Will Moon’s Ranger

Ranger

Hit Points

Your hit die is a 1d10

Hit Points at 1st Level: 10 + Con Mod

Hit Points at  Higher Levels: 1d10 (or 6) + your Con Mod

Proficiencies

Saving throws: Dex and wisdom 

Weapons: simple weapons, martial ranged weapons, short swords, and simitars

Armor: Light and Medium armor

Other Proficiencies: Navigator’s tools

Skills: You get the Survival skill and the choice of 2 skills from: Animal Handling, Athletics, Intimidation, Investigation, Nature, Perception, and Stealth.

Equipment

  • Leather or Scale Mail

  • Two Short Swords  or one simple and one ranger trained martial weapon

  • Explorer’s Pack or Dungeoneer’s pack

  • A Long Bow with a quiver of 20 Arrows or 2 Hand crossbows with 20 bolts

Uncanny Focus Chart 

LvlU.F Die

1)1d610)1d819)1d12

2)1d611)1d1020)1d12

3)1d612)1d10

4)1d613)1d10

5)1d614)1d10

6)1d815)1d10

7)1d816)1d12

8)1d817)1d12

9)1d818)1d12

Level 1

Natural Mystique

You gain Proficiency in the Deception or Insight Skill.  Additionally, whenever someone is trying to determine your true intentions (making an insight check), and you are donning your Ranger apparel, they have disadvantage on that skill check.

Trained Survivalist

Your grit and Ranger Training has granted you advantages in areas that other peoples might not have.

  • When foraging for food and water, you take half the regular time to do so.

  • Judging by the stars, and the sun, you can always tell which direction you are facing.

  • Whenever you make a check to track a creature, or determine if a creature has passed through the area in a number of days equal to your Ranger Level, you have advantage on that role.  This only applies when you are not in combat, and the creature could affect the environment in a way that is  noticeable to you.   You learn their exact size, how many of them there are, how long ago they passed through, and if they are of any threat to you or your party.

  • When in the wilderness, you can find useful materials nature has provided for you.  You can determine whether a substance you see, given enough time and enough of that resource, has any special properties and how to apply them.

Uncanny Focus

Being a Ranger isn’t just about blending in, but also about the near mystical ability to ‘get in the zone’.  As a bonus action, you can focus on the situation around you a number of times per  long rest equal to your Wisdom Modifier.  When you activate this ability, it lasts a number of rounds equal to your Proficiency Bonus plus ? your Ranger Level.  When you are in an Uncanny Focus, you get an Uncanny Focus Die, and can add that die to any one roll.  Your Uncanny Focus ends once you have used the Uncanny Focus Die or once the duration has ended.  When the Uncanny Focus ends, you become incapasitated for your next round.  You may only expend one Uncanny Focus Die per round.  You regain all uses of Uncanny Focus once you complete a long rest.

You cannot be in Uncanny focus if you are in a Rage or unconscious.

Level 2

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.  You can’t take a Fighting Style option more than once, even if you later get to choose again. 

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Foreboding Presence 

Rangers are a mystery to society.  Maybe it's because of their highly tuned skills, that they seem to appear and disappear without notice, or thier unsettling gaze.  You gain Expertise in your Passive Stealth Skill when not engaging with others.  Additionally, when you are in an Uncanny Focus, you may add your Uncanny Focus Die to intimidation checks without expending the use of that die (if you choose you may spend your U.F. Die while using this extra die to get the bonus of both).

Level 3

Imposing Presence 

As a reaction while in an Uncanny Focus as you are being attacked, you may force the attacker to make a Wisdom save Vs a your Passive Intimidation (you may use the Foreboding Presence ability in conglomeration with this).  On a failed save, the attacker has disadvantage on their attack.  You may use this ability a number of times per long rest equal to your Wisdom Modifier.

Ranger Archetype

At 3rd level, you choose an archetype that you strive to  emulate: The Observer, Nature’s Chosen, or The Slayer, all detailed at the end of the class description.  Your choice grants you features at 3rd level, and again at 7th, 11th, and 17th level.

Level 4

Ability Score improvement

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.

Level 5

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6

Improved Focus

Through using your Uncanny Focus a repeated amount of times, you have learned new ways to use it to your ability.  While in an Uncanny Focus, you now may aim as a bonus action, and have advantage on skill checks you are proficient in.  Additionally, you may now attune to magic items during a short rest instead of only being able to do so during a long rest.

You are able to regain up to half your uses of Uncanny Focus when you take a short rest.

Level 8

Ability Score Improvement 

When you reach 8th level, and again at 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.

Level 9

Quick Thinking

When your Uncanny Focus ends, you may instead use your bonus action to end the Inncapasitated condition.  Once you use this ability, you may not use it again until you complete a long rest.

Level 10

Haunting Whispers

Before you make an Intimidation check, you may have up to any 12 words you speak resonate in someone’s head.  The outcome of the Intimidation check made to trigger this ability determines the lasting effect this ability has on the target.  Once you use this ability, you cannot use it again for a number of days equal to 5 – your Wisdom Modifier, minimum of a short rest.  This ability is meant for fun player and GM interaction, as well as being able to cause interesting circumstances and to promote outside the box thinking.  

Example:  The Ranger approaches the drunken Baron who had previously spilled his mead all over said Ranger.  Grabbing the tunic of the Baron, the Ranger stared into the soul of the Baron and uttered “Your Mother was  a hamster, and your Father Smelt of elderberries.”  From that day on, he was known as the ‘Hamster Baron’, or as ‘The Mad Berry Baron’.

Level 12

Ability Score Improvement 

When you reach 12th level, and again at 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.

Level 13

Cloak of the Ranger

You gain proficiency in the stealth and intimidation skills.  If you already have proficiency in one or both of these skills, you gain expertise in that/ those skills instead.

Level 14

Shroud of Enigma 

As a bonus action, you can now take the hide action, and may hide in plain sight. Additionally, you may gain the benefits of the Pass Without a Trace spell once per Uncanny Focus while in an Uncanny Focus.

Level 15

Spot the Weakness

You have fought against enemies enough to know where to hit where it hurts.  When you roll to hit, your Critical Hit Range is extended to 19-20.

Level 16

Ability Score Improvement 

When you reach 16th level, and again at 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.

Level 18

Ranger’s Sense 

Being such a skilled survivalist, you have trained yourself to see with more than just your eyes.  You gain a blindsight of 30ft, and don’t have disadvantage against attacking creatures that you cannot see provided that you are not deafened.

Level 19

Ability Score Improvement 

When you reach 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.

Level 20

Devastating Blow

You are an unparalleled hunter.  Once on each of your turns, you can add your wisdom or charisma modifier to your attack roll.  Additionally, you can choose to score a critical hit a number of times equal to half of your Wisdom modifier per long rest (rounded down).

Nature’s chosen

Senses of the Wild

You have grown a close connection with nature.  Through spending ample time with plants and animals you have learned that they too can speak.  At 3rd level, yas an action once per long rest  you can gain the benefits of the spells Speak with Plants and Speak with Animals for an hour.  Additionally, you are also able to identify any plant you see, and identify any animal with the Beast type that you see or has left tracks when using this ability. Additionally, you gain expertise in the Survival skill.

Wild Touch

At 7th level, weapon attacks you make now are considered magical sources of damage.  Additionally, damage from your weapons ignore resistances from basic damage types (Bludgeoning, piercing, slashing).

Nature’s Aid

Viewing you as a protector, The Wild has volunteered itself to your aid.  At 11th level when in Uncanny Focus, you can use your action and call upon the wild and ask for it’s help once per short rest.  You may also expend a use of your Uncanny Focus to do 2 of these affects instead of one.  

Swarm of Gnats

  • The target is swarmed by small bugs, and has to make a Wisdom Save on the start of each of it’s turns while you are in Uncanny Focus.  If it fails, it takes 1d6 Psychic damage and has disadvantage on your choice of Saving Throws or Attack Rolls

Nature’s Grasp

  • Vines whip from surrounding trees and roots burst up from the ground to try and hold the target.  The target must make a Strength Saving Throw at the start of each of it’s turns for a minute.  On a failed save, The target takes 1d6 piercing damage and is restrained.

Shifting Terrain

  • At a point you chose within 100ft of you, the earth shifts, cracks, and splits.  Targets in this area must make a Dexterity Saving Throw.  On a failed save they take 2d6 bludgeoning damage and are knocked prone.  This area is now difficult terrain.

Fungal Spores

  • At 5ft cube within 100 feet of you, spores burst into the air from surrounding fauna, causing it hard to breath in that area for 1 minute.  If a creature starts it’s turn in that spot or enters it, it must make a Constitution Saving Throw.  On a failed save, that target is poisoned for 1 minute and takes 1d6 poison damage.

Critter Chaos 

At level 17, your kinship with nature has allowed you to call upon the smaller beasts, insects, and vermin in the local area.  As an action while in Uncanny Focus, you signal the smaller wildlife in a 120ft radius to hinder your foes for a number of rounds equal to ? your Ranger Level.  In the 120 radius, opponents are in rough terrain, and are required to make a Dexterity Saving Throw at the start of each of its turns for the duration.    On a failed save, the targets have disadvantage on d20 rolls and take 2 Uncanny focus dice of damage without having to expend the die.  On a successful save, the target takes half damage.  

As an action, you can spend a use of your Uncanny Focus to deal twice the amount of damage from Critter Chaos for the next round.  

Additionally, you are allowed one free use of Nature’s Aid as an action on your turn.  You are not allowed to expend a use of Uncanny Focus in this way.

The Observer

Keen Eye

At 3rd level, you start to become aware of the lesser knowns of the world, and develop a third-eye.  You gain darkvision if you don’t already have it, along with expertise in the perception skill.  As an action once per long rest while in Uncanny Focus, you can gain the benefits of the See Invisibility spell for an hour.  

Combat Awareness

At level 7, your third eye grants you the abilities that take others ample amounts of time to gain.  You gain the Alert Feat.  In addition to this, you have advantage with ranged weapon attacks while in an Uncanny Focus, and at all times also add ? you Ranger level to ranged weapon attacks.  Lastly, when in an Uncanny Focus, you gain advantage on Wisdom Skill Checks.

Eye of the Distant Mind

Your third eye grants you the ability of being able to see beyond the normal capabilities of your humanoid form.  As many times per long rest equal to your charisma modifier, you can gain the benefits of the Scrying spell.  The same rules for the spell apply as if you were casting it.  You may also use this ability to gain the benefits of the Locate Objects or Locate Creature spell.  Each use of this ability only grants you the benefits of one spell at a time.  Conversely, by expending a use of your Uncanny Focus ability, you can gain the benefits of two of these spells one at a time.  The durations for these spells can be no longer than 10 minutes each if you were to do so.

A Glimpse into the Future 

Your eye can now see small glimpses into the future, and grant you the foresight that you might need in tough situations.  At level 17 when you are in an Uncanny focus, you add your Wisdom Modifier to attack and damage rolls.  As a reaction, while you are still in focus, you may expend one use of your uncanny focus to add your wisdom modifier doubled to your AC for that attack.  You gain Proficiency in all Saving Throws and expertise in Dexterity and Wisdom Saves.

The Slayer

Ferocity 

At 3rd level when you choose this path, your body becomes a target for your focus, allowing yourself to become stronger, faster, or tankier than you normally would be.  As an action while in Uncanny Focus, you gain the benefits from the Enhance Ability or Haste spell. The spell effects last as long as they normally would as if they were cast.

Imposing Strike

At 7th level, you have learned how to manipulate situations to your advantage.  You gain a bonus to all your damage rolls equal to your Wisdom Modifier while, and treat all 1’s as 2’s.  Once per round while in Uncanny Focus, if a creature is paralized, stunned, grappled, incapasitatee, restrained, or has been affected by your Imposing Presence, you can add your Uncanny focus die to the damage of that roll without expending that die.  

Deep Wounds

At 11th level, you have the ability to hurt your opponents where it matters.  When in your Uncanny focus, after you hit a creature  you can use your current focus die + your Wisdom Modifier to add to the damage of your damage roll.  On all subsequent instances of damage, that creature takes additional damage equal to your Uncanny Focus die for a number of rounds equal to your Proficiency Bonus.  These subsequent dice do not add your wisdom modifier.  Once you use this ability, you may not use it again till you finish a long rest.

System Shock

At 17th level, your savage blows can leave an opponent in a frozen state of pain.  While you are in Uncanny Focus and hit a creature, you may add your uncanny focus die without using it to the damage for this attack.  Secondarily, the target must make a Constitution Saving Throw VS your Ranger DC.  on a failed save, the target is Paralized.  On a successful save, the target takes 4 uncanny focus dice of damage.  The target on a fail can repeat the saving throw at the end of each of it’s turns.  Once you use this ability, you may not use it again until you complete a long rest.

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