Legends of Belerath
The Archetypal Ranger is a master of the wilderness, surviving off the land and protecting civilization from the Wilds. If you are choosing the Ranger Archetype, your Wisdom becomes an important ability score.
Beginning at first level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you may select two races of humanoids (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose additional favored enemies at 9th and 17th levels. A number of times per day equal to your Wisdom modifier (minimum 1) you may use your action to detect whether or not any of your favored enemies are within 1 mile.
At 3rd level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Deep. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
When traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group cannot become lost except by magical means.
- Even when you are engaged in another activity while traveling, you remain alert to danger.
- If you are traveling alone or with just your beast companion (if you have one), you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. The only exception to this rule is Sand People, since they always travel in straight lines to hide their numbers.
You choose additional favored terrains at 9th and 17th levels.
At 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Hide in Plain Sight
Starting at 9th level, you can spend one minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
At 10th level, you can use the Hide action as a bonus action on your turn. Also, you cannot be tracked by nonmagical means, unless you choose to leave a trail.
At 15th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it does not impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
At 18th level, you become an unparalleled hunter of your enemies. Whenever you make an attack against one of your favored enemies, you can add your Wisdom modifier to the damage roll.
The Cataphract is a Solmathi knight, born and bred, trained for war. Fanatically loyal professional soldiers educated from youth in the disciplines of war, leadership, and politics, cataphracts are the unequaled masters of large scale battle. In the kingdom under the sun, the sight of a legion of armored knights on the march is one that inspires both fear and awe.
Beginning when you choose this archetype at 3rd level, the unforgiving training regimen you live by helps you to resist threats to your morale as well as the extreme heat of the desert. You can use your reaction to give yourself advantage on saving throws against fear, fire damage, psychic damage, sleep, paralysis, or being charmed until the end of your next turn. In addition, due to rigorous training, you are considered adapted to naturally hot and cold climates.
At 3rd level, when you successfully hit and damage an opponent with a weapon attack, you can use the Help action as a bonus action to assist an ally in striking that same opponent.
Mark of Rank
At 7th level, you have attained a high rank in the legion you serve, earning you
impressive rank markings that intimidate foes. Even those who don’t know what they mean are inclined to take you seriously. The combination of the marks themselves and the grim, relentless personal bearing you have gained as you’ve risen in the ranks lets even mindless beasts know your are not to be trifled with. But for those who know what they mean, your marks testify to your unquestionable battle prowess. You have advantage on Charisma (Intimidate) checks against any creature that can see your markings, and advantage on all Charisma checks against soldiers of lower rank.
In addition, because of your rank, whenever you are in a settlement allied with your legion with at least 1,000 inhabitants, you can spend 5 downtime days to recruit a knight or veteran (your choice) from your order of cataphracts or an allied military force to assist you. The knight or veteran stays with you until they have performed their assigned task, provided it is reasonable and possible for them to perform, or until they have assisted you in combat on two separate occasions, after which time they leave you to resume duties at their regular post.
At 10th level, you have become a specialist in infantry tactics, as well as in dispatching foes that are common enemies of your legion. Work with your DM to determine an appropriate type of enemy for the order of cataphracts to which you belong (for example, southern Solmathi Cataphracts are likely to choose Goblins). You can choose a legion enemy from the following: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoids (such as humans and goblins) as legion enemies. When you hit a creature with a weapon attack that is your legion enemy, the creature takes an extra 1d10 damage.
At 10th level, you have such a natural mantle of command that you can recruit soldiers even when away from your legion. At the beginning of a game session, or at another time the DM deems appropriate, you can spend 10 downtime days to recruit three guards to your cause. If you spend 15 downtime days, you can instead recruit three scouts. They stay with you until they have performed their assigned task, provided it is reasonable and possible for them to perform, or until they have assisted you in combat on two separate occasions, after which time they return to their previous lives.
Starting at 15th level, you are stirred to greater prodigies of valor by dire threats to your comrades. When an ally takes a lingering injury, if you have no uses of your Action Surge ability remaining, you regain the ability to use it once. If you still have your maximum number of uses of your Action Surge, you regain the use of your Second Wind ability if you have no uses remaining. In addition, as long as you have an ally within 30 feet, you cannot be charmed or frightened, and you cannot be forced to sleep by magical effects unless you choose to be.
Starting at 15th, your status in your legion is such that even jaded sergeants and proud officers will flock to your banner, even crossing great distances to fight by your side. At the beginning of a game session, or at another time the DM deems appropriate, you can spend 20 downtime days to summon three veterans, three knights, or a mix of these types of soldiers (such as two knights and one veteran, or vice-versa) to serve you in completing your mission. These seasoned soldiers are led to you by a competent scout, so they can reach you anywhere within reason. The scout will not stay and fight for you, but he can be trusted to deliver a message back to your legion if you wish. They knights or veterans stay with you until they have performed their assigned task, provided it is reasonable and possible for them to perform, or until they have assisted you in combat on two separate occasions, after which time they return to your legion and report what has occurred.
At 18th level, your strong will and absolute discipline propel you to the highest ranks or your legion, and your personal fortitude and skill are legendary. You gain resistance to fire damage and psychic damage, you gain proficiency in Wisdom saves, you choose a second legion enemy, and you have advantage on all weapon attack rolls against enemies within 5 feet of an ally.
At 18th level, your importance in your legion of cataphracts makes you an influential mover-and-shaker in the politics of the realm. By spending 20 downtime days whenever you are in a settlement with at least 1,000 inhabitants,, you can cause an assassin to target and attempt to kill a humanoid of your choice. It is up to the DM to determine how long the assassination attempt take to plan and execute, how long it takes you to get word of the result, and whether or not it succeeds.