Daily Punch 6-24-19 Beast of the Field Ranger Archetype for DnD 5e

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!

Beast of the Field

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.

Table: Beast Shapes
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:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as hunters mark, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Human Cunning

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.

Beast body, Human Tactics

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.

Master of the Field

At 15th level, you gain the ability to become a beast, magical beast, or elemental of up to CR 5.

Daily Punch 4-12-18 Orion’s Apprentice Ranger Archetype for DnD 5e

How about a giant that teaches a hunter to be a better stalker?

 

Orion’s Apprentice

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.

Daily Punch 10-28-16 Vampirović Ranger archetype for DnD 5e

It’s Halloween time, so let’s post some Halloween things!

 Vampirović

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.

 

Dead Prey

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.

 

Multiattack

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.

 

Curse

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.

 

Thoughts?

Daily Punch 7-28-16 Giant Hunter Ranger Archetype for DnD 5e

Let’s keep the hits going with our Ranger Archetype-the Giant Hunter!

 

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).

Full Barrage

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.

Daily Punch 1-27-16 Spike Trap spell for DnD 5e

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.

 

Spike Trap

1st-level conjuration

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.

 

 

Thoughts?

Daily Punch 1-15-16 Wild Training feat for DnD 5e

Now time for the Ranger

 

Wild Training

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.

 

Thoughts?