How about a giant that teaches a hunter to be a better stalker?
Not all giants are evil, some are simply boisterous, and your master is no different. Orion is a master huntsman who has gift far above mortal men and giants. He has taken you under his wing and provided you with gifts that are amazing and terrible to behold.
Orion’s Own Gifts
At 3rd level, you gain some of the masters power as you train in his stead. You gain advantage on all Strength(athletics) and Wisdom(survival) checks. In addition, you gain the ability to cast waterwalk once per day.
The Gifts of Helios
At 7th level, you gain the gift of healing from the sun itself. Once per day, as a bonus action you may spend as many healing surges as you want healing as normal from each surge.
Gift of Sirius
At 11th level, you gain the gift of survive from the master’s dog. You gain conjure animals as an extra prepared spell. You may also cast conjure animals once per day as a bonus action. that does not require concentration and the animals last for up to eight hours. The animals conjured by this spell still act as if summoned by the spell conjure animals, but you may only conjure an animal that is canine in nature if you cast this spell as a bonus action.
Final Lesson of the Master
At 15th level, you learn exactly what was such a painful lesson for the maters. From now on you can coat your weapons in poison from a scorpion changing all your weapon damage to poison if you choose. In addition, you can a number of time per day equal to your wisdom modifier coat your weapons in Wyvern poison. A creature struck with this weapon must make a Constitution saving throw (DC equal to your spell save DC) taking 30 (10d6) poison damage on a failed save, or half as much damage on a successful one.
It’s Halloween time, so let’s post some Halloween things!
You were born after a holy day or on a day of rest, and that birthright has given you some great powers and some responsibility. You hunt the creatures of the grave. It is not a nice life, but it is one you have been given. You are a feared as revered with a curse that you may never lose.
At 3rd level, you learn the tricks of hurting those that don’t feel pain. When you hit an undead creature with a weapon attack, it is deal an additional 1d8 points of damage. You can deal this extra damage only once per turn.
See the Unseen
At 7th level, you learn to see through the tricks of the undead. Undead have disadvantage on Dexterity(stealth) checks against you and any power or spell cast by an undead that makes them invisible does not work on you. You see all invisible undead as if you had trusight out to 60 feet.
At 11th level, you gain the ability to strike faster than most men or women. When you take the attack action, you may make on addition attack as part of the same action.
Know Their Tricks
At 15th level, you’ve conditioned your body and mind to deal with tricks used by the undead. You have advantage on saving throws against abilities and effects from undead creatures.
When a vampirović he will arise as a vampire after six days if the body is not interned and rituals performed. He will remember who he was, but will still carve blood as a vampire.
Let’s keep the hits going with our Ranger Archetype-the Giant Hunter!
You enjoy a challenge to the point you actively hunt those that could crush you in on hand. You stalk the darkness finding your pray and putting them down. Be it for the thrill of the hunt or to protect your people, you truly stalk the most dangerous game
Fell the Giant
At 3rd level, you gain the ability to hurt those that are larger than you. For each size category that a creature is larger than you, increase the damage dealt to the target by 1d6. You may only deal this extra damage once per turn.
Hard to Hunt the Hunter
At 7th level, it is extremely hard to find you when you don’t want to be found. You gain expertise as a rogue in Dexterity(stealth).
At 11th level, when you make more than one attack against a target in a round and the first attack hits, the second attack deals an extra 2d10 damage to the target.
Stand Toe to Face
At 15th level, when a target larger than you makes an attack or uses an ability against you, you gain a +1 bonus to your AC and saves against that attack or ability for each difference in size between you and the target. As an example a small creature would have a +2 bonus to AC and saves against a large creature.
Back when I played WoW, my favorite class was the ranger. I like traps and pets. We’ve got pets, now how about some traps… Let’s make a level 1 spell to help do that.
Casting Time: bonus action
Range: 50 feet
Components: V, S
Duration: 1 minute
You select a 10 foot by 10 foot area in range. That area is now filled with a small spike trap. It is hidden but can be seen with a Wisdom(perception) or Intelligence(investigate) check (DC equal to your spellcasting DC). The first creature to enter that area must make a Dexterity saving throw. On a failure it is restrained and take 2d6 piercing damage as its feet are impaled by the spikes in the area. On a success, the creature takes half damage and is not restrained.
Now time for the Ranger
You’ve spent time out the wild and have learned how to survive and thrive in the wilderness. Gain the following:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Choose one skill a ranger gains at 1st level. You are now proficient in that skill.
- You gain the Natural Explorer ability of the ranger, but you only gain one favored terrain from this feat.