The liberator is a warrior dedicated to overthrowing tyranny wherever it may be found. They are strong-willed, independently-minded, and direct their efforts against anyone who would impose their own power over regular people.
Ranger’s Companion At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D of the Player's Handbook presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favoured terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one. Iron Resolve From 3rd level, when you choose this archetype, your mind is your own, and you cannot be controlled. You have advantage on saving throws to avoid becoming charmed. From 11th level, you are immune to being charmed. Lead the Charge From 7th level, you motivate your allies into action. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus. At 15th level, the range of this aura increases to 30 feet. Learn From Adversity From 11th level, the first time you hit a creature with a melee attack, you gain a +2 bonus on all subsequent attacks against that creature until the end of your next turn. Always Outclassed From 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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