Ranger: Zobeck Scout Archetype
The Free City of Zobeck is a crossroads of trade and a
haven for the resourceful. Some rangers heed the call of
opportunity and follow the urban ranger archetype of the
Zobecker Scout. The majority of such rangers are kobolds,
but a few tall-folk also possess the necessary cunning.
Caustic Alkali. This vial of chemicals is activated by applying it to a surface or an object within reach. At the end of that turn, the surface or object takes 11 (2d10) acid damage and a cloud of poisonous fumes fills a sphere with a 10-foot radius around the application point. This area is heavily obscured. A creature that ends its turn in the cloud or enters it for the first time on a turn becomes poisoned for 1 hour unless it makes a successful Constitution saving throw against your spell save DC. The cloud lasts 1 minute.
Volatile Alkali. This flask of alchemical liquid has a smaller glass vial suspended inside. It’s activated either by placing it somewhere within reach or by throwing it as far as 20 feet away. Once activated, it explodes at the end of that turn. Creatures within 15 feet of the explosion take 27 (6d8) bludgeoning damage and are knocked prone, or take half damage and aren't knocked prone with a successful Dexterity saving throw against your spell save DC.
Sustained Reaction. These two small vials of paste can be combined to start a reaction that gives off energy. Choose one of these energy types when you create the device: acid, cold, fire, or lightning. The device is activated when the paste is applied to one melee weapon or 20 pieces of ammunition. For the next hour, the treated weapon or ammo does an additional 1d6 damage of the chosen energy type on every successful hit.
PULSE OF THE CROSSROADS
When you choose this archetype at 3rd level, you gain the benefits of Natural Explorer while in cities. Additionally, you have advantage on Charisma (Deception and Persuasion) checks made against your favored enemies.MARKET AWARENESS
Also at 3rd level, when you use Primeval Awareness, you can choose one type of item or commodity. This can be a general category such as “poison” or “spices,” or a more specific category such as “wyvern poison” or “saffron.” If you have seen a specific item within 30 feet, you can choose it. If the category or item you choose is present within 1 mile or within the bounds of a city you currently occupy, you are aware of its presence in addition to any creatures revealed by Primeval Awareness.ZOBECKER SCOUT MAGIC
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown below. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.Ranger Level | Spells |
---|---|
3rd | Charm Person |
5th | Knock |
9th | Stinking Cloud |
13th | Fabricate |
17th | Animate Objects |
ALCHEMICAL TALENT
Starting at 7th level, you gain proficiency with alchemist’s supplies. With 1 hour of work and 50 gp worth of materials, you can create a minor alchemical device. The device ceases to function when you use an action to dismantle it or after 24 hours unless you spend 1 hour maintaining the device. If you dismantle the device, you can reclaim and reuse its materials. You can maintain one such device at a time. The number of alchemical devices you can maintain increases by one at 11th level (two devices) and again at 15th level (three devices). Any creature proficient with alchemist’s supplies can use its action to activate one of your devices. When you create a device, choose one of the following options.Caustic Alkali. This vial of chemicals is activated by applying it to a surface or an object within reach. At the end of that turn, the surface or object takes 11 (2d10) acid damage and a cloud of poisonous fumes fills a sphere with a 10-foot radius around the application point. This area is heavily obscured. A creature that ends its turn in the cloud or enters it for the first time on a turn becomes poisoned for 1 hour unless it makes a successful Constitution saving throw against your spell save DC. The cloud lasts 1 minute.
Volatile Alkali. This flask of alchemical liquid has a smaller glass vial suspended inside. It’s activated either by placing it somewhere within reach or by throwing it as far as 20 feet away. Once activated, it explodes at the end of that turn. Creatures within 15 feet of the explosion take 27 (6d8) bludgeoning damage and are knocked prone, or take half damage and aren't knocked prone with a successful Dexterity saving throw against your spell save DC.
Sustained Reaction. These two small vials of paste can be combined to start a reaction that gives off energy. Choose one of these energy types when you create the device: acid, cold, fire, or lightning. The device is activated when the paste is applied to one melee weapon or 20 pieces of ammunition. For the next hour, the treated weapon or ammo does an additional 1d6 damage of the chosen energy type on every successful hit.
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