 10ft, Swim 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
- Primal bond Add your proficiency Bonus to any ability check or saving throw the beast makes.
- Amphibious The beast can breathe air and water.
- Senses Darkvision 60 ft., Passive Perception 12
- Languages Understands the languages you know
- Challenge None (XP 0; PB equals your Proficiency Bonus)
Actions
Beast's Strike Melee Attack Roll: Bonus equal your Wisdom (Animal Handling) bonus, reach 5 ft. Hit: 1d6 + 2 plus one Skirmish die Bludgeoning or Piercing damage (your choice when you summon the beast), and the target has the Grappled condition and it fails a strength saving throw against your spell save DC.
Fletcher
Fletchers lean to hone their crafting and magical skills to become fierce battlefield marksman, with Imbued Ammunition they rain arrows and bolts using ranger magic never seen before.
Level 3: Failnot Quiver
You craft or imbue a recipient to be your ammunition storage, it can be any equipment able to hold them. To do so you take a short rest with the recipient of your choice to transform it.
Any ammunition stored in the quiver, when fired, is considered magical but loses that property after you hit or miss.
Level 3: Fletcher craft
You gain proficiency in Woodcarver tools, your proficiency bonus is doubled for any ability check you make to craft arrows or bolts.
As a Fletcher you have the ability to imbue any arrow or suitable ammunition you have, even if it is already magical, each time you imbue an ammunition, you spend a ranger spell slot and choose one of the Imbuement Options, the enchantment on the ammunition end after you finish firing it and you can't store them.
As you take a missile from your Failnot Quiver, you can imbue it as a bonus action, if you don't imbue it with any spell slot, it will cause one extra Skirmish die in force damage.
Level 7: Elemental font
You've grown in your craft, once per long rest you can store a number of Imbued Ammunition worth half your ranger level without expending spells slots (but only of Imbuements levels you can already do), each ammunition takes ten minutes to craft as if you were performing a ritual. These stored ammunition last until you finish a long rest and you use your bonus action to retrieve and activate them.
(i.e. a 10th level ranger can store one level 3 imbuement and two level 1 imbuements)
Level 11: Adept Fletcher
When you miss an attack roll with an imbued ammunition, you can use your reaction to redirect this ammunition to a target within 60 feet of the original one, making a new attack roll.
Also, when the target of your Mark of the Hunt has to make a save against any of your imbuement options, it gets disadvantage on the saving throw.
Level 15: Master Crafter
Your craft has reached its peak, any time you roll a 18, 19 or 20 on the d20 when you use your imbued ammunition your Quiver recovers that magic and transfers it into one of your regular ammunition stored inside it, making it available for you to use again.
Imbuement options
1st level spell crafts:
Elemental Imbue
Choose between Fire, Ice, Poison, Lighting or Acid when imbuing, when you hit with it, deal an extra 2 Skirmish die in damage of the type chosen in addition to the shot damage.
Blast Shot
When shot this ammunition you deals 1 extra Skirmish die to the target and anyone within 5 feet of it in thunder damage.
Marked Arrow
This ammunition has advantage to hit and when it does, it deals an extra roll of your Skirmish die . The next attack anyone makes against this target has advantage to hit.
Pinning Bolt
As this arrow hits it deals an extra 1 Skirmish die and if the target fails a strength saving throw it's speed is reduced by half, until the end of your next turn.
Smoke shot
At the point of impact of this ammunition it creates a 20-feet-radius sphere of smoke, the sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed disperses it.
2nd level spell crafts:
Forceful impact
As this ammunition hits it deals an extra 2 Skirmish die of force damage, if the target fails a strength saving throw it is pushed back 15 feet or falls prone (your choice).
Acid shaft
This ammunition is imbued with acid magic, hitting a target with it causes you to deal 2 Skirmish die in acid damage immediately and 1 Skirmish die in acid damage by the end of it's next turn, if you miss the target it still takes 1 Skirmish die in acid damage but no subsequent damage.
Scouting star
As you shoot this ammunition your vision goes to the arrow as if you where there, this projectile is translucent but not invisible. When the arrow hits something your vision ends.
Piercing vines
When you use this ammunition you can aim at a creature or a point within your weapon range, when the arrow lands, vines grow in a 15 feet radius, making that area difficult terrain, and anyone in it must succeed in a dexterity saving throw or take 1 Skirmish die in piercing damage. All effects ends on your next turn.
3rd level spell crafts:
Ghost Arrow
When you make a ranged attack with this projectile, the first creature you hit takes regular damage plus 2 Skirmish die in force damage, if your original roll is enough to hit anyone up to 60 feet in a line behind your first target, they take half the force damage you rolled.
Concussion blast
As you hit this projectile the target takes an extra 3 Skirmish die in thunder damage, the target also has to succeed in a constitution saving throw of be stunned until the end of your next turn.
Blinding bolt
When this projectile hits a creature or object it creates a 60 feet radius sphere of bright light, if it hits a creatures it takes an extra 2 skirmish die in radiant damage, and the target must succeed on a constitution saving throw or be blinded, all effects stop by the end of your next turn.
4th level spell crafts:
Primal Transposition
When you hit a creature with this bolt the creatures takes an extra 4 Skirmish die in force damage, and it must succeed on a charisma saving throw, on a failed the creature swaps place with you, on a successful one, it stays in place, you can only affect a creature or object that is no more that one size larger than yourself.
Vicious roots
At the point of impact of this ammunition a 20 feet sphere of vines and roots sprout, each creature in this area must succeed on a strength saving throw, on a failed save each creature takes 4 Skirmish die in bludgeoning damage and is pulled towards the center of the sphere, ending in an unoccupied space as close to the center as possible, on a successful save, the creature takes half as much damage and isn't pulled.
5th level spell crafts:
Slaying shot
When you hit an creature using this ammunition it takes an extra 6 Skirmish die in necrotic damage and it must succeed on a constitution saving throw or be paralyzed until the end of your next turn.
Hunter
Protect Nature and People from Destruction
You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.
Hunter Spells
You learn additional spells when you reach certain levels in this class, as shown in the table
Level | Spell Gained |
---|---|
3rd | Snare, Ensnaring Strike |
5th | Locate Animals and Plants, Locate Object |
9th | Leomund's Tiny Hut, Nondetection |
13th | Arcane Eye, Locate Creature |
17th | Dominate Person, Scrying |
Level 3 : Hunter's lore
Your hunter training makes you extremely adaptable to hunt any prey, you gain an extra Skirmish adaptation that doesn't count against the total of adaptations you can have, when you finish a long rest you can change this choice.
Level 3 : Hunter's prey
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Colossus Slayer
Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra ld8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.
Horde Breaker
Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.
Level 7: Defensive Tactics
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Escape the Horde
Opportunity Attacks have Disadvantage against you.
Multiattack Defense
When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
Level 11: Superior Hunter's Prey
Whenever you attack your Mark of the Hunt target and miss you deal damage equal your Skirmish die plus your wisdom modifier to that creature.
Level 15: Superior Hunter's Defense
When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.
Storm Nomad
Storm Nomads are rangers who have established a deep connection with the Elemental Plane of Air never stopping in a single place, just like the wind, allowing them to harness the power of the skies and the raging storms.
Storm nomad Spells
You learn additional spells when you reach certain levels in this class, as shown in the table
Level | Spell Gained |
---|---|
3rd | Feather Fall, Zephyr Strike |
5th | Warding wind, Gust of Wind |
9th | Lightning bolt, Gaseous Form |
13th | Summon elemental, Storm Sphere |
17th | Control Winds, Steel Wind strike |
Level 3: Aerial Acumen:
You form a bond with the Elemental Plane of Air and gain the following ability:
Whenever your Mark of the Hunt target misses you with an attack roll you can immediately, as a reaction, move half your movement speed in any direction, as you dissolve into thin air, this movement makes you like wind and doesn't provoke attacks of opportunity.
Level 3: Storm infusion
Your strikes harness the power of swift winds or the storm's fury. As a bonus action the first time you hit with an attack for that turn, you inflict an additional Skirmish die in lightning damage, and you can choose so that all the damage you deal with this attack be lighting damage, your choose as you hit.
Level 7: Stormstep stride
You move effortlessly with the breeze , bestowing you with lightning and thunder damage resistance and strong winds don't affect you anyhow, you also gain evasion:
Evasion: when you are subjected to an effect that requires 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.
Level 11: Airborne rise
Your connection to the sky is profound, and you have become one with the wind currents.
You gain a flying speed equal to your walking speed and can hover.
Now you can use your Storm Infusion feature innately once per turn, you can choose when on your turn you activate it as part of your attack.
Level 15: Split the sky
Tempest and storm rage against your foes at your command and control
As an action, you can use your weapon to make an attack against the sky itself, as lightning arcs from your weapon calling a cloud of vengeance against your enemies in a radius of 60 feet around you and 30 feet high. Enemy creatures in range are hit by a bolt that deals 4d8 lightning damage if they fail a dexterity saving throw against your spell DC or half on a success.
The cloud formed lasts for up to 1 minute, during that time you can turn yourself into lighting for a brief time as a bonus action and teleport to any location within the radius
When you use this action, you can’t do it again until you finish a long rest or use a 4th level spell slot for it.
Art credit
Cover art: Pathfinder 1E Ranger on StellarDragons.com
Figure - Equipment: Anti-Features — The Equipment List on osrsimulacrum.blogspot.com
Figure -Sprig of Mistletoe: Illustrations by Michael Fitzhywel
Figure -Skirmish Adaptations: Monster Hunter - Elemental Monsters by Adam Rufino for Fangamer
Figure - (Terrain adaptation options)Behind The Mountains by Ninjatic on DeviantArt
Figure * (Beastmaster) Bjorn and Huntress by 000Fesbra000 on DeviantArt
Figure - (Fletcher) Ardenai by sensevessel on DeviantArt
Figure - (Hunter) 2024 Player's Hand Book by WoTC
Figure - (Skyward nomad) Suphlatus, Angel of Dust by Angelarium
Figure - (Art Credit) Ivion- druids on ArtStation