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{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}

Ranger of the North (Balanced)[edit]

The Rangers of the North are the last vestiges of fallen Arnor, little remembered by those they protect. The Rangers of the North make it their task to keep watch on both the dark places in Eriador and those places where light remains. It is thankless work– most of those who enjoy the protection of the Rangers of the North know very little of them or their purpose. They are mysterious, secretive and lonely figures who do not spend long in company of other Free Folk. Most mistrust them and their purpose.


Class Features

As a Ranger of the North you gain the following class features.

Hit Points

Hit Dice: 1d10 per Ranger of the North level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ranger of the North level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple weapons, Long Sword, and Longbow
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Nature, Perception, Stealth and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Common Clothes or (b) Leather armor and a hooded cloak
  • (a) a Longsword and a long bow with 20 arrows or (b) two simple melee weapons
  • (a) A Dagger or (b) Handaxe
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Ranger of the North

Level Proficiency
Bonus
Features
1st +2 Parry Stance, Long Sword Training
2nd +2 Wild Life and Tracking Expertise, Language Expertise
3rd +2 Parry Riposte
4th +2 Ability Score Improvement
5th +3 Extra attack, Dexterous Movement
6th +3 Archery Training
7th +3 Reflexive Initiative
8th +3 Ability Score Improvement, Wilderness Master
9th +4 Precise Critical
10th +4
11th +4 Extra attack(2)
12th +4 Ability Score Improvement
13th +5 Skilled
14th +5
15th +5 Vanish
16th +5 Ability Score Improvement
17th +6 Master Execution
18th +6 Elite Ranger
19th +6 Ability Score Improvement
20th +6 Master Parry Riposte


Long Sword Training[edit]

The Rangers of the North are almost indefinitely well known for there favored and most skillful weapon, the long sword. When creating your Ranger of the North, and you choose to take Long sword as your weapon of choice, These are the swords abilities. While (And only while) you are two-handing the long sword, your able to add your Dexterity modifier to the attack role instead of Strength. When adding dexterity the weapon still does not have the Finesse property, in terms of using it for Finesse weapon only abilities such as rogues sneak attack. If one wishes to multi class into rogue with this class.

  • At the 3rd level, You can switch the damage modifier to Dexterity instead of Strength for your long sword (Only while two-handing).
  • At the 7th level, Additionally the damage dice for the sword is increased from a 1d10 to a 1d12 (Only while two-handing).

Parry Stance[edit]

The bread and butter for most Rangers close quarters combat. While wielding a single drawn melee weapon and not wearing heavy armor or a sheild, you can go into a parry stance as a Bonus Action. While in this stance you become extremely prepared for any incoming attacks. While in this stance your Ac increases by +2. You can not be disarmed, and only move half the distance (Rounded down) on any effect that pushes/ shoves you from creatures up to one size larger then you. This also includes your own movement speed is halved. This lasts until the beginning of your next turn.

  • The Ac increases by +1 at The 5th, 11th, and 17th levels.

Wild Life and Tracking Expertise[edit]

Starting at level 2. Alongside a Ranger of the North's combat skill set, those skills would mean nothing if they could never hunt down there target to begin with. This is why they have spent time and training into learning the best way to hunt down a target. You may add double your proficiency modifiers with a single skill of your choice: Investigation, Perception.

Also Starting at level 2. To learn to hunt down and track targets, a Ranger must be knowledgeable of his surroundings and its natural dangers. Always respect the wilderness, for it can kill you more silently then even the quietest blade of any assassin. You may add double your proficiency modifiers with a single skill of your choice: Animal Handling, Nature, and Survival.

  • At the 9th level, you gain double proficiency with 1 more of any the skills stated above that you have not chosen.

Language Expertise[edit]

At the 2nd level. The Rangers of the North are trained in a vast amount of languages. Any language you have started with thus far you can read, wright, and speak them perfectly as if you've known them your whole life. Additionally you get to choose any two languages to add to your existing known languages. Every 6 levels from this point onward you learn another one additional language.

  • The only Exotic languages you may learn in this way is Fey and Draconic.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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.

Parry Riposte[edit]

At the 3rd level. While assuming your Parry stance, if a creature attacks you and misses, you can make a single melee weapon attack against that creature using a reaction. You may only use the parry riposte number of times equals your dexterity modifier per initiative rolled.

Extra attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Dexterous Movement[edit]

Starting at 5th level, while you aren’t wearing medium or heavy armor, you gain these benefits. You gain a +10 to movement, and Your climbing and swimming speeds equals your moving speed.

  • At level 13, you gain additional +10 to movement.
  • Additionally at level 11, you can use your reaction when you fall to reduce any falling damage you take by half (Damage taken Rounded down).

Archery Training[edit]

By the 6th level, You've trained your Archery skills to take out your enemy with devastating pin point accuracy. Any shot made with either advantage, or within your movement speed, has a critical range of 19-20.

Reflexive Initiative[edit]

By 7th level, your split second reactions are so honed that you can add proficiency to initiative rolls.

Wilderness Master[edit]

Starting at 8th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Precise Critical[edit]

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon.

Skilled[edit]

By 13th level, whenever you make an ability or skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Vanish[edit]

Starting at 15th level, you can use the Hide action as a bonus action on your turn. Also, enemy has disadvantage on any tracking check against you, by all non-magical means.

Master Execution[edit]

Starting at 17th level. Your blade is an extension of yourself, and you can freely take down even the mightiest of enemy's with a good strike. To begin this move you must roll all of your current amount of melee attacks against a single creature, without rolling their damage. If at least one of those attacks against a creature is a hit, you can attempt a perception check (This will take a bonus action) to glance over your enemy while in combat to see vital weak spots in there armour. If any hit was a critical or enemy hasn't taken their turn in fight yet, you have advantage on your perception check. If you rolled high or low (DM dependent) determines weather or not, the enemy has advantage, disadvantage, guaranteed success or guaranteed failure against the saving throw. The enemy must either make a Dexterity or Constitution saving throw against your save dc. (Save dc is 8 + Proficiency modifier + Dexterity Modifier) or be struck down where they stand. If they fail their saving throw, they are killed outright, unless they have more than 100 hp, legendary actions or DM decides they can't be killed that way. If they succeed they drop to 1hp instead. If you fail to suffice this ability's conditions (e.g. creature can't be affected) the creature takes normal damage of your attacks that you made without rolling their damage.

  • You can do this once before needing a short or long rest. At 20th level you can use it twice per rest.
  • This attack can be made non-lethal if you so choose, the enemy will simply fall unconscious rather then dead.


Elite Ranger[edit]

At the 18th level, You have become known amongst the few remaining Rangers of the North, as one of the best there ever was. Add a +4 increase to your Dexterity score, to a maximum of 24.

Master Parry[edit]

Finally at the 20th level, During your parry stance, you can use parry Riposte any time someone misses an attack against you. Your parry stance now makes you impossible to be knocked prone by creatures up to one size larger then you. And if an enemy scores a critical attack against you, you no longer have to stop using parry stance.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Ranger of the North class, you must meet these prerequisites: Dexterity or Strength and Wisdom must both be 13 or higher.

Proficiencies. When you multiclass into the Ranger of the North class, you gain the following proficiencies:Light armor and Longsword


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