2825225-Ranger Subclasses Vol. 1 - DragonRoc RPG Design 1.0

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RANGER SUBCLASSES

VOLUME I

Featuring 3 new Ranger Archetypes for use in


your games of Dungeons & Dragons 5th edition.
NEW RANGER ARCHETYPES ABOUT DRAGONROC
Rangers are best known as protectors of nature and defenders
of civilizations from looming threats. In this supplement, you
RPG DESIGN
will be introduced to three more archetypes. A noble Roc spent his days working as a delivery agent and on
Archaeologist – Warriors devoted to the preservation of his route lived a charming Dragon. For months they shared
history and who, through its study, learn secrets of time itself. many brief, but pleasant interactions at the entrance to the
They use their knowledge to fortify their abilities and maintain Dragon’s lair. During one such exchange something caught the
the relics of the past. Roc’s keen eye, the Dragon was wearing a T-shirt with the
Light Keeper – In contrast to many rangers who prefer to words “Jocks Machina” emblazoned across the chest. Smiling,
keep to shadows, Light Keepers seek to live their lives in the the Roc said, “Nice shirt” and the dragon replied, “Thanks…
open light of the sun. Harnessing sunlight to bolster themselves, Critter?” From that moment a budding friendship grew, their
they fight to cast out any darkness that seeks to enshroud the conversations becoming more than could be contained to their
world.
brief meetings. A handwritten letter and a few emails later, and
Weave Guardian – Wardens of the magical essence that they were off to becoming closer than kin…
permeates throughout all existence. They feel the weave’s
presence in all things and learn to channel its raw power to This is the story of how René met Daniel. Beginning with a
guard against any who would threaten its balance. shared love of a show featuring some “nerdy ass voice actors”,
they soon found they had far more in common, both in and
outside the world of Dungeons & Dragons. Sharing their
ABOUT THIS SUPPLEMENT “homebrew” musings with one another transformed into a
This is the third installment in a series of supplements from deeply rewarding collaborative partnership of writing new ones
DragonRoc RPG Design, each of which focuses on one of the together. Under the name of DragonRoc RPG Design they are
classes from Dungeons & Dragons 5th Edition, offering new beginning to share the fruits of their labors with the TTRPG
subclasses and additional optional features. community in hopes that others may enjoy playing with their
creations.
TABLE OF CONTENTS In addition to designing content born of their own
Ranger Archetypes imaginations, René and Daniel enjoy collaborating with others.
Archaeologist ......................................................... 2 They offer their skills and knowledge as consultants helping
Light Keeper .......................................................... 3 others seeking to create content in the D&D/TTRPG space and
Weave Guardian ................................................... 4 are also available to make custom designs on a commission
basis.
CREDITS
Designers: Daniel Lieberman & René Beauregard
Editor: David Ansell
Special Thanks: Jennifer Babu, Aerial Beauregard, Rachel
Beauregard, Jordan “Casual” Campbell, Jackie Deex, Orlijn
M. Knapp, Karly Larissa, Taylor Levanti, Kierin McNeill,
Randy Noble, Billy Seguire, QueerventureTime.
Cover Art: The front cover image was assembled by Rachel
Beauregard of badduckdesign using elements sourced
royalty free from https://www.123rf.com/ .

Follow us on social media


Instagram: @DragonRocRPGDesign
Twitter: @DragonRocRPG
Facebook: @DragonRocRPG
Contact us by email
dragonroc.rpgdesign@gmail.com

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2022 by Daniel Lieberman and René Beauregard and published under the Community Content Agreement for Dungeon
Masters Guild.

Ranger Subclasses Volume I - version 1.0 DragonRoc RPG Design


ARCHAEOLOGIST SANDS OF TIME
11th-level Archaeologist feature
While many rangers feel a strong connection to the natural Your ever-deepening connections to the past grant you kinship
world, which they draw upon to fuel their magical abilities, for with the flow of time itself, even granting the ability to briefly
the archaeologist this connection extends to the passage of time alter the ways others experience its passage, as you cause the
itself. They are students of history, who seek out the relics and sands of their own lifetime to fall a little slower. You know the
knowledge of ancient civilizations, learning from them and slow spell. It doesn’t count against the number of ranger spells
serving as guardians of the legacies of the past. you know and you can cast it without a material component.
ARCHAEOLOGIST MAGIC You can also cast it once without a spell slot, and you regain the
3rd-level Archaeologist feature ability to do so when you finish a long rest.
You learn an additional spell when you reach certain levels in Whenever you cast this spell, you can modify it so it does not
this class, as shown in the Archaeologist Spells table. The spell require concentration. If you do so, the spell only targets one
counts as a ranger spell for you, but it doesn’t count against the creature.
number of ranger spells you know. IMMEMORIAL SKIRMISHER
ARCHAEOLOGIST SPELLS 15th-level Archaeologist feature
Ranger Level Spell You have studied the exploits, traditions and tactics of history’s
greatest warriors, granting greater insight in the ways of war and
3rd comprehend languages allowing you to better anticipate your enemy’s attacks. When a
5th knock creature hits you with an attack, you can use your reaction to add
your Wisdom modifier to your AC for that attack, potentially
9th speak with dead causing the attack to miss you. If the attack then misses, you
13th stone shape may make a weapon attack against that creature as part of the
same reaction if they are in range of a weapon you are currently
17th legend lore wielding. If your attack hits, it automatically counts as a critical
hit.
STUDIOUS DISCOVERY You can use this feature a number of times equal to your
3rd-level Archaeologist feature proficiency bonus. You regain all expended uses after a long
You gain proficiency in the History and Investigation skills if rest.
you don’t already have it. Your proficiency bonus is doubled for
ARCHAEOLOGIST’S SUPPLIES
any ability check you make that uses either of those
cost 12gp weight. 18 lbs
proficiencies.
A selection of both common and specialized tools, well
In addition, you have assembled your own set of suited to the discovery, recovery and analysis of historical
archaeologist’s supplies with which you gain proficiency. You artifacts and relics.
also gain proficiency with one of the following additional tools
of your choice: carpenter’s tools, cartographer’s tools, jeweler’s Components. Archaeologist’s supplies include a shovel,
tools, mason’s tools, potter’s tools, tinker’s tools, thieves’ tools, a pickaxe, a dustpan, a bucket, a magnifying glass, a
woodcarver’s tools. notebook and writing utensils, as well as a variety of
sieves, spades, trowels, brushes, small picks and blades.
DUSTS OF THE PAST History, Investigation. You specialize in the discovery,
3rd-level Archaeologist feature examination and analysis of historical objects, structures
Be it simply the remaining soil and dirt from your last dig or the and ruins.
sands of time themselves, in battle your weapon strikes seem to Athletics, Survival. Your skillful use of these tools
cast dust in the air, potentially briefly blinding your enemies. makes you extremely efficient at excavation and adept at
Once on each of your turns, when you hit a creature with a safely navigating ruins and other potentially unstable areas
weapon attack you can force the target to make a Dexterity and structures.
saving throw against your spell save DC. On a failure, they are Hidden Discovery. Whenever you make a Wisdom
blinded until the end of their next turn. (Perception) or Intelligence (Investigation) check to
attempt to discover hidden doors, rooms, compartments or
ARCANE HISTORIAN passageways, if you use your archaeologist supplies you
7th-level Archaeologist feature can treat a d20 roll of 9 or lower as a 10.
Many ancient societies, some long forgotten by most, had deep Activity DC
and rich traditions of arcane mastery. Your study of such
cultures has granted you a greater understanding of arcane Determine an object’s or structure’s approximate age 10
practice. You can cast any ranger spell you know as a ritual if Assess a ruin’s structural stability 15
that spell has the ritual tag. You also learn to cast the identify
spell but only as a ritual. Safely recover a buried relic/object Varies
In addition, you can use spell scrolls to cast spells that are not
on the ranger spell list. *Designer’s Note. To get the most out of your tool proficiencies and for how to use
them together with your skill proficiencies, see page 78 of Xanathar’s Guide to
Everything.

Ranger Subclasses Volume I - version 1.0 DragonRoc RPG Design


LIGHT KEEPER SUNLIGHT BEACON
15th-level Light Keeper feature
While paladins and clerics are reverent to the gods they claim Your ability to tap into the power of the sun enables you to
are responsible for creation, Light Keepers revere the sun and allow it to burst out of you defensively. When you are hit by an
the bounties it provides. These rangers take a stand at preserving attack, you can use your reaction to emit pure white light. Every
the natural order, fending off darkness and those who strive to hostile creature in a 30-foot radius of you must make a
black out the light of the world. Wherever shadows creep, they Constitution saving throw against your spell save DC or be
endeavor to remove them with brilliant illumination. blinded for 1 minute. A creature blinded by this effect makes
another Constitution saving throw at the end of each of its turns.
LIGHT KEEPER MAGIC On a successful save, it is no longer blinded.
3rd-level Light Keeper feature Once you use this ability, you cannot do so again until you
You learn the light cantrip if you don’t already know it. finish a short or long rest.
You will also learn an additional spell when you reach certain
levels in this class, as shown in the Light Keeper Spells table.
The spell counts as a ranger spell for you, but it doesn’t count
against the number of ranger spells you know.
LIGHT KEEPER SPELLS
Ranger Level Spell
3rd light, guiding bolt
5th branding smite
9th daylight
13th aura of life
17th dawn

LUMINOSITY
3rd-level Light Keeper feature
You can harness the power of the sun. When you are in bright
light you gain the following benefits:
• You gain a +1 bonus to your AC.
• Your weapon attacks deal an additional 1d4 radiant damage.
• You add a d4 on all Wisdom-based ability checks and saving
throws.

SHADOWS BANE
7th-level Light Keeper feature
Your brilliance shines brighter than all others. You can cast light
as a bonus action, and if you do so on or in an area affected by
magical darkness created by a spell of 3rd level or lower, the
spell that created the darkness is dispelled.
You can do this a number of times equal to your proficiency
modifier. You regain all expended uses after a long rest.

PROTECTIVE AURORA
11th-level Light Keeper feature
You know the sanctuary spell. It doesn’t count against the
number of ranger spells you know and you can cast it without a
material component and without expending a spell slot. You can
do so a number of times equal to your Wisdom modifier
(minimum of once), and you regain all expended uses when you
finish a long rest.
In addition, creatures warded by a sanctuary spell cast by you
shed bright light in a 10-foot radius and dim light for an
additional 10 feet while the spell is active. Any creature that
passes its Wisdom save and damages a warded target
immediately takes radiant damage equal to your proficiency
modifier.

Ranger Subclasses Volume I - version 1.0 DragonRoc RPG Design


WEAVE GUARDIAN RENDING ARC
7th-level Weave Guardian feature
Sworn protectors of the weave of magic itself, Weave Guardians Your connection to the weave further enhances your combat
see and feel its presence in all things, viewing it as a living force abilities, wreathing the weapons you wield in magical energy
that connects and flows through all existence. This and allowing you to send blasts of raw magic arcing forth. You
understanding and the depth of their connection to the weave, learn the eldritch blast cantrip, which counts as a ranger spell for
grants them knowledge of it in some ways beyond that of you but as a cantrip doesn’t count against the number of ranger
spellcasters with far greater magical power. They seek to find spells you know. If you are wielding a magic weapon that has a
and preserve balance both in that great, ever-present power for +1, +2 or +3 bonus to attack and damage rolls, that bonus
which they have such reverence and in themselves. If that applies to the spell attack and damage rolls of the eldritch blast
balance is ever threatened they are fierce warriors, wielding cantrip as well.
magic alongside weapons. Any creature who abuses the gifts of
magic and thereby endangers the balance of the weave, should DISRUPTIVE STRIKE
fear the wrath of a Weave Guardian as they are particularly 11th-level Weave Guardian feature
skilled at combating the use of magic, tapping into the very
You learn ways to disrupt or even sever the link between the
fabric of the weave to disrupt others’ connection to it or to
weave itself and objects, creatures, and even focused spellcasters
unleash its raw power themselves…
currently carrying some form of magical charge. Whenever you
damage a creature that is concentrating on a spell with your
WEAVE GUARDIAN MAGIC Surge of Mystra feature, that creature has disadvantage on the
3rd-level Weave Guardian feature saving throw it makes to maintain its concentration.
You learn the prestidigitation cantrip if you don’t already know In addition, when you hit a creature or object with a weapon
it. attack, you can use your bonus action to have the attack deal
You will also learn an additional spell when you reach certain additional force damage equal to your ranger level and cast the
levels in this class, as shown in the Weave Guardian Spells dispel magic spell against the target.
table. The spell counts as a ranger spell for you, but it doesn’t Once you use this bonus action, you can't use it again until you
count against the number of ranger spells you know. finish a long rest, unless you expend spell slot of 3rd-level or
higher to use it again.
WEAVE GUARDIAN SPELLS
Ranger Level Spell MASTERFUL ATTUNEMENT
15th-level Weave Guardian feature
3rd prestidigitation, shield
You ignore all class, race, and level requirements on the use of
5th magic weapon magic items.
9th counterspell You also gain the ability to, if you choose, attune to a magic
item you are holding as a single action, as opposed to the
13th dimension door
normally required short rest, but doing so immediately ends your
17th circle of power attunement to all other items you are currently attuned to. If you
attempt to attune to an item this way that another creature is
PULSE OF THE WEAVE currently attuned to, you and that creature both immediately
3rd-level Weave Guardian feature suffer 2d10 psychic damage and must make contested
You gain proficiency in the Arcana skill if you don’t already Intelligence (Arcana) checks. If you win, you successfully attune
have it and your proficiency bonus is doubled for any check you to the item and the other creature’s attunement to the item, and
make using it. When casting spells, you no longer need to all other magic items it was attuned to at that time, immediately
provide material components that do not have a specified cost as ends. If the creature wins, it maintains its attunements and you
your connection and understanding of the weave of magic still lose attunement to any items you were attuned to. In the
allows you to use the weave itself as a spellcasting focus (as event of a tie, you fail to attune to the item, but both you and the
described in chapter 10 of the Players Handbook). creature maintain all of your present attunements.
In addition, you learn the detect magic spell and it counts as a
ranger spell for you, but doesn’t count against the number of
ranger spells you know. You can cast it without expending a
spell slot a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.

SURGE OF MYSTRA
3rd-level Weave Guardian feature
Once per turn when you hit with a spell or weapon attack, you
can deal an extra 1d4 force damage. The extra damage increases
to ld6 when you reach 11th level in this class.

Ranger Subclasses Volume I - version 1.0 DragonRoc RPG Design

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