This is gonna hurt!
Gutting Strike Feat 2
Barbarian Champion Fighter Ranger
Your critical blow rip deep. When you score a critical hit, the target gains the painful 1 condition, or increases its painful condition by 1.
This is gonna hurt!
Barbarian Champion Fighter Ranger
Your critical blow rip deep. When you score a critical hit, the target gains the painful 1 condition, or increases its painful condition by 1.
Just a quick hit
Barbarian Fighter Flourish Ranger
Prerequisite: You made at least one other strike this turn and will not make another strike after this one
Just a sucker punch. As an action, your weapon gains the agile trait for the next strike, but if you succeed on the hit, you deal minimum damage for the attack.
Thoughts?
Go away!
Barbarian Fighter Monk Ranger
Trigger Any enemy ends its movement adjacent to you
Step off! When an enemy ends it’s turn adjacent to you, you can make a unarmed melee strike against the target.
Thoughts?
I want to get in close, stay close, and hurt people!
Barbarian Fighter Ranger
You are very good at fighting people when they are holding you close. When you are grabbed, you do not count as flat-footed and you automatically succeed at the manipulate check while grabbed. This feat does not affect the restrained condition.
Thoughts?
My players in my home game are running in to trouble because no one there aside from the cleric can force saving throws. Some high AC low save creatures are wrecking them. Let’s help….
Gunslinger Fighter Ranger
Requirements You’re wielding a two loaded firearms or crossbows.
Targets 1 creature
Saving Throw basic Reflex
You quickly blast at one creature throwing enough projectiles down range that it has to dodge the assault or be cut through. You fire both weapons at the target. Roll damage for each weapon separately and deal the lesser of the two to the target.
More fun for the core book ranger-the beast master!
Master of Beasts
prerequisite: beast master ranger archetype
You attract the most diverse followers. Gain one additional beast companion. It must be a different creature than your first creature. If you give a command to one beast, you can choose to have the other beast follow as well.
Thoughts?
Finished the paladin, now the ranger! Off to the hunter.
Huntmaster
prerequisite: hunter ranger archetype
You are a master of the hunt. Gain one additional hunters prey and defensive tactic.
Thoughts?
Missed April fools, but I hae some ideas for some awesome tricks!
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hour
You touch a friendly creature you control. The target transforms into a baby form. Its stats still remain the same except for its weight and size which become normal for a baby of that species. With a free action or reaction you can dispel conceal beast. The spell also ends if the target takes damage or attack another target.
Thoughts?
More devil killers for DnD 5e! Now for the Ranger!
Herne’s Apprentice
Herne hunts his pray long before you were born, and he will do it long after you die. You grew to love the hunt, and wanted to follow the great hunter. Along the way you swore allegiance to the man and his masters, one of these masters was the devil himself. Now, you will use Herne’s training to hunt this master to end the bonds that tie you to that monster!
At 3rd level, you initiate yourself as Herne himself did as a sacrifice for to yourself on a tree. You’re type changes to undead. You gain damage reduction to cold and necrotic damage. You also no longer need to eat or breath.
At 7th level, you grow antlers like your hunter. You gain a magic piercing attack that does 1d8+1 magic piercing damage with which you are proficient. In addition, you gain the wild shape as a druid of your level but you may only change into horned creatures.
At 11th level, you begin to frighten even your enemies. At the start of each round, you can choose to frighten anyone of your choice. Each creature of your choice that is within 50 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute. The DC is equal to 8 + your Charisma modifier + your proficiency. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Even creatures that are normally immune to fear effects only receive advantage on the saving throw.
At 15th level, you gain Herne’s most treasured items. Gain the following below.
Thoughts?
You’ve run so long among the beasts of the field, you have learned how to really run among them. You now know how to become the beast of the field and use that to stalk your prey!
At 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your ranger level determines the beasts you can transform into, as shown in Table: Beast Shapes. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying or swimming speed.
| Level | Max. CR | Limitations | Example |
|---|---|---|---|
| 3rd | 1/2 | No flying or swimming speed | ape |
| 7th | 1 | No flying speed | dire wolf |
| 11th | 3 | — | winter wolf |
| 15th | 5 | you can now become magical beasts | air elemental |
You can stay in a beast shape for a number of hours equal to half your ranger level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
At 7th level, you also add your proficiency bonus as a bonus to the AC of the creature you have changed into in addition to its normal AC bonuses. You can still add the AC bonus of any armor you are wearing to your AC as well.
At 11th level, you add your proficiency to your attack and damage rolls for the shape you are in in addition to the normal attack and damage bonuses the shape has.
At 15th level, you gain the ability to become a beast, magical beast, or elemental of up to CR 5.