BR:Wild Techniques

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Playtest Material

This version of the ranger is currently being reviewed and it is subject to change before it’s final release.

Wild Techniques

2nd-level ranger feature

The wild techniques are presented in alphabetical order. If a wild technique has prerequisites, you must meet them to learn it. You can learn the technique at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Accessible Poultices

Prerequisite: Poultices Wild Technique

The poultices you make are easy to use and understand, allowing other creatures to have the ability to apply any poultice you’ve created.

Agile Stand

Prerequisite: 3rd-level

Whenever you use your movement to stand up from prone, you can choose to roll 5 feet in any horizontal direction without provoking an opportunity attack at no extra cost of movement.

Aridborn

You’re acclimated to extreme heat, including deserts, tropics and marshlands. You are unharmed by temperatures as high as 130 degrees Fahrenheit.

You have advantage on Endurance saving throws against the effects of traveling in areas of extreme heat.

Beast Master

Prerequisite: 3rd-level

With 4 hours of work and the expenditure of 50 Septims worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your beast companion. Choose a beast that is no larger than Small and that has a challenge rating of 1/8 or lower. Such as a badger, bat, crab, frog (toad), hawk, lizard, octopus, owl, posionous snake, rat, raven, or weasel. However, your GM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 4 hours, your Small or Tiny beast companion appears. You can have only one beast companion at a time. When the beast companion drops to 0 Hit Points, it dies.

Your beast companion acts independently of you, but it always tries its best to obey your commands. In combat, it has its own initiative and acts on its own turn immediately after yours. A beast companion can't Attack, but it can take other Actions as normal (typically Dodge, Dash, or Disengage).

You can communicate with your beast companion in limited ways, as described in your Primal Contact feature. Beast companions excel at scouting ahead, and, with proper training, can help call out potential dangers, traps, or even help search for prey. Other such activities that your beast companion might assist you includes foraging, tracking, noticing threats, acting as a lookout that alerts you of danger, fetching objects smaller than it, or helping navigate.

Bountiful Harvest

You can forage double the amount of food or water while within your favored terrain.

Call Natural Allies

Prerequisite: 9th-level

You can call natural creatures from your current terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. Choose beasts appropriate to the terrain you are in to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The GM has the creatures’ statistics.

After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, as the same animals will not repeatedly heed your call.

Danger Sense

You have advantage on initiative rolls as long as you aren’t incapacitated.

Elusive Escape

Prerequisite: 3rd-level

You can move up to half your speed as a reaction when an enemy moves within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Enemy Knowledge

When you can see a creature that is one of your favored enemies roll for initiative, you can use your reaction to make a Personality (Intimidation) check contested by the target’s Willpower (Insight) check. If you succeed, the target rolls initiative with disadvantage.

Feral Ambush

You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Firestarter

You have an ardent knowledge of fire. You gain the following benefits:

  • You can use a tinderbox to start any fire with an action.
  • Torches you use burn for 2 hours, provide bright light in a 40-foot radius and dim light for an additional 40 feet. If you make a melee attack with a burning torch and hit, it deals 1d6 bludgeoning damage plus an additional 2 fire damage.
  • You can throw an oil flask up to 30 feet away, and poured oil covers a 10-foot-square area, provided that the surface is level.

Fleet of Foot

Prerequisite: 5th-level

You can use the Dash action as a bonus action on your turn.

Implacable Mark

Prerequisite: 11th-level

Instead of using a bonus action, when you hit a creature with a weapon attack you can choose to mark the target with your Primal Mark feature.

Keen Senses

You have advantage on Willpower (Perception) checks that rely on hearing or smell.

Low-Light Vision

Dim light is not considered lightly obscuring for you, and you see normally in dim light out to a range of 60 feet. Darkness is still considered imperceptible for you.

Mask of the Wild

You can attempt to Hide even when you are only lightly obscured by foliage, patchy fog, heavy rain, falling snow, mist, and other natural phenomena.

Natural Antivenom

Prerequisite: 5th-level, Poultices Wild Technique

When you use one of your poultices, you can also cure one poison effect on the creature you are applying it to, in addition to restoring hit points.

Naturalist

Prerequisite: 9th-level, Poultices Wild Technique

You gain proficiency in the Medicine and Nature skills. Additionally, when a creature regains hit points from your Poultices feature, the creature adds your Willpower modifier to the roll.

Northernborn

You’re acclimated to high altitude, including elevations above 20,000 feet, as well as you are unharmed by temperatures as low as -20 degrees Fahrenheit.

You have advantage on Endurance saving throws against the effects of traveling in areas of extreme cold.

Packmaster

Your carrying capacity (and encumbrance threshold) is increased by a number of pounds equal to 5 times your Strength score.

Peerless Stalker

Prerequisite: 9th-level

When you designate a creature with your Primal Mark feature, on a subsequent turn you can designate one additional target as being marked likewise. You cannot have more than two creatures marked with your Primal Mark feature from this technique. Attempting to mark a third creature ends the mark on the second creature.

Poultices

You can create special herbal poultices that have healing power comparable to some potions. Each day you can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of poultices equal to your Willpower modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultice that you have not used loses its potency.

You can use one of your poultices by spending 1 minute applying it to a wounded creature, which regains 1d6 hit points. The poultice has no effect on undead or constructs.

The amount of hit points your poultices restore increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Primal Contact

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Protection from the Enemy

Prerequisite: 11th-level

As a bonus action, you can make a DC 12 Intelligence check about a favored enemy that you can see in an attempt to discern its next move. On a success, you rally a number of creatures equal to your proficiency modifier. Each target can add 1d6 to any saving throw made against a spell or other effect caused by that enemy.

Quick Step

Your walking speed increases by 10 feet.

Rapid Mending

Prerequisite: Poultices Wild Technique

You can use an action to apply a poultice you have created, rather than 1 minute.

Rough Rider

Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount.

Additionally, you can use your reaction to command your mount to use a Disengage or a Dodge action as a bonus action.

Survivalist

You gain proficiency with your choice of alchemist’s supplies, brewer’s supplies, cook’s utensils, or the poisoner’s kit.

You may take this technique multiple times; each time, you must select a different tool.

Terrain Awareness

While in your favored terrain, you have a +5 bonus to your passive Willpower (Perception) and passive Intelligence (Investigation) scores.

Trap Master

Whenever you use a hunting trap, or set a non-magical trap, the DC is determined by 8 + your Willpower Modifier + your Proficiency Bonus, unless the DC is already greater. You also have a bonus to spotting and disarming mechanical traps (such as bear traps and spiked pit traps) equal to half your proficiency bonus (rounded down).

Additionally, any trap you set has all DCs increased by 1, and any damage dealt by the trap is increased by 1d6. The trap’s damage increases by 1d6 again when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Tremorsense

Prerequisite: 11th-level

As an action, you can attempt to detect and pinpoint the origin of vibrations within 60 feet of you, provided that you and the source of the vibrations are in contact with the same ground or substance.

Tremorsense can't be used to detect flying or incorporeal creatures.

Wild Empathy

You have advantage on Willpower (Animal Handling) checks. Additionally, you can make a Willpower (Animal Handling) check, you gain the ability to calm a wild animal, causing its disposition to become unfriendly instead of hostile.

Archer's Techniques

The Archer archetype lets you choose from an expanded list of techniques when you learn a wild technique that benefits you in your use of ranged combat. The following Archer Techniques are added to the Wild Technique feature list for you.

Disarming Shot

Prerequisite: 5th-level, Archer Archetype feature

When you make a ranged weapon attack against a creature, you can attempt to shoot an object of your choice out of their hands. On a hit, it deals no damage, and the target must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Agility modifier). On a failed save, it drops the object you choose and have that object be pushed 10 feet away from you.

Jarring Salvo

Prerequisite: Archer Archetype feature

When you hit a creature with a ranged weapon attack on your turn, you can push the creature up to 10 feet away from you in a straight line.

Pinning Shot

Prerequisite: 5th-level, Archer Archetype feature

You can use the Attack action to make a special ranged weapon attack, a restraining pinning shot. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.

When you do, make a ranged weapon attack against a grounded target. If it hits, it deals no damage, but the target must succeed an Agility save (DC equal to 8 + your proficiency bonus + your Agility modifier). If you succeed, you subject the target to the restrained condition (see conditions).

The target remains restrained until it or another creature uses an action to remove the pinning ammunition. A target can only become restrained by this feature by one piece of ammunition at a time.

Winging Shot

Prerequisite: 5th-level, Archer Archetype feature

You can use the Attack action to make a special ranged weapon attack, winging shot against an airborne target. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.

When you do, make a ranged weapon attack. If it hits, it deals no damage, but the target must succeed an Agility save (DC equal to 8 + your proficiency bonus + your Agility modifier). If you succeed, the target falls prone (see conditions), possibly taking damage from falling.

A flying creature that’s immune to the prone condition automatically succeeds this save.

Hunter's Techniques

The Hunter archetype lets you choose from an expanded list of techniques when you learn a wild technique that benefits you and your daedric beast companion. The following Hunter Techniques are added to the Wild Technique feature list for you.

Exceptional Training

Prerequisite: 7th-level, Hunter Archetype feature

On any of your turns when your daedric beast companion doesn’t attack, you can use a bonus action to command the daedric beast to take the Dash, Disengage, or Help action on its turn. In addition, the daedric beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Protective Companion

Prerequisite: 5th-level, Hunter Archetype feature

Your daedric beast companion can use its reaction to impose disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the companion.

Storm of Claws and Fangs

Prerequisite: 13th-level, Hunter Archetype feature

Your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Talented Companion

Prerequisite: 5th-level, Hunter Archetype feature

Your daedric beast companion gains proficiency in two of the following skills of your choice: Acrobatics, Athletics, Intimidation, Perception, Performance, Stealth, or Survival.

Scout's Techniques

The Scout archetype lets you choose from an expanded list of techniques when you learn a wild technique that benefits you in your exploration of the world. The following Scout Techniques are added to the Wild Technique feature list for you.

Careful Eyes

Prerequisite: 3rd-level, Scout Archetype feature

You excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action on each of your turns.

Scout's Step

Prerequisite: 7th-level, Scout Archetype feature

While you are attempting to be stealthily, hostile creatures have a –5 penalty to their passive Willpower (Perception) to detect you or friendly creatures within 30 feet of you.

Secure Encampment

Prerequisite: 5th-level, Scout Archetype feature

When you begin a rest, allies who lack proficiency with Willpower (Perception) gain a bonus to checks and their passive Willpower (Perception) equal to your Willpower modifier for the duration of the rest.

Unerring Perception

Prerequisite: 5th-level, Scout Archetype feature

Being in a lightly obscured area doesn't impose disadvantage on your Willpower (Perception) checks if you can both see and hear.

Green Pact Keeper Techniques

The Green Pact Keeper archetype lets you choose from an expanded list of techniques when you learn a wild technique that benefits you in your exploration of the world. The following Green Pact Keeper Techniques are added to the Wild Technique feature list for you.

Green Pact Magic

Prerequisite: Green Pact Keeper Archetype feature

You learn one cantrip of your choice from the warden spell list. You also learn one spell from the following: animal friendship, detect poison or disease, purify food and drink, or speak with animals. You can cast this spell at will without using material components. These spells do not count against the number of spells you know.

Mystical Provisioner

Prerequisite: 5th-level, Green Pact Keeper Archetype feature

During a short rest, you can use your cooking utensils to prepare a magically infused meal. You must expend a number of rations equal to the number of creatures that partake in the meal. Each creature that eats a ration gains one of the following benefits of your choice until the end of their next long rest:

  • The creature gains one additional Hit Dice that they can use to regain hit points.
  • The creature can gain the benefits of a short rest in 10 minutes, instead of an hour.
  • The creature gains advantage on one Strength, Agility, or Endurance skill check.

Once you’ve made a meal in this way, you can’t do so again until you finish a long rest.

Y’ffre’s Adaptation

Prerequisite: Green Pact Keeper Archetype feature

Y’ffre gifts you with benefits allowing you to easily move through nature. This might manifest as thick claws, webbed feet, or another bestial form. You gain an additional movement speed equal to your walking based on your current terrain, as shown on the table below

Movement Terrain
burrow arctic, desert, grassland
climb forest, mountain, urban, underground
swim coast, swamp

Spirit Companion

Prerequisite: Green Pact Keeper Archetype feature

You can cast find familiar at will, without expending magicka points or material components. This spell doesn’t count against the number of spells you know.

Sellsword Techniques

The Sellsword archetype lets you choose from an expanded list of techniques when you learn a wild technique that benefits you in your exploration of the world. The following Sellsword Techniques are added to the Wild Technique feature list for you.

Experienced Traveler

Prerequisite: Sellsword Archetype feature

When traveling with a group, you and a number of creatures equal to your proficiency bonus can move with caution at greater speeds. When moving at a normal pace, any affected creatures are able to use stealth as though they were traveling at a slow pace, and can travel at a fast pace without incurring a –5 penalty to their passive Willpower to notice threats.

Parry

Prerequisite: 5th-level, Sellsword Archetype feature

When another creature damages you with a melee attack, you can use your reaction and add your proficiency bonus to your AC against that melee attack, possibly making it miss. To do so, you must see the attacker and be wielding a melee weapon in one hand and no other weapons.

Rope Master

Prerequisite: Sellsword Archetype feature

You can spend 1 hour treating 50 feet of rope to strengthen it, increasing the amount of hit points it has by 10, and the DC required to break it by 1. For example, 50 feet of treated hempen rope will have 12 hit points and can be burst with a DC 18 Strength check.

Additionally, creatures you bind or tie up with rope have disadvantage in any Strength or Agility checks made to free themselves.

Unyielding

Prerequisite: Sellsword Archetype feature

When you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to be neither moved nor knocked prone.

Revisions

  • 2023-03-08: Revised prerequisite levels to fall on levels you gain new techniques at odd levels only.