Martial Ranger - Poultices and Tasha's Extra Features
Additionally to add to the features listed in the Variant Ranger tree above, there is the additional features left out from Tashas and homebrew ranger options selected from previous Ranger offerings.
Canny
Starting at 1st level in Variant Ranger you choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.Favored Terrain
Starting at 2nd level in Variant Ranger you are particularly familiar with one type of environment and are adept at the skills unique to the region. Choose one type of favored terrain listed below: Coast. Swimming no longer costs you extra movement. You can also hold your breath twice as long as you normally can. Desert. You are naturally adapted to hot climates as described in chapter 5 of the Dungeon Master's Guide. You do not suffer from the effects of cover caused by sand storms and can walk on sand as if it was solid ground. Forest. You gain proficiency in Perception and your proficiency bonus is doubled for any ability check you make that uses it. Grassland. Your speed increases by 10 feet. Mountain. Climbing no longer costs you extra movement. Also, you are naturally adapted to high altitude as described in chapter 5 of the Dungeon Master's Guide. Swamp. You gain resistance to poison damage and have advantage on saving throws against disease. Tundra. You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. You automatically succeed on checks in blizards to find your way out. You gain advantage on the cold water and midnight freezing cold saving throws in survival situations. Underdark. You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, you instead gain blindsight with a range of 5 feet whilst in complete darkness underground. Urban. You gain proficiency in Investigation and your proficiency bonus is doubled for any ability check you make that uses it. You also learn to speak, read, and write one humanoid language of your choice. You choose an additional favored terrain type at 6th level, at 10th level and at 14th level.Healing Poultices
At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated wrappings to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).Subclass option: Herbalist for Healing Poultices
Herbalist subclass has added benefits to using Healing Poultices. You can bypass the "The poultices you create cannot be applied by anyone but you" and hand the poultices out to be applied by others. If applied by you it can be done as an action. This is not affected Master of Mortar and Pestle.Vanish
Starting at 6th level, you additionally gain the guile to make tracks of other humanoids and you can’t be tracked by nonmagical means, unless you choose to leave a trail. Additionally, if you are hidden when you roll initiative, making an attack during the first round of combat does not reveal your location if you otherwise fulfill the conditions needed to hide.Remove these ads. Join the Worldbuilders Guild
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