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Contenidos

índice
Introducción 2
Créditos ...........................................................................................2
Advertencia de legalidad ............................................................. 2
Ranger 3
Class Table ..................................................................................... 4
Class Features ............................................................................... 4
Favored Enemy .......................................................................... 5
Natural Explorer ........................................................................5
Fighting Style .............................................................................5
Spellcasting ................................................................................ 5
Ranger Archetype ......................................................................6
Primal Awareness .....................................................................6
Roving .......................................................................................... 6
Ability Score Improvement ..................................................... 6
Extra Attack ................................................................................6
Fleet of Foot ................................................................................6
Natural Explorer Improvement ..............................................6
Vanish .......................................................................................... 6
Favored Enemy Improvement ................................................ 6
Hide in Plain Sight ....................................................................6
Feral Senses ...............................................................................6
Foe Slayer ................................................................................... 6
Beast Master 7
Primal Companion ....................................................................... 7
Primal Bond ...................................................................................7
Storm of Claw and Fangs ............................................................7
Beast's Defense .............................................................................7
Exceptional Bond ..........................................................................7
Horizon Walker 8
Horizon Walker Magic ................................................................. 8
Detect Portal ..................................................................................8
Planar Warrior ...............................................................................8
Ethereal Step .................................................................................8
Distant Strike .................................................................................8
Spectral Defense ...........................................................................8
Monster Slayer 9
Monster Slayer Magic ..................................................................9
Hunter's Sense ..............................................................................9
Slayer's Prey .................................................................................. 9
Supernatural Defense ..................................................................9
Magic-User's Nemesis ................................................................. 9
Slayer's Counter ............................................................................9

ÍNDICE | Arpegio's Homebrew


1
Introducción

D
urante años, la clase de Explorador (Ranger) Más adelante, podrás revisar que el Explorador Original y
ha recibido una serie de cambios importantes, esta Versión Revisada del Explorador conservan una tabla de
todos dirigidos a abordar el alto nivel de progresión casi idénticas. Requiere todavía de mucho trabajo
insatisfacción con la misma, siendo clasificado para que podamos asegurar que cualquier nuevo Explorador
como una de las clases más débiles de D&D. (Ranger) ofrezca este nuevo enfoque que lo que busca es
Es por tanto que se pone en marcha esta corregir lo que necesitaba ser arreglado cuando era
revisión. necesario que fuese arreglado, y que minimice la interrupción
Por supuesto, también existen clases que son consideradas así como maximice la satisfacción de los jugadores. Con esto
débiles, pero si que hacen que los jugadores se sientan en mente, os invitamos a echar un vistazo y a que des tu
satisfechos. Es un valor asegurado entonces que no sólo es el opinión sobre este nuevo Explorador (Ranger).
poder lo que contenta a los jugadores, sino la experiencia en
la mesa, incluso si dichas clases no son de las más fuertes.
En resumen, no pueden clasificarse a todas las clases como Créditos
"la más fuerte de todas", pero sí lograr corregir una serie de Recreación creada por Arpegio, por y para el servidor de
problemas que hacen que las clase se sienta "sin brillo ante Discord La Liga de Aventureros.
las demás". La clase aún está en primeras fases de testeo, y puede ser
Así pues, se presenta aquí la revisión del Explorador sometida a muchos cambios, pero con ayuda de todos
(Ranger), que conserva gran mayoría de sus elementos en la podemos hacer que la clase sea todo un éxito.
clase existente, pero que obtiene varios cambios severos para
que se sienta mayor profundidad en dicha clase.
Uno de los aspectos que nos gustaría abordar es la Advertencia de Legalidad
evolución del juego D&D en el futuro; cualquier cambio tan Este es un material NO OFICIAL y creado por FANS Y
dramático como este, que requiere la reconstrucción de una PARA FANS. No ha sido aprobado ni endorsado por
clase requiere de mucha planificación, verificación y por Wizards. Cualquier material de 5ª Edición son propiedad de
supuesto, una clara y fácil implementación. Wizards of the Coast. ©Wizards of the Coast LLC.
La fase de planificación se remonta a la revisión de No tengo los permisos ni los derechos de Dungeons &
comentarios que han probado el juego. Se revisan los datos, Dragons. Todo Copyright y/o Marca de Agua de cualquier
se leen las anécdotas de foros y redes sociales como Reddit, personaje y/o imagen usado pertenecen a sus respectivos
etc. Se trata de decidir si vale la pena el abordaje de dichos dueños. Esto es un proyecto puramente creado para fans por
problemas sin que exista una posible interrupción del juego. pura diversión, en el cual no se gana ningún beneficio
Como decíamos anteriormente, se puede apreciar el alto monetario de este documento.
índice de jugadores que desean jugar la clase de Explorador
(Ranger), pero que no se siente satisfecha de jugarla, dado
que tras su experiencia de juego, fue de las peor calificadas.
Es por ello que se ha decidido este giro de timón y puesto
rumbo y nos hemos tomado el tiempo para realizar estos
retoques.
El próximo paso a este será la verificación de que este sea
el camino para la solución, y ver si es capaz de resolver a las
preguntas de ¿Estas correcciones son correctas? ¿Resuelven
problemas en las mesas, tu mesa? Vosotros, como
comunidad de D&D, tanto jugadores y DM ¿Acabaréis por
aceptarlos? Es probable que se hagan varias más revisiones
de la clase antes de que obtengamos una respuesta
satisfactoria, y que acaben encajando en la comunidad.
Por último, llegamos a la fase de implementación. Si tras
los reiterados cambios en el Explorador (Ranger), o si se
producen revisiones en el futuro del mismo haciendo que
suba la calificación como el mismo, es probable que acaben
por implementarse en un nuevo libro oficial de D&D. Por
supuesto, los jugadores pueden seleccionar al Explorador
Original o esta Versión Revisada del Explorador, aunque los
DM serán libres de juzgar si usar uno u otro. Ambas clases
de Exploradores serán legales en los Juegos de la Liga de
Aventureros D&D, y los jugadores que tuviesen la clase
existente podrán realizar sus cambios a esta revisión.

RANGER | Arpegio's Homebrew


2
This fierce independence makes rangers well suited to
Ranger adventuring, since they are accustomed to life far from the
Rough and wild looking, a human stalks alone through the comforts of a dry bed and a hot bath. Faced with city-bred
shadows of trees, hunting the orcs he knows are planning a adventurers who grouse and whine about the hardships of
raid on a nearby farm. Clutching a shortsword in each hand, the wild, rangers respond with some mixture of amusement,
he becomes a whirlwind of steel, cutting down one enemy frustration, and compassion. But they quickly learn that other
after another. adventurers who can carry their own weight in a fight against
After tumbling away from a cone of freezing air, an elf finds civilization's foes are worth any extra burden. Coddled city
her feet and draws back her bow to loose an arrow at the folk might not know how to feed themselves or find fresh
white dragon. Shrugging off the wave of fear that emanates water in the wild, but they make up for it in other ways.
from the dragon like the cold of its breath, she sends one
arrow after another to find the gaps between the dragon's View of the World
thick scales. A ranger's view of the world begins (and sometimes ends)
Holding his hand high, a half-elf whistles to the hawk that with that character's outlook toward civilized folk and the
circles high above him, calling the bird back to his side. places they occupy. Some rangers have an attitude toward
Whispering instructions in Elvish, he points to the owlbear civilization that's deeply rooted in disdain, while others pity
he's been tracking and sends the hawk to distract the the people they have sworn to protect—though on the
creature while he readies his bow. battlefield, it's impossible to tell the difference between one
Far from the bustle of cities and towns, past the hedges ranger and another. Indeed, to those who have seen them
that shelter the most distant farms from the terrors of the operate and been the beneficiaries of their prowess, it
wild, amid the dense-packed trees of trackless forests and scarcely matters why rangers do what they do. That said, no
across wide and empty plains, rangers keep their unending two rangers are likely to express their opinions on any matter
watch. in the same way.
“I spend a lot of my life away from civilization, keeping to
its fringes to protect it. Don't assume that because I don't Creating a Ranger
bend the knee to your king that I haven't done more to protect
him than all his knights put together.” As you create your ranger character, consider the nature of
— Soveliss the training that gave you your particular capabilities. Did you
train with a single mentor, wandering the wilds together until
Deadly Hunters you mastered the ranger's ways? Did you leave your
apprenticeship, or was your mentor slain—perhaps by the
Warriors of the wilderness, rangers specialize in hunting the same kind of monster that became your favored enemy? Or
monsters that threaten the edges of civilization—humanoid perhaps you learned your skills as part of a band of rangers
raiders, rampaging beasts and monstrosities, terrible giants, affiliated with a druidic circle, trained in mystic paths as well
and deadly dragons. They learn to track their quarry as a as wilderness lore. You might be self-taught, a recluse who
predator does, moving stealthily through the wilds and hiding learned combat skills, tracking, and even a magical
themselves in brush and rubble. Rangers focus their combat connection to nature through the necessity of surviving in the
training on techniques that are particularly useful against wilds.
their specific favored foes. What's the source of your particular hatred of a certain
Thanks to their familiarity with the wilds, rangers acquire kind of enemy? Did a monster kill someone you loved or
the ability to cast spells that harness nature's power, much as destroy your home village? Or did you see too much of the
a druid does. Their spells, like their combat abilities, destruction these monsters cause and commit yourself to
emphasize speed, stealth, and the hunt. A ranger's talents and reining in their depredations? Is your adventuring career a
abilities are honed with deadly focus on the grim task of continuation of your work in protecting the borderlands, or a
protecting the borderlands. significant change? What made you join up with a band of
adventurers? Do you find it challenging to teach new allies
Independent Adventurers the ways of the wild, or do you welcome the relief from
Though a ranger might make a living as a hunter, a guide, or solitude that they offer?
a tracker, a ranger's true calling is to defend the outskirts of
civilization from the ravages of monsters and humanoid Quick Build
hordes that press in from the wild. In some places, rangers You can make a ranger quickly by following these
gather in secretive orders or join forces with druidic circles. suggestions. First, make Dexterity your highest ability score,
Many rangers, though, are independent almost to a fault, followed by Wisdom. (Some rangers who focus on two-
knowing that, when a dragon or a band of orcs attacks, a weapon fighting make Strength higher than Dexterity.)
ranger might be the first—and possibly the last—line of Second, choose the outlander background.
defense.

RANGER | Arpegio's Homebrew


3
Ranger
Level Proficiency Bonus Features Spells Known 1 2 3 4 5
1 +2 Favored Enemy, Natural Explorer — 2 — — — —
2 +2 Fighting Style, Spellcasting 2 2 — — — —
3 +2 Ranger Archetype, Primal Awareness, Roving 3 3 — — — —
4 +2 Ability Score Improvement 3 3 — — — —
5 +3 Extra Attack 4 4 2 — — —
6 +3 Favored Enemy, Natural Explorer 4 4 2 — — —
7 +3 Ranger Archetype 5 4 3 — — —
8 +3 Ability Score Improvement, Fleet of Foot 5 4 3 — — —
9 +4 ─ 6 4 3 2 — —
10 +4 Natural Explorer Improvement, Vanish 6 4 3 2 — —
11 +4 Ranger Archetype 7 4 3 3 — —
12 +4 Ability Score Improvement 7 4 3 3 — —
13 +5 ─ 8 4 3 3 1 —
14 +5 Favored Enemy Improvement, Hide in Plain Sight 8 4 3 3 1 —
15 +5 Ranger Archetype 9 4 3 3 2 —
16 +5 Ability Score Improvement 9 4 3 3 2 —
17 +6 ─ 10 4 3 3 3 1
18 +6 Feral Senses 10 4 3 3 3 1
19 +6 Ability Score Improvement 11 4 3 3 3 2
20 +6 Foe Slayer 11 4 3 3 3 2

Starting Equipment
Class features You start with the following items, plus anything provided by
As ranger, you gain the following class features. your background.
Hit Points (a) scale mail or (b) leather armor
Hit Dice: 1d10 per Ranger level. (a) two shortswords or (b) two simple melee weapons
Hit Points at 1st Level: 10 + your Constitution modifier (a) a dungeoneer's pack or (b) an explorer's pack
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution A longbow and a quiver of 20 arrows
modifier per Ranger level after 1st Alternatively, you may start with 5d4 × 10 gp to buy your
Proficiencies own equipment.
Armor: light armor, medium armor, shields.
Weapons: simple weapons, martial weapons. Optional rules: Multiclassing
Tools: none Ability Score Minimum: Dexterity 13, Wisdom 13
Saving Throws: Strength, Dexterity When you gain a level in a class other than your first, you
Skills: Choose 3 from Animal Handling, Athletics, Insight, gain only some of that class's starting proficiencies.
Investigation, Nature, Perception, Stealth, and Survival. Armor: light armor, medium armor, shields.
Weapons: simple weapons, martial weapons.
Skills: Choose 1 from Animal Handling, Athletics, Insight,
Investigation, Nature, Perception, Stealth, and Survival.

RANGER | Arpegio's Homebrew


4
Favored Enemy Druidic Warrior
Beginning at 1st level, you have significant experience You learn two cantrips of your choice from the druid spell list.
studying, tracking, hunting, and even talking to a certain type They count as ranger spells for you, and Wisdom is your
of drogaot. spellcasting ability for them. Whenever you gain a level in this
Choose a type of favored enemy: aberrations, beasts, class, you can replace one of these cantrips with another
cantrip from the druid spell list.
celestials, constructs, dragons, elementals, fey, fiends,
giants, humanoids, monstrosities, oozes, plants, or Dueling
undead. You can roll a d4 and add the number rolled to an When you are wielding a melee weapon in one hand and no
ability check, or a saving throw you make against creatures of other weapons, you gain a +2 bonus to damage rolls with that
the chosen type. Additionally, you have advantage on Wisdom weapon.
(Survival) checks to track your favored enemies, as well as on
Intelligence checks to recall information about them. Thrown Weapon Fighting
When you gain this feature, you also learn one language of You can draw a weapon that has the thrown property as part
your choice that is spoken by your favored enemies, if they of the attack you make with the weapon.
speak one at all. In addition, when you hit with a ranged attack using a
You choose one additional favored enemy, as well as an thrown weapon, you gain a +2 bonus to the damage roll.
associated language, at 6th and 14th level. As you gain levels,
your choices should reflect the types of monsters you have Two-Weapon Fighting
encountered on your adventures. When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Natural Explorer
At 1st level, you are particularly familiar with one type of Spellcasting
natural environment and are adept at traveling and surviving By the time you reach 2nd level, you have learned to use the
in such regions. magical essence of nature to cast spells, much as a druid
When you hit with an attack roll, you can deal 1d4 extra does. See chapter 10 for the general rules of spellcasting and
damage to the target. The type of this damage is determined chapter 11 for the ranger spell list.
by your favored terrain: arctic (cold), coast (lightning),
desert (fire), mountain (thunder), forest (poison), Spell Slots
grassland (force), swamp (acid), Underdark (psychic). The Ranger table shows how many spell slots you have to
As an action, you and your companions can magically gain cast your ranger spells of 1st level and higher. To cast one of
a resistance to the damage type associated with the favored these spells, you must expend a slot of the spell's level or
terrain. Choose willing creatures you can see within 10 feet higher. You regain all expended spell slots when you finish a
of you, up to a number of creatures equal to your Wisdom long rest.
modifier (minimum of one creature). The shared resistance For example, if you know the 1st-level spell animal
lasts for 1 hour. Once you share it, you can't do so again until friendship and have a 1st-level and a 2nd-level spell slot
you finish a long rest, unless you expend a spell slot of any available, you can cast animal friendship using either slot.
level to share it again.
You choose additional favored terrain types at 6th and 10th Spells Known of 1st Level and Higher
level. You know two 1st-level spells of your choice from the ranger
spell list.
Fighting Style The Spells Known column of the Ranger table shows when
At 2nd level, you adopt a particular style of fighting as your you learn more ranger spells of your choice. Each of these
specialty. Choose one of the following options. You can't take spells must be of a level for which you have spell slots. For
a Fighting Style option more than once, even if you later get instance, when you reach 5th level in this class, you can learn
to choose again. one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
Archery choose one of the ranger spells you know and replace it with
You gain a +2 bonus to attack rolls you make with ranged another spell from the ranger spell list, which also must be of
weapons. a level for which you have spell slots.
Blind Fighting Spellcasting Ability
You have blindsight with a range of 10 feet. Within that range, Wisdom is your spellcasting ability for your ranger spells,
you can effectively see anything that isn't behind total cover, since your magic draws on your attunement to nature. You
even if you're blinded or in darkness. Moreover, you can see use your Wisdom whenever a spell refers to your spellcasting
an invisible creature within that range, unless the creature ability. In addition, you use your Wisdom modifier when
successfully hides from you. setting the saving throw DC for a ranger spell you cast and
when making an attack roll with one.
Defense
While you are wearing armor, you gain a +1 bonus to AC.

RANGER | Arpegio's Homebrew


5
Spell save DC = 8 + your proficiency bonus + your Fleet of Foot
Wisdom modifier. Beginning at 8th level, you can use the Dash action as a
Spell attack modifier = your proficiency bonus + your bonus action on your turn.
Wisdom modifier. Also, when you use the Dash action, difficult terrain doesn't
cost you extra movement on that turn.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your Natural Explorer improvement
ranger spells. At 10th level, you gain an additional favored terrain.
Additionally, you have advantage on ability check and
Ranger Archetype saving throw on those favored terrain.
At 3rd level, you choose an archetype that you strive to
emulate from the list of available archetypes. Your choice Vanish
grants features at 3rd level, and again at 7th, 11th, and 15th Starting at 10th level, you can use the Hide action as a bonus
level. action on your turn.
Primal Awareness Also, you can't be tracked by nonmagical means, unless
you choose to leave a trail.
You can focus your awareness through the interconnections
of nature: you learn additional spells when you reach certain Favored Enemy improvement
levels in this class if you don't already know them, as shown At 14th level, you choose one additional favored enemy, as
in the Primal Awareness Spells table. These spells don't well as an associated language. Your choice should reflect the
count against the number of ranger spells you know. types of monsters you have encountered on your adventures.
Primal Awareness Spells Additionally, you can roll a d4 and add the number rolled to
Ranger level Spell an attack roll and damage roll you make against creatures of
3rd speak with animals
the chosen type.
5th beast sense Hide in Plain Sight
9th speak with plants At the start of 14th level, you can call on your bond with
13th locate creature nature to mask yourself in camouflage: you learn the Pass
17th commune with nature
Without Trace spell if you don't already know them. This
spell don't count against the number of ranger spells you
know.
You can cast each of these spells once without expending a You can use it a certain number of times without expending
spell slot. Once you cast a spell in this way, you can't do so a spell slot and without requiring concentration a number of
again until you finish a long rest. times equal to your Wisdom modifier (a minimum of once),
but last 10 minutes. You regain all expended uses when you
Roving finish a long rest.
Your walking speed increases by 10, and you gain a climbing
speed and a swimming speed equal to your walking speed. Feral Senses
At 18th level, you gain preternatural senses that help you fight
Ability Score Improvement creatures you can't see. When you attack a creature you can't
When you reach 4th level, and once again at levels 8th, 12th, see, your inability to see it doesn't impose disadvantage on
16th and 19th, you can increase one ability score of your your attack rolls against it. You are also aware of the location
choice by 2, or you can increase two ability scores of your of any invisible creature within 30 feet of you, provided that
choice by 1. As normal, you can't increase an ability score the creature isn't hidden from you and you aren't blinded or
above 20 using this feature. deafened.
If your DM allows the use of feats, you may instead take a
feat. Foe Slayer
At 20th level, you become an unparalleled hunter. You can
Extra Attack add your Wisdom modifier to the attack roll and the damage
Beginning at 5th level, you can attack twice, instead of once, roll of an attack you make against your favored enemies.
whenever you take the Attack action on your turn.

RANGER | Arpegio's Homebrew


6
Summon Beast (with Primal Companion)
Beast Master 2nd-level conjuration
The Beast Master archetype embodies a friendship between Casting Time: 1 action
the civilized races and the beasts of the world. United in Range: 90 feet
focus, beast and ranger work as one to fight the monstrous Components: V, S
foes that threaten civilization and the wilderness alike. Duration: Until dispelled
Emulating the Beast Master archetype means committing
yourself to this ideal, working in partnership with an animal You call forth a bestial spirit. It manifests in an unoccupied
as its companion and friend. space that you can see within range. This corporeal form
uses the Bestial Spirit stat block. When you cast the spell,
Primal Companion choose an environment: Air, Land, or Water. The creature
resembles an animal of your choice that is native to the
Beginning at 3rd level, you magically summon a primal beast chosen environment, which determines certain traits in its
companion, which draws strength from your bond with stat block. The creature disappears when it drops to 0 hit
nature: you know Summon Beast. It doesn't count against points or when the spell ends.
the number of ranger spells you know, and you can cast it The creature is an ally to you and your companions. In
without a material component. You can also cast it once combat, the creature shares your initiative count, but it takes
without a spell slot and you can cast it with a level spell slot its turn immediately after yours. It obeys your verbal
equal to your proficiency bonus, and you regain the ability to commands (no action required by you). If you don't issue any,
do so when you finish a short rest. it takes the Dodge action and uses its move to avoid danger.
Whenever you start casting the spell, you can modify it so At Higher Levels. When you cast this spell using a spell
that it doesn't require concentration. If you do so, the spell's slot of 3rd level or higher, use the higher level wherever the
duration becomes "Until dispelled" for that casting. spell's level appears in the stat block.
When you cast this spell again, you can summon a different
beast, but if you already have a beast from this feature, it
vanishes when the new beast appears. The beast also Bestial Spirit
vanishes if you die.
Small Beast, Unaligned
Primal Bond Armor Class 11 + the level of the spell (natural
At 3th level, while your companion can see you, it can add armor)
your proficiency bonus to any ability check or saving throw Hit Points 20 (Air only) or 30 (Land and Water only)
that the beast makes. + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air
only), swim 30 ft. (water only)
Storm of Claw and Fangs
At 7th level, while your companion can see you, it has
advantage on all saving throw. STR DEX CON INT WIS CHA
In addition, the beast's attacks now count as magical for 18 (+4) 11 (+0) 16 (+3) 4 (-3) 14 (+2) 5 (-3)
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage. Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Beast's Defense Challenge —
At 11th level, when you cast Summon Beast with your Flyby (Air Only). The beast doesn't provoke
Primal Companion feature, it's considered to be cast with a opportunity attacks when it flies out of an enemy's
level spell slot equal to your proficiency bonus plus 1. reach.
In addition, when the beast is subjected to an effect that
allows it to make a Dexterity saving throw to take only half Pack Tactics (Land and Water Only). The beast has
damage, it takes no damage instead if you succeed on the advantage on an attack roll against a creature if at
saving throw, and only half damage if it fails. least one of the beast's allies is within 5 feet of the
creature and the ally isn't incapacitated.
Exceptional Bond Water Breathing (Water Only). The beast can breathe
At 15th level, when you cast Summon Beast with your only underwater
Primal Companion feature, it's considered to be cast with a
level spell slot equal to your proficiency bonus plus 2. Actions
In addition, when a creature cast a spell targeting you, you Multiattack. The beast makes a number of attacks
can also affect your beast companion with the spell if the equal to half this spell's level (rounded down).
beast is within 90 feet of you. Maul. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4
+ the spell's level piercing damage.

BEAST MASTER | Arpegio's Homebrew


7
Horizon Walker Distant Strike
Horizon Walkers guard the world against threats that At 11th level, you gain the ability to pass between the planes
originate from other planes or that seek to ravage the mortal in the blink of an eye. When you take the Attack action, you
realm with otherworldly magic. They seek out planar portals can teleport up to 10 feet before each attack to an
and keep watch over them, venturing to the Inner Planes and unoccupied space you can see.
the Outer Planes as needed to pursue their foes. These If you attack at least two different creatures with the action,
rangers are also friends to any forces in the multiverse— you can make one additional attack with it against a third
especially benevolent dragons, fey, and elementals—that creature.
work to preserve life and the order of the planes.
Spectral Defense
Horizon Walker Magic At 15th level, your ability to move between planes enables you
Starting at 3rd level, you learn an additional spell when you to slip through the planar boundaries to lessen the harm
reach certain levels in this class, as shown in the Horizon done to you during battle. When you take damage from an
Walker Spells table. The spell counts as a ranger spell for attack, you can use your reaction to give yourself resistance
you, but it doesn't count against the number of ranger spells to all of that attack's damage on this turn.
you know. Etherealness (with Ethereal Step)
Horizon Walker Spells 7th-level transmutation
Ranger level Spell Casting Time: 1 bonus action
3rd protection from evil and good Range: Self
Components: V, S
5th misty step Duration: At the end of the current turn
9th blink You step into the border regions of the Ethereal Plane, in
13th freedon of movement the area where it overlaps with your current plane. You
17th teleportation circle
remain in the Border Ethereal for the duration or until you
use your action to dismiss the spell. During this time, you can
move in any direction. If you move up or down, every foot of
Detect Portal movement costs an extra foot. You can see and hear the plane
At 3rd level, you gain the ability to magically sense the you originated from, but everything there looks gray, and you
presence of a planar portal. As an action, you detect the can't see anything more than 60 feet away.
distance and direction to the closest planar portal within 1 While on the Ethereal Plane, you can only affect and be
mile of you. affected by other creatures on that plane. Creatures that
See the "Planar Travel" section in chapter 2 of the aren't on the Ethereal Plane can't perceive you and can't
Dungeon Master's Guide for examples of planar portals. interact with you, unless a special ability or magic has given
them the ability to do so.
Planar Warrior You ignore all objects and effects that aren't on the
Ethereal Plane, allowing you to move through objects you
At 3rd level, you learn to draw on the energy of the multiverse perceive on the plane you originated from.
to augment your attacks. When the spell ends, you immediately return to the plane
The first time you hit a creature on each each of your turns you originated from in the spot you currently occupy. If you
with a weapon attack, you may choose that all damage dealt occupy the same spot as a solid object or creature when this
by the attack becomes force damage, and the creature takes happens, you are immediately shunted to the nearest
an extra 1d8 force damage from the attack. unoccupied space that you can occupy and take force damage
equal to twice the number of feet you are moved.
Ethereal Step This spell has no effect if you cast it while you are on the
At 7th level, you learn to step through the Ethereal Plane. As Ethereal Plane or a plane that doesn't border it, such as one
a bonus action, you can cast the Etherealness spell with this of the Outer Planes.
feature, without expending a spell slot, but the spell ends at At Higher Levels. When you cast this spell using a spell
the end of the current turn. slot of 8th level or higher, you can target up to three willing
You can use this feature a number of times equal to your creatures (including you) for each slot level above 7th. The
Wisdom modifier (minimum of once). You regain all creatures must be within 10 feet of you when you cast the
expended uses of it when you finish a long rest. spell.

HORIZON WALKER | Arpegio's Homebrew


8
Monster Slayer Magic-User's Nemesis
You have dedicated yourself to hunting down creatures of the At 11th level, you gain the ability to thwart someone else's
night and wielders of grim magic. A Monster Slayer seeks out magic. When you see a creature casting a spell or teleporting
vampires, dragons, evil fey, fiends, and other magical threats. within 60 feet of you, you can use your reaction to try to
Trained in supernatural techniques to overcome such magically foil it. The creature must succeed on a Constitution
monsters, slayers are experts at unearthing and defeating saving throw against your spell save DC, or its spell or
mighty, mystical foes. teleport fails and is wasted.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once). You regain all
Monster Slayer Magic expended uses of it when you finish a long rest.
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Monster Slayer's Counter
Slayer Spells table. The spell counts as a ranger spell for you, At 15th level, you gain the ability to counterattack when your
but it doesn't count against the number of ranger spells you prey tries to sabotage you. If the target of your Slayer's Prey
know. forces you to make a saving throw, you can use your reaction
Monster Slayer Spells to make one weapon attack against the quarry. You make this
Ranger level Spell attack immediately before making the saving throw. If your
attack hits, your save automatically succeeds and the spell
3rd protection from evil and good takes no effect on you, in addition to the attack's normal
5th magic weapon effects.
9th elemental weapon
13th elemental bane
17th hold monster

Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and
magically discern how best to hurt it. As an action or bonus
action, choose one creature you can see within 90 feet of you.
You immediately learn whether the creature has any damage
immunities, resistances, or vulnerabilities and what they are.
If the creature is hidden from divination magic, you sense
that it has no damage immunities, resistances, or
vulnerabilities.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe,
increasing the harm you inflict on it. When you hit a creature
with an attack roll, you can designate that creature as the
target of this feature. If you hit the creature and deal damage
to it, including when you target it, you can increase that
damage by 1d4.
This benefit lasts until you finish a short or long rest. It
ends early if you designate a different creature.
Supernatural Defense
At 7th level, you gain extra resilience against your prey's
assaults on your mind and body. Whenever the target of your
Slayer's Prey forces you to make a saving throw and
whenever you make an ability check to escape that target's
grapple, add 1d6 to your roll.

MONSTER SLAYER | Arpegio's Homebrew


9

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