Ranger Archetype

The ideal of the Ranger has many expressions. From the Hunter and Beast Master to the Darkstrider, Rangers are expert scouts and combatants within their domain.

Darkstrider

Darkstriders excel in their native environment of dark caves and lightless dungeons. Masters of ambushing their enemies and slipping away into the darkness, Darkstriders are at their best when they can strike without being seen.

Darkstrider Ambush

You have become adept at loosing attacks from unexpected and unseen locations. At 3rd level, when you hit a creature that you are hidden from with a weapon attack, you can deal extra damage equal to 1 + your Wisdom modifier to that creature.

Additionally, you gain the following benefits:

You can attempt to hide as a bonus action.

You can attempt to hide when you are obscured by dim light.

You have Darkvision with a range of 90 feet. If you already have Darkvision, its range is instead extended by 30 feet.

Underdark Veteran

At 7th level you can no longer be surprised, and you gain one of the following benefits:

Ambush Tactics. You may add your Wisdom modifier to your AC during the first round of combat.

Iron Mind. You gain proficiency in Wisdom saving throws.

One With The Shadows. You may add your Wisdom modifier to your AC against the first attack made against you each round.

Death In The Dark

At 11th level you can now add 1 + your Wisdom modifier to the damage of all weapon attacks. Additionally, when you hit a creature that you are hidden from with a weapon attack, you can deal an extra 1d6 damage to that creature of the same type as your weapon.

Additionally, whenever your attack roll for a weapon attack exceeds the AC of the target creature by 5 or more, the creature becomes blinded until the start of your next turn. If the attack is a critical hit, the creature is instead stunned until the start of your next turn.

Survivor Of The Underdark

At 15th level you gain blindsight out to a number of feet equal 5 x your Wisdom modifier (minimum 10 feet). Additionally, you gain one of the following benefits:

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stalker's Dodge. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.

Uncanny Dodge. 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.

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