Insurgent

These rangers work alone or in small groups to fight larger, better armed foes. Using guerilla tactics, their knowledge of the land, and nature magic; Insurgents believe in hitting first, fast, and hard.

Insurgent Magic

Insurgents use the druidic type magic to more effectively control the battlefield. Once you gain an Insurgent Spell, it counts as a ranger spell, but it doesn't count against the spells you know.

Ranger Level Spell 3rd Entangle 7th Spike Growth 11th Sleet Storm 14th Hallucinatory Terrain 17th Tree Stride

Skirmisher's Skills

At 3rd level, you learn skills to navigate the battle field against stronger opponents. Take proficiency in Stealth, and either: Investigation, Insight, or Perception. You can double your proficiency if you already have proficiency in the skill.

Your movement speed also increases by 10 feet.

Insurgent Tactics

At 3rd level, you pick one of the three:

First Strike: You get advantage on initiative rolls

Battlefield Mobility: You can Dash, Disengage, or Hide as a bonus action

Brutal Ambush: If you surprise attack an enemy, your critical range imporves to 19-20 for the duration of that battle.

Multiattack

At 5th level, you gain an extra attack

Antipersonell

At 7th level, using one hour of time, you can build a spike trap. You must have a shovel and access to wood. The spike pit takes up a 5x5 space. To notice the trap, the oppoenent must make an Investigation (Intelligence) check against your spell save DC. If noticed, crossing over the trap counts as difficult terrain. Upon springing the trap, the victim must make a Dexterity save of your spell save DC or higher. Upon a successful save, the victim takes half damage. They take 2d10 piercing damage, 3d10 at 14th, and 4d10 at 17th. It costs the entire movement to climb out of the trap if it is sprung.

Guerilla Warfare

An effective insurgent knows when and how to take advantage of an attack opportunity. At 7th level, pick one of the three:

Punish the Slow: Once per turn, an enemy behind you in the initaitive order takes 1d8 extra damage from an attack from you. This increases to 2d8, 3d8, and 3d10 at 11th, 14th, and 17th level respectively.

Overwhelm: If you surprise an oppoenent, you can make up to four attacks in the surprise round.

Versatile: Pick another Fighting Style from the Ranger list. You may not pick one that you already have.

Assymetric Warfare

Insurgents have to deal with superior numbers and stronger opponents. This can land even the most experienced insurgent into sticky situations. After ending up and surving a few of them, you learn some tricks to ensure you come out of the fray alive. At 11th level, pick one of the three:

Reflex: Once per long rest, you can add your proficiency bonus to your AC for one turn as a reaction. This increases to twice at 14th, and three times at 17th.

Multiattack Defense: If you get attacked more than once by a creature per turn, all attacks after it's first are at disadvantage.

Evasion: Upon making a successful Dexterity saving throw, you take no damage instead of half. On a failed throw, you take half damage.

Paranoia

Insurgency breeds a nervousness in forces. Ambushes, traps, and constant pressure can take their mental toll on the best armies. Purusing you becomes a nightmare. At 14th level, pick one of the three:

Poor Sleep: If an enemy has been tracking you, they must take a point of exhaustion for every two days that they track you, regardless of short or long rest.

Careful Steps: Any enemy that knows that you are within two miles of them must consider the path to be difficult terrain.

Fear Induced Idiocy: Enemies have disadvantage on Perception and Investigation regarding seraching for you or their traps.

Improved Antipersonell

At 14th level, when you build a trap, if you have a poison, you can incorporate it into the trap. Enemies that spring the trap must make a save against the poison's DC, or suffer the effects of the poison.