Posted on 1 Comment

Survivalist Ranger Archetype | New Player Option for Fifth Edition

At 3rd level, a ranger gains the Ranger Archetype feature. The following Survivalist option is available to a ranger, in addition to those normally offered.

Survivalist

The survivalist a lone wolf, an outcast, a one-person-army. They excel as outsiders and are masters at vanishing into the wilderness for extended periods of time. Survivalist rangers are often found placed behind enemy lines, where their ability to blend in with their surroundings makes them dangerous foes.

Survivalist Magic

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

Survivalist Spells
Ranger Level Spell
3rd purify food and drink
5th pass without trace
9th Leomund’s tiny hut
13th freedom of movement
17th commune with nature

Wisdom of the Wild

Starting when you take this archetype at 3rd level, choose one skill in which you have proficiency. When you make an ability check using that skill, you can add a bonus to the check equal to your Wisdom modifier even if the check already benefits from your Wisdom modifier.

The Hidden

At 3rd level, you are an expert at attacking targets that can’t see you. Once per round, when you hit a creature that can’t see you with a weapon attack, the creature takes an additional 1d8 damage of the weapon’s type. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after you finish a long rest.

Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saving throws, you can choose to gain proficiency in Intelligence or Charisma saving throws instead.

Ambusher’s Reflexes

Starting at 11th level, at the start of your first turn of each combat on initiative count 20 (losing any initiative ties), you can make a single weapon attack against a target that you can see. This extra attack is in addition to any actions you take during your normal initiative count.

Improved Vanish

At 15th level, when you use your action or bonus action to take the Hide action, you gain a bonus to your AC equal to your Wisdom modifier (minimum of +1) until the start of your next turn.


ranger-300

Get this PDF and over 50 more when you become a patron of DMDave.


Want FREE Monthly Adventures?

DMDave’s Adventure Club sends you FREE adventures every month, plus another one when you sign up.

All of these adventures are:

  • 100% Fifth Edition compatible
  • Professionally produced
  • In easy-to-print PDF format
  • Created by DMDave

Learn more about DMDave’s Monthly Adventure Club by clicking the link below.

Get FREE Monthly Adventures

Thumbnail art by Shutterstock

Posted on Leave a comment

Roguish Feats | New Player Options for Fifth Edition

If you haven’t heard the news, requests are back on over on my Patreon. The first set of requests I got came from longtime DMDave fan and Patron, Charlie R.

Cool if I can get a feat for throwing daggers or other throwing items? It would work like crossbow expert where you would get advantage on throw attacks and the damage die would go up by one, and even if its a bonus action attack you can use a mod or something like that. And for the next one would be something that boosts finesse weapons in some way.

Sounds fun! Since both feats fit with “assassin” type characters, I figured I’d call them “feats for rogues.” Of course, any character is free to use them any way they like. Dex-based monks, rangers, and fighters will benefit greatly from these feats, too. Also, I wanted to make sure that the feats still worked with other feats, so I tried to avoid duplication of feat benefits and class features.

 

Nimble

Prerequisite: Dexterity 13 or higher

When you take the Disengage or Dodge action, you gain a bonus to your AC equal to your proficiency bonus until the start of your next turn. You lose this benefit if you are incapacitated or if your speed drops to 0.

 

Offensive Duelist

Prerequisite: Dexterity 13 or higher

When a creature misses you with a melee attack, you can use your reaction to make an attack with a light melee weapon against the creature.

 

Reactive

Prerequisite: Dexterity 13 or higher

During the first round of combat, you can use your bonus action to make a single weapon attack against a creature that hasn’t taken a turn in combat yet.

 

Thrown Weapon Master

Almost any weapon that you are proficient with becomes a ranged danger in your hands. You gain the following benefits:

  • All weapons that you are proficient with gain the thrown weapon property (range 20/60) when you wield them, so long as the weapon does not have the heavy or two-handed properties.
  • The normal range for your thrown weapons increases by 10 ft. and the long range increases by 20 ft. This excludes any weapons that gain the thrown weapon property from this feat.
  • You can use your Dexterity instead of Strength for the attack and damage rolls of your thrown weapons even if the weapon lacks the finesse property.

Have a Request?

Patrons of certain tiers get monthly requests. Not only do they get their dream Fifth Edition content made, but the final content appears in BroadSword Monthly.

Check out DMDave’s Patreon!

Art by Wizards of the Coast.

Posted on Leave a comment

Psychohunter | New Ranger Conclave for Fifth Edition

At 3rd level, a ranger gains the Ranger Archetype feature. The following Psychohunter option is available to a ranger, in addition to those normally offered.

Psychohunter

Psychohunters stalk the world searching for their favored prey: psionic beasts and psionicists. Those who wield their minds as weapons learn true fear when they come across a Psychohunter.

Psychohunter Magic

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

Psychohunter Spells

Ranger Level Spell
3rd shield
5th detect thoughts
9th nondetection
13th Otiluke’s resilient sphere
17th scrying

Foe to Psionicists

At 3rd level, you can replace the favored enemy you chose at 1st level with psionicists. You gain the same advantages and benefits against any creature that can use psionics that you would against a normal favored enemy option. Alternatively, you can choose psionicists as your 6th or 14th level favored enemy option.

Mentalist

Also, at 3rd level, you gain one of the following features of your choice.

Psion Slayer. You have advantage on attacks against creatures that are concentrating on powers or spells. In addition, when you hit a creature that is concentrating on a power or spell, the creature takes an extra 1d8 damage. You can deal this extra damage only once per turn.

Psychohunter. Whenever a creature that you can see hits you with a power or spell attack, you can use your reaction to curse the creature. The creature remains cursed as long as you concentrate (as if concentrating on a spell), for up to 1 hour. While cursed, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. Also, once per turn, you can deal an additional 1d8 damage when you hit the target with a weapon attack. If the target drops to 0 hit points, travels to another plane of existence, has a remove curse spell or similar effect cast upon it, or you use this feature to curse another creature, the effect ends for it.

Tenacious Target. When a creature within 30 feet of you hits or misses you with a power or spell attack, you use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Psychic Defense

At 7th level, you gain one of the following features of your choice.

Intellect Fortress. You gain resistance to psychic damage, and you have advantage on saving throws against being stunned or paralyzed.

Thought Shield. You can deflect psychic or force damage when you are hit by a spell attack or magic effect as a reaction. When you do so, the damage you take from the attack is reduced by an amount equal to your Wisdom modifier + your ranger level.

Tower of Iron Will. Whenever you make a Wisdom saving throw, you can treat a d20 result of 9 or lower as a 10.

Psychic Dueling

At 11th level, you gain one of the following features of your choice.

Disruption. You can use your action to make a special attack against a target that you can see within 30 feet of you. Make a single weapon attack against the target. If the attack hits, the target takes an additional 3d6 damage and it must succeed on an Intelligence saving throw or the target can’t manifest powers or cast spells until the start of your next turn.

Psychic Feedback. Whenever you take psychic or force damage, you can use your reaction to immediately reflect the damage back on your foes. Each creature of your choice within 10 feet of you takes psychic damage equal to your Wisdom modifier. If you have the Thought Shield feature, you can use this feature as part of the same reaction.

Psychic Storage. Whenever you succeed on a saving throw against a psionic power, enchantment or illusion spell, or any power or spell that deals psychic or force damage (even if you took damage), you can use your reaction to temporarily store the energy in one melee weapon of your choice. Until the next time you hit a target with the chosen weapon, you have advantage on attack rolls with the weapon. When you hit a target with the weapon, you deal an additional 2d6 psychic damage and the stored energy is released. Otherwise, the energy remains stored within the weapon as long as you concentrate on it (as if concentrating on a spell), up to 1 minute.

Superior Psychic Defense

At 15th level, you gain one of the following features of your choice.

Avoidance. When you are subjected to a magical or psionic effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Psion’s Bane. You have immunity to psychic damage, and you gain immunity to any effect that would read your emotions or your thoughts, divination spells, and the charmed and frightened condition.


Psionics: A New Book by DMDave

Towards the end of this month, this entry along with many others will be included in a new book titled Psionics. Patrons at all levels will have first access to this.

Check out DMDave’s Patreon

Art by Wizards of the Coast.

Posted on 7 Comments

Ranger Falconer Archetype | New Player Option for Dungeons & Dragons Fifth Edition

This entry is part of the Dungeon.Dude Promotional Campaign on Instagram. Together, the Instagram D&D Community helped Dungeon.Dude, a hard-working artist, get over 2,100 followers! Outstanding job, folks!

If you’d like to see the first batch, check out:

Playtest Content

The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by
final game design and editing. They aren’t officially part of the game.

Constructive feedback is welcome and appreciated in either comments or social media. If you can give me a valid reason with examples why something is off, 9/10 I’m likely to make changes to the content and credit you for doing so. Otherwise, feedback without anything to back it up gets ignored (or at most a smile emoji like this 🙂 ) Thanks!

Design Notes

Here are my notes for this build.

Before the Build

This is one I’ve been looking forward to because it’s just so niche but also such a cool idea. In my opinion (and a whole lot of other folks from what I understand) Rangers are a little underpowered. There have been a few fixes here and there kicking around the internet, but the general feeling is still a little “blah”, especially when it comes to pet companion rangers.

I’ll say this: from a game designer standpoint, the rules for companions make sense. If it could attack without your action or sharing one of your attacks the action economy would be pretty busted, especially for a tier 1 feature. Suddenly, Beast Master rangers would go from being one of the most “eh” features in the game to one of the most OP ones.

Anyways, all that aside, here is what I expect to do with this build:

  • Emphasize a particular beast companion, a falcon. Obviously.
  • Later features in the build will reflect on improving the relationship between the ranger and its falcon companion. Currently, the features make plenty of sense. Exceptional training boosts its action economy. Bestial Fury gives your creature multiattack. And Share Spells lets you share spells. Super obvious stuff.
  • There will be a bigger emphasis on utility with the falconer versus having a back-up defensive/offensive companion. In other words, the falcon will be more of a helper than a tag team partner.

After the Build

This one was pretty easy to make, mostly because I knew exactly what I wanted it to do and how I wanted to do it. Plus, a lot of the features, as you’ll quickly be able to tell, are borrowed from a lot of what already exists. Also, the subclass heavily assumes that the falconer will rely on ranged attacks, although it does have quite a few features that work at close range. However, the abilities nullify a character’s need to pick up the Sharpshooter feet, instead allowing them to boost their other abilities.

The 3rd level beast companion block is straight out of the ranger traits, so that was easy. Just had to change some of the language. On notable I change I made was jacking up its hit points to 5x the ranger’s level instead of 1 to account for its low CR.

At 7th, I wanted the falcon to work more as a forward position on the battlefield than an extra attack, effectively giving the ranger bonuses on its attacks and utility. The falcon can spot targets for the ranger, disarm creatures, and even create distractions while up close and personal. Each of these effects are roughly in line with what the falcon would normally be able to do anyways with no change to respective action economy, but a little more specialized.

The 11th level feature gives the falcon a reaction based attack it can use to temporarily stop ranged attackers and spellcasters. It works similar to the Monster Hunter’s 11th level ability except a) it deals damage (not a lot, mind you, since at 11th level the falcon can only deal 5 damage or 10 with a crit) and b) still requires the creature to make a “concentration style” saving throw which is potentially worse than what the ranger’s spellcasting save would be at that level.

Finally, at 15th, the falcon and the ranger can merge souls, turning the ranger into a flying, shooting, dodging machine. Compared to other 15th level abilities, this one shouldn’t be too rough, and may even be a little underpowered compared to some. It gives the ranger an incredible fly speed, certainly, but that fly speed lasts for only 1 minute. Also, the ranger gets all the same ranged bonuses that it would get while using its Eye of the Falcon feature (minus the ability to see behind full cover). And the ranger can use its reaction to barrel roll out of the way when someone tries to hit it with a ranged weapon attack. This is meant to be the ranger’s blitz power, sort of a “hold my beer” power that the ranger whips out when it’s time to whoop that ass.

falconer

Ranger Archetype

At 3rd level, a ranger gains the Ranger Archetype feature. The following Falconer option is available to a ranger, in addition to those normally offered.

Falconer

Taking on the Falconer archetype means taking on a falcon as a beast companion. Your falcon is a helper, using its strengths to overcome your weaknesses and vice versa.

Bond of the Falcon

At 3rd level, you gain a falcon companion that accompanies you on your adventurers and is trained to fight alongside you, using the hawk/falcon stat block in appendix D of the PHB. Add your proficiency bonus to the falcon’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals five times your ranger level. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The falcon obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you verbally command the falcon where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

If you are incapacitated or absent, the falcon acts on its own, focusing on protecting you and itself. The falcon never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with the beast, you can move stealthily at a normal pace.

If the falcon dies, you can obtain a new falcon by spending 8 hours magically bonding with a falcon that isn’t hostile to you and that meets the requirements.

Eye of the Falcon

As a bonus action, you can magically see through your falcon’s eyes and hear what it hears until the start of your next turn, gaining the benefits of its Keen Sight trait as you do. If you have special senses such as darkvision or truesight, the falcon gains the same special senses for the duration. While you gain access to your falcon’s senses, you and your falcon gain the following benefits:

  • If your falcon can see a target that is within the long range of your ranged weapon attack, attacking that creature at that distance doesn’t impose disadvantage on your ranged weapon attack rolls.
  • If your falcon can clearly see a target even if you can’t, your weapon attacks ignore all cover against the target so long as your ranged attacks are feasibly able to reach it. For example, the target has full cover while standing behind an 8-foot wall. If your falcon can see it, you can fire an arrow from your longbow at a high arc in order to hit the target from above.
  • You have advantage on an attack roll against a creature if your falcon is within 5 feet of a creature and both are either within reach of your melee weapon attack or normal range on your ranged weapon attack and the falcon isn’t incapacitated.
  • You can use your action to command your falcon to make a talon attack to steal a weapon or another item weighing no more than 35 pounds from a target’s grasp. Your falcon makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the falcon wins the contest, the attack causes no damage or other ill effects, but the falcon takes the item away from the creature, holding it in its talons. The falcon cannot uses its talons to attack while it is carrying the item and the falcon can drop the item on its turn requiring no action. The falcon has disadvantage on the attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is a Large or larger creature.

Talons of the Falcon

By 11th level, you’ve trained your falcon to spot potential dangers on the battlefield and quickly react to them. When you see a creature within 30 feet of your falcon casting a spell or making a ranged attack, you can use your reaction to command your falcon to use its reaction to move up to half its fly speed and attack the creature if it can reach it. If the attack hits, the attack deals damage as normal and the creature must succeed on a Constitution saving throw against a DC of 10 + the damage taken. On a failed save, its spell or attack fails and the action, bonus action, or reaction it used to cast the spell or make the attack is wasted.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Spirit of the Falcon

At 15th level, as an action, you can command your falcon to magically bond with you. To do so, it must be within 5 feet of you. Once it bonds with you, your falcon flies into your chest and temporarily disappears, granting you the following benefits for 1 minute:

  • You gain a fly speed of 60 ft.
  • You have advantage on Wisdom (Perception) checks that rely on sight.
  • While you are flying, whenever a creature that you can see makes a ranged attack roll against you and doesn’t have advantage on the roll, you can use your reaction to add +2 to your AC against the attack. You must use this benefit before you know the outcome of the attack roll.
  • Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls. And your ranged weapon attacks ignore half cover and three-quarters cover.

At the end the duration, your falcon reappears in an unoccupied space within 5 feet of you. Once you use this feature, you can’t use it again until you finish a long rest.

Like it? Share it!

I love making stuff like this, and the best way for me to keep going is to get more people to see it! So SHARE SHARE SHARE simply by clicking one of those social media buttons below.

And if you aren’t already, see the development of these classes and join in on the fun games and contests by following me on Instagram.

See you soon!

Next: Rogue Dwarven Demolitionist

Art by AtArts on DeviantArt