Homebrew:Wasteland Wanderer: Difference between revisions

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[[file:burghal explorer.jpg|right|thumb|500px]]
[[file:wasteland wanderer.jpg|right|thumb|500px]]
{{sidebar|title=Expanded Natural Explorer Option|content1class=left|content1=Because some rangers, like burghal explorers, are most at home in cities, the favored terrain options for the Natural Explorer feature have been expanded to include urban environments. Any ranger can add urban environments as a type of favored terrain at 1st, 6th, or 10th level instead of choosing from the options in the ''Player's Handbook''.}}
{{ooc note|This is an implementation of the Wasteland Wanderer subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the Burghal Explorer subclass from [[Xanathar's Lost Notes to Everything Else]]}}
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{{base class|ranger|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|ranger|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Burghal Explorers are at home in tight places, making their living as urban bounty hunters or guiding magical search crews through dangerous ruins. Dark slums and ruined cities, choked with thirsty weeds and decorated with crumbling remnants of once-thriving communities, become gathering points for desperate innocents—and for sneak-thieves and bandits who prey on the helpless.
Some worlds thrive with large swathes of the land covered with flora and fauna that can be both beautiful and dangerous. Other lands, or other worlds, become desolate wastelands through cataclysmic occurrences either natural or manufactured.


Burghal Explorers toe the line between the natural forest and cityscapes, moonlighting as vigilantes, or fending off unnatural horrors that reach covetously toward the darkest, deepest plots of land.
Apocalyptic events turn the land into hazardous voids more dangerous than any monster. Only the hardiest life forms survive, and even they are often mutated into hideous reflections of their natural selves.


== Burghal Explorer Magic ==
The Sea of Silt in Dark Sun’s Athas, the Mournlands of Eberron, and the spellplagued areas of {{faerun}} are just some examples in lore.
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Burghal Explorer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
 
Forged in harsh kiln of apocalyptic survival are the Wasteland Wanderer. These rangers of ruin rely on the skills and knowledge they have gathered by surviving the terrible conditions of their world—and often helping others survive as well.
 
== Wasteland Wanderer Magic ==
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wasteland Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.


{| class="wikitable"
{| class="wikitable"
|+ Burghal Explorer Spells
|+ Wasteland Wanderer Spells
! Ranger Level !! Spell
! Ranger Level !! Spell
|-
|-
| style="text-align:center" | 3rd || ''[[spell:find-familiar|find familiar]]''
| style="text-align:center" | 3rd || ''[[spell:purify-food-and-drink|purify food and drink]]''
|-
|-
| style="text-align:center" | 5th || ''[[spell:misty-step|misty step]]''
| style="text-align:center" | 5th || ''[[spell:aid|aid]]''
|-
|-
| style="text-align:center" | 9th || ''[[spell:tongues|tongues]]''
| style="text-align:center" | 9th || ''[[spell:mass-healing-word|mass healing word]]''
|-
|-
| style="text-align:center" | 13th || ''[[spell:faithful-hound|faithful hound]]''
| style="text-align:center" | 13th || ''[[spell:death-ward|death ward]]''
|-
|-
| style="text-align:center" | 17th || ''[[spell:animate-objects|animate objects]]''
| style="text-align:center" | 17th || ''[[spell:mass-cure-wounds|mass cure wounds]]''
|}
|}


== Grazing Strike ==
== Vigilant Guardian ==
At 3rd level, you gain the ability to hinder your foes with your strikes. Whenever you hit a creature with a weapon attack, you can graze your target’s arm, leg, chest, or head (provided it has the body part). When you do, the creature takes an additional 1d4 damage of the weapon’s type and you impose one of the following effects on that target:
At 3rd level, you become harder to ambush and can’t be surprised while in your favored terrain. If a member of your party is surprised at the start of combat, you have advantage on initiative rolls.


;Head.
Additionally, you can use your bonus action to make a Wisdom ({{perception}}) or Intelligence ({{investigation}}) check to notice hidden enemies. If you notice a hidden creature, you can immediately move up to half your speed and make one additional weapon attack against that target, as part of that same bonus action. When you do, you have advantage on the attack and you deal an additional 2d8 damage on a hit.
:It has disadvantage on the next saving throw it makes before the end of its next turn.
;Arm.
:It has disadvantage on the next Strength check or attack roll it makes before the end of its next turn.
;Leg.
:Its movement speed is reduced by 10 feet until the end of its next turn.
;Chest.
:It must succeed on a Strength saving throw. If it fails, you can push it up to 5 feet away from you. If it hits a wall, or other permanent structure as a result of being pushed, it takes an additional 1d6 bludgeoning damage.


== Above and Below ==
== Trail of Trouble ==
At 7th level, you can identify the fastest routes across cityscapes or crumbling ruins, whether the path leads through the sewers below or the roofs above. Climbing and swimming no longer costs you extra movement and you can hold your breath for twice as long as normal.
Starting at 7th level, while traveling in your favored terrain at a normal pace, you have a +5 bonus to your passive Wisdom ({{perception}}) and passive Intelligence ({{investigation}}) scores to detect the presence of secret doors and traps.


In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Additionally, you can use your Primeval Awareness feature to focus your senses to unnatural disturbances nearby. For 1 minute per level of the spell slot you expend, you can divine the types of traps to a range of 60 feet, learning how they trigger, and the type of damage they deal. During this time, you also gain resistance to damage dealt by traps you identify with this feature until you finish a short or long rest.


== Streetwise ==
== Shared Succor ==
At 11th level, you disappear into crowds without hesitation. While you are hidden and moving through a crowd that isn’t hostile to you, you can don a disguise if you have prepared it in advance and you have at least one hand free. Wisdom ({{insight}}) checks to see through this disguise are made with disadvantage.
At 11th level, when you cast a ranger spell that restores hit points to a creature other than you, treat any dice rolled to determine the hit points regained as having rolled their maximum value, and you regain hit points equal to your Wisdom modifier.


Additionally, you can take the Disengage action as a bonus action on your turn. When you do, you can move through the space of any creature that is size Medium or larger and you ignore half cover when you make an attack against another creature.
== Safety in Numbers ==
At 15th level, you gain the ability to use an enemy’s momentum against it. When a creature within 30 feet of you deals damage to anyone other than you, you can use your reaction to grant its target resistance to the attack’s damage and you can make a special weapon attack as part of the same reaction. You have advantage
on the attack roll, and if it hits, your target has disadvantage on its next attack roll until the end of its next turn.


== Close Quarters ==
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.
At 15th level, you always gain the benefits of half cover whenever two or more creatures are within 5 feet of you. As a bonus action while holding a shield, you can grant this to benefit to one of the creatures adjacent to you until the start of your next turn or it moves 10 feet away from you.
[[category:homebrew ranger subclasses|Wasteland Wanderer]]
[[category:homebrew ranger subclasses|Burghal Explorer]]

Revision as of 07:59, 13 June 2023

(OOC: This is an implementation of the Wasteland Wanderer subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Ranger

Some worlds thrive with large swathes of the land covered with flora and fauna that can be both beautiful and dangerous. Other lands, or other worlds, become desolate wastelands through cataclysmic occurrences either natural or manufactured.

Apocalyptic events turn the land into hazardous voids more dangerous than any monster. Only the hardiest life forms survive, and even they are often mutated into hideous reflections of their natural selves.

The Sea of Silt in Dark Sun’s Athas, the Mournlands of Eberron, and the spellplagued areas of Faerûn are just some examples in lore.

Forged in harsh kiln of apocalyptic survival are the Wasteland Wanderer. These rangers of ruin rely on the skills and knowledge they have gathered by surviving the terrible conditions of their world—and often helping others survive as well.

Wasteland Wanderer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wasteland Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Wasteland Wanderer Spells
Ranger Level Spell
3rd purify food and drink
5th aid
9th mass healing word
13th death ward
17th mass cure wounds

Vigilant Guardian

At 3rd level, you become harder to ambush and can’t be surprised while in your favored terrain. If a member of your party is surprised at the start of combat, you have advantage on initiative rolls.

Additionally, you can use your bonus action to make a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) or Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) check to notice hidden enemies. If you notice a hidden creature, you can immediately move up to half your speed and make one additional weapon attack against that target, as part of that same bonus action. When you do, you have advantage on the attack and you deal an additional 2d8 damage on a hit.

Trail of Trouble

Starting at 7th level, while traveling in your favored terrain at a normal pace, you have a +5 bonus to your passive Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) and passive Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) scores to detect the presence of secret doors and traps.

Additionally, you can use your Primeval Awareness feature to focus your senses to unnatural disturbances nearby. For 1 minute per level of the spell slot you expend, you can divine the types of traps to a range of 60 feet, learning how they trigger, and the type of damage they deal. During this time, you also gain resistance to damage dealt by traps you identify with this feature until you finish a short or long rest.

Shared Succor

At 11th level, when you cast a ranger spell that restores hit points to a creature other than you, treat any dice rolled to determine the hit points regained as having rolled their maximum value, and you regain hit points equal to your Wisdom modifier.

Safety in Numbers

At 15th level, you gain the ability to use an enemy’s momentum against it. When a creature within 30 feet of you deals damage to anyone other than you, you can use your reaction to grant its target resistance to the attack’s damage and you can make a special weapon attack as part of the same reaction. You have advantage on the attack roll, and if it hits, your target has disadvantage on its next attack roll until the end of its next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.