Wasteland Wanderer
Wasteland Wanderer Magic
Starting at 3rd level, you learn an additional spell when
you reach certain levels in this class, as shown in the
Wasteland Wanderer Spells table. The spell counts as
a ranger spell for you, but it doesn’t count against the
number of ranger spells you know.
Wasteland Wanderer Spells
Ranger Level Spell
3rd purify food and drink
5th aid
9th mass healing word
13th death ward
17th mass cure wounds
Vigilant Guardian At 3rd level, you become harder to ambush and can’t be surprised while in your favored terrain. If a member of your party is surprised at the start of combat, you have advantage on initiative rolls. Additionally, you can use your bonus action to make a Wisdom (Perception) or Intelligence (Investigation) check to notice hidden enemies. If you notice a hidden creature, you can immediately move up to half your speed and make one additional weapon attack against that target, as part of that same bonus action. When you do, you have advantage on the attack and you deal an additional 2d8 damage on a hit. Trail of Trouble Starting at 7th level, while traveling in your favored terrain at a normal pace, you have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores to detect the presence of secret doors and traps. Additionally, you can use your Primeval Awareness feature to focus your senses to unnatural disturbances nearby. For 1 minute per level of the spell slot you expend, you can divine the types of traps to a range of 60 feet, learning how they trigger, and the type of damage they deal. During this time, you also gain resistance to damage dealt by traps you identify with this feature until you finish a short or long rest. Shared Succor At 11th level, when you cast a ranger spell that restores hit points to a creature other than you, treat any dice rolled to determine the hit points regained as having rolled their maximum value, and you regain hit points equal to your Wisdom modifier. Safety in Numbers At 15th level, you gain the ability to use an enemy’s momentum against it. When a creature within 30 feet of you deals damage to anyone other than you, you can use your reaction to grant its target resistance to the attack’s damage and you can make a special weapon attack as part of the same reaction. You have advantage on the attack roll, and if it hits, your target has disadvantage on its next attack roll until the end of its next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Vigilant Guardian At 3rd level, you become harder to ambush and can’t be surprised while in your favored terrain. If a member of your party is surprised at the start of combat, you have advantage on initiative rolls. Additionally, you can use your bonus action to make a Wisdom (Perception) or Intelligence (Investigation) check to notice hidden enemies. If you notice a hidden creature, you can immediately move up to half your speed and make one additional weapon attack against that target, as part of that same bonus action. When you do, you have advantage on the attack and you deal an additional 2d8 damage on a hit. Trail of Trouble Starting at 7th level, while traveling in your favored terrain at a normal pace, you have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores to detect the presence of secret doors and traps. Additionally, you can use your Primeval Awareness feature to focus your senses to unnatural disturbances nearby. For 1 minute per level of the spell slot you expend, you can divine the types of traps to a range of 60 feet, learning how they trigger, and the type of damage they deal. During this time, you also gain resistance to damage dealt by traps you identify with this feature until you finish a short or long rest. Shared Succor At 11th level, when you cast a ranger spell that restores hit points to a creature other than you, treat any dice rolled to determine the hit points regained as having rolled their maximum value, and you regain hit points equal to your Wisdom modifier. Safety in Numbers At 15th level, you gain the ability to use an enemy’s momentum against it. When a creature within 30 feet of you deals damage to anyone other than you, you can use your reaction to grant its target resistance to the attack’s damage and you can make a special weapon attack as part of the same reaction. You have advantage on the attack roll, and if it hits, your target has disadvantage on its next attack roll until the end of its next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.
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