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New Character Option: Ranger: Rocborne

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By calling on the spirits of the wind to aid them, rangers of

this archetype can exert a degree of control over both wind


and weather. These skills were passed down from the rocs
to the first Rocborne and continue to live on through the
dedicated instruction of Rocborne elders, both living and
dead. You may be taught these skills or have them passed on
to you through the guidance of Rocborne spirits in whispers,
dreams, or in moments of deep meditation.

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

Rocborne Spells
Ranger Level Spell
3rd feather fall
5th gust of wind
9th lightning bolt
13th ice storm
17th legend lore

GUIDING WIND
Starting at 3rd level, when you make an attack, you can
Rocborne Ranger whisper to the wind to have it aid your strikes. Once on each
of your turns, you can choose to gain one of the following
benefits:

NEW CHARACTER OPTION: y When you hit with a weapon attack, the target takes an

RANGER
extra 1d4 damage of the weapon’s type. When you reach
11th level in this class, the extra damage increases to 1d8.
y When you miss with a weapon attack, you can change
Rangers guard the realms against all manner of evil, both its trajectory to attack a different target up to 5 feet away
natural and unnatural. These intrepid hunters are as capable from the original one and within range of your weapon.
of felling great beasts as they are hiding in plain sight. When you do, your attack roll against the new target is
Masters of tracking and survival skills, rangers are often equal to the original attack roll plus your Wisdom mod-
the first to discover and warn others of impending danger, ifier (minimum of +0). When you reach 11th level in this
calling upon natural magics to aid them in their attempts to class, the new target can be up to 15 feet away as long as
rid the world of corruption. Depending on their origin and it’s still within range of your weapon.
focus, a ranger is just as likely to be seen traversing cursed
swamps as they are to be leaping from rooftops in new and WHISPERS OF KNOWLEDGE
mysterious planes of existence.
Also at 3rd level, you can seek knowledge through medi-

ROCBORNE tation by calling upon the spirits carried on the wind. You
can spend 10 minutes communing with these spirits to gain
The Rocborne are nomads of the sky who travel the world on proficiency in one skill or tool of your choice that you don’t
the backs of ancestral rocs. These travelers understand that already have proficiency in, as a traveling spirit shares its
the air and wind aren’t just one force but the collective effort knowledge with you. You lose this proficiency the next time
of untold numbers of spirits that are carried along by it. By you use this feature or finish a short or long rest.
listening to the wind the same way a medium beckons to the You can use this feature a number of times equal to your
dead, a Rocborne can learn more about the weather, their Wisdom modifier (a minimum of once). You regain all ex-
path forward, and even themselves. Many Rocborne grow up pended uses when you finish a long rest.
and live in this culture for their entire lives, but some have
been known to begin their own journeys. Alternatively, your WINDSWEPT
path may have been crossed by a powerful windborne spirit By 7th level, the wind clears a path for you and ushers you
later on in life, allowing you to suddenly feel and heed the forward. Your walking speed increases by 5 feet, you ignore
guiding wind inside you.

10 THE GRIFFON'S SADDLEBAG


any movement penalty caused by strong wind, and you can’t
be pushed because of strong wind against your will.
In addition, you have resistance to cold damage, and
you’re acclimated to high altitudes, including elevations
above 20,000 feet.

SOAR
At 11th level, you can use a bonus action immediately after
you make a running jump to grow a pair of spectral, roc-like
wings that last until the end of your next turn or until you
touch the ground again. While the wings are present, you
have a flying speed equal to your walking speed.

HURRICANE
At 15th level, your connection to the wind is so strong that
its spirits can come to your defense as a magical, buffeting
tempest. When you take damage, you can use your reaction
to give yourself resistance to that damage, or take no damage
instead if it was falling damage. When you do, each creature
of your choice within 15 feet of you must make a Strength
saving throw. On a failed save, a creature takes bludgeoning
damage equal to your ranger level and is knocked prone. On
a successful save, a creature takes half as much damage and
isn’t knocked prone.
When you use this feature, you can choose to allow the
wind spirits to immediately fly you to an unoccupied space
that you can see within 30 feet of you, without provoking
opportunity attacks.
Once you use this feature, you can’t use it again until you
finish a short or long rest.

ROCBORNE MAPS
Available for free, courtesy of Cze & Peku, at
thegriffonssaddlebag.com/rocborne

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