Friday, March 3, 2017

5e The Huntmaster (Variant Human Revised Ranger/Paladin)

This is an idea that I came to while toying around with a Yuan-Ti Bounty Hunter and her pet snake. The idea was further developed when imagining that San from Mononoke Hime would fit this idea a little bit. I am not going full blown wolf, wolf, wolf, though that would be interesting. But the idea here is to see how many animal companions I get onto one creature.

The point of this character is going to be involved with producing various animals in connection with the character. I had thought about doing this all via Feats, but the Ritual Caster Feat does not allow you to pick up Paladin rituals, with that realization, I have decided to go to about 8th level in Paladin. At least in the Revised Ranger, the animal companion gains hit points as your character levels rather than as your Ranger class levels.

In order to do a little bit of an unusual thing for this sort of character, I'm going to go with a Courtier background from Sword Coast Adventurer's Guide, making them a common member of a particular court. Perhaps he is the Court Huntsman or something similar, though I imagine this person as a noble or rather than a commoner, though as an adventurer he's on the verge of being something other than a typical do-nothing noble. However, he is dextrous but not particularly strong or resilient.

I exchanged a switched out the second weapon from the Ranger's equipment for a shield instead.

For this I am using my typical theoretical 30 pt array of 15, 14, 13, 12, 11, 10.

1st Level Variant Human Ranger
Str: 11
Dex: 16
Con: 10
Int: 12
Wis: 14
Cha: 14

HP: 10
AC: 18 (Scale mail and shield)
Ranger Save DC: 12
Wizard Save DC: 11

Speed: 30 ft

Proficiency Bonus: +2

Bonus Skill
Bonus Feat

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Languages: Common, Dwarvish, Elvish, Goblin

Proficient Skills
Animal Handling (Ranger) +4
Insight (Courtier) +4
Perception (Human) +4
Persuasion (Courtier) +4
Stealth (Ranger) +5
Survival (Ranger) +4

Feat: Magic Initiate: Wizard (Cantrips: Light, Green-Flame Blade; Spell: Find Familiar)

Background: Courtier

Favored Enemy: Beasts
Natural Explorer

Wizard Cantrips: Light, Green-Flame Blade
Wizard Spells: Find Familiar

Familiar: Fey Hawk

AC: 13
HP: 1
Speed: 10ft, Fly 60ft
Str: 5, Dex: 16, Con: 8, Int: 2, Wis: 14, Cha 6

Scale Mail
Spear
Shield
Longbow
20 Arrows
Explorer's Pack
Fine Clothes
5 GP
Reasoning: The hawk stands in for a falcon, I suppose I could replace that with the raven or owl, but I like the idea of a hawk for a noble with a love for hunting. Note that the familiar cannot attack but can use the Help action to give someone Advantage on an attack. Shield, spear and bow are typical hunter's weapons more than a sword. The Green-Flame Blade isn't exactly impressive at this level, dealing 1 extra point of damage to a second target, but that gets better as the character levels.

2nd to 5th Level


2nd Level - Ranger 2nd Level: Fighting Style: Archery, Spellcasting, +6 HP (16)
Spells: Hunter's Mark, Speak with Animals

3rd Level - Ranger 3rd Level: Primeval Awareness, Conclave: Beastmaster, Animal Companion: Wolf, +6 HP (22)
Spell: Animal Friendship

Wolf - Medium Beast, Proficient Skills: Stealth, Perception

4th Level - Ranger 4th Level: Ability Score Improvement: +2 Str, Wolf: +2 Con, +6 HP (28)

5th Level - Proficiency Bonus: +3, Ranger 5th Level: Coordinated Attack, +6 HP (34)
Spell: Beast Sense

Reasoning: As I have said on other theoreticals, there isn't much point to flip-flopping between classes they way you had to in 3rd edition. It makes much more sense to change over at a milestone point like 4th level or 5th level for those classes that get Extra Attacks. Despite this person's love of hunting and such, I imagine they have a good relationship with animals in general and keeps their hunting respectful rather than for pure sport. Beast Sense seems a bit over the top given that this character has a flying familiar, and the familiar power already grants the ability to see through its eyes. However, familiar has a range limit and Beast Sense does not. Note, the familiar is Fey (you have to choose between Fey, Celestial or Fiendish) and thus Beast Sense does not work on it, but Beast Sense will work on any charmed animal as well as the wolf. I don't know whether the two proficient skills animal companions get is in addition to the proficient skills normal for the animal or not so I assumed not. As a side note, reverse engineering the wolf shows its bite is based on Dexterity but the Trip portion of the attack's save DC is based on Strength. The character's Ability Score Improvement went to Strength as a requirement for going into Paladin. Archery was chosen for this Fighting Style, but we have another on the way.

5th Level Statistics


5th Level Variant Human Ranger
Str: 13
Dex: 16
Con: 10
Int: 12
Wis: 14
Cha: 14

HP: 34
AC: 18 (Scale mail and shield)
Ranger Save DC: 13
Wizard Save DC: 12

Speed: 30 ft

Proficiency Bonus: +3

Bonus Skill
Bonus Feat

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Languages: Common, Dwarvish, Elvish, Goblin, Sylvan

Proficient Skills
Animal Handling (Ranger) +5
Insight (Courtier) +5
Perception (Human) +5
Persuasion (Courtier) +5
Stealth (Ranger) +6
Survival (Ranger) +5

Feat: Magic Initiate: Wizard (Cantrips: Light, Green-Flame Blade; Spell: Find Familiar)

Background: Courtier

Favored Enemy: Beasts
Natural Explorer
Fighting Style: Archery
Spellcasting
Primeval Awareness
Beast Master Conclave
Animal Companion
Coordinated Attack

Wizard Cantrips: Light, Green-Flame Blade
Wizard Spells: Find Familiar

Spell Slots: 4 (1st Level), 2 (2nd Level)

1st Level Ranger Spells: Animal Friendship, Hunter's Mark, Speak with Animals
2nd Level Ranger Spells: Beast Sense

Familiar: Fey Hawk

AC: 13
HP: 1
Speed: 10ft, Fly 60ft
Str: 5, Dex: 16, Con: 8, Int: 2, Wis: 14, Cha 6

Animal Companion: Wolf

AC: 16 (natural armor, ranger proficiency bonus)
HP: 26 (4d8+8)
Speed: 40ft
Str: 12, Dex: 15, Con: 14, Int: 3, Wis: 12, Cha 6
Saves: Str +4, Dex +5, Con +5, Int -1, Wis +4, Cha +1
Skills: Perception +4, Stealth +4
Bite: Attack +5, Damage 2d4+5, Knock Prone DC: 12 (Str + Proficiency Bonus)
Pack Tactics: Advantage on attack when allies of the wolf are within five feet of its target.
Keen Hearing and Smell: Advantage on Wisdom(Perception) checks involving scent and hearing.

Scale Mail
Spear
Shield
Longbow
20 Arrows
Explorer's Pack
Fine Clothes
5 GP

6th to 10th Level


6th Level - Paladin 1st Level: Divine Sense, Lay on Hands, +6 HP (40)

7th Level - Paladin 2nd Level: Fighting Style: Dueling, Spellcasting, Divine Smite, +6 HP (46)

8th Level - Paladin 3rd Level: Divine Health, Sacred Oath: Ancients, Oath Spells, Channel Divinity, +6 HP (52)

9th Level - Proficiency Bonus +4, Paladin 4th Level: Ability Score Improvement: Medium Armor Master, Wolf +2 Dex, +6 HP (58)

10th Level - Paladin 5th Level: Extra Attack, +6 HP (64)

Find Steed: Warhorse

Reasoning: Okay, with Dueling and Archery fighting styles this character is now a master of the major weapons of medieval hunters: spears and bows. Medium Armor Master allows the character to wear Scale Armor and get more of their Dex to the AC as well as have no disadvantage on stealth. I considered going with Oath of the Crown for the Oath, but ultimately decided that the character's connection to animals and hunting put them more in the line of connection to the Fey and the Fey have courts as well, so there you go. And here we go, here comes Find Steed. Steeds do not improve with level normally, but they can be resummoned fairly easily and work as a good "get into battle" platform. They also do fairly decent damage if they can hit.

10th Level Statistics


10th Level Variant Human Ranger
Str: 13
Dex: 16
Con: 10
Int: 12
Wis: 14
Cha: 14

HP: 64
AC: 19 (Scale mail and shield)
Paladin/Ranger Save DC: 14
Wizard Save DC: 13

Speed: 30 ft

Proficiency Bonus: +4

Bonus Skill
Bonus Feat

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Languages: Common, Dwarvish, Elvish, Goblin, Sylvan

Proficient Skills
Animal Handling (Ranger) +6
Insight (Courtier) +6
Perception (Human) +6
Persuasion (Courtier) +6
Stealth (Ranger) +7
Survival (Ranger) +6

Feat: Magic Initiate: Wizard (Cantrips: Light, Green-Flame Blade; Spell: Find Familiar)

Background: Courtier

Favored Enemy: Beasts
Natural Explorer
Fighting Style: Archery
Spellcasting
Primeval Awareness
Beast Master Conclave
Animal Companion
Coordinated Attack

Divine Sense
Lay on Hands (25)
Fighting Style: Dueling
Spellcasting
Divine Health
Sacred Oath: Ancients
Channel Divinity: Nature's Wrath
Channel Divinity: Turn the Faithless
Oath Spells
Extra Attack

Wizard Cantrips: Light, Green-Flame Blade
Wizard Spells: Find Familiar

Spell Slots: 4 (1st Level), 3 (2nd Level), 2 (3rd Level)

1st Level Ranger Spells: Animal Friendship, Hunter's Mark, Speak with Animals
2nd Level Ranger Spells: Beast Sense

1st Level Oath Spells: Ensnaring Strike, Speak With Animals
2nd Level Oath Spells: Misty Step, Moonbeam

Familiar: Fey Hawk

AC: 13
HP: 1
Speed: 10ft, Fly 60ft
Str: 5, Dex: 16, Con: 8, Int: 2, Wis: 14, Cha 6

Animal Companion: Wolf

AC: 18 (natural armor, ranger proficiency bonus)
HP: 59 (9d8+18)
Speed: 40ft
Str: 12, Dex: 17, Con: 14, Int: 3, Wis: 12, Cha 6
Saves: Str +5, Dex +7, Con +6, Int +0, Wis +5, Cha +2
Skills: Perception +5, Stealth +7
Bite: Attack +7, Damage 2d4+7, Knock Prone DC: 13 (Str + Proficiency Bonus)
Pack Tactics: Advantage on attack when allies of the wolf are within five feet of its target.
Keen Hearing and Smell: Advantage on Wisdom(Perception) checks involving scent and hearing.

Steed: Fey Warhorse

AC: 13 (Studded Leather Barding)
HP: 19
Speed: 60ft
Str: 18, Dex: 12, Con: 14, Int: 6, Wis: 12, Cha: 7
Languages: Sylvan
Trampling Charge: If travels in a straight line at least 20ft and successfully attacks with hooves, the target must make a Strength Save DC 14 or be knocked prone. If knocked prone, the warhorse can make another attack with its hooves.
Hooves: Attack +4, 2d6+4 Damage

Scale Mail
Spear
Shield
Longbow
20 Arrows
Explorer's Pack
Fine Clothes
5 GP

11th to 15th Level


11th Level - Paladin 6th Level: Aura of Protection, +6 HP (70)

12th Level - Paladin 7th Level: Aura of Warding, +6 HP (76)

13th Level - Proficiency Bonus: +5, Paladin 8th Level: Ability Score Improvement: Dex +2, Wolf: Con +2, +6 HP (82)

14th Level - Ranger 6th Level: Greater Favored Enemy: Monstrosity, +6 HP (88)
Spell Dropped: Speak with Animals, Spell Added: Pass Without Trace

15th Level - Ranger 7th Level: Beast's Defense, +6 HP (94)
Spell: Darkvision

Reasoning: I decided to go ahead and grab the two Auras from Ancients and base Paladin as well as the Ability Score Improvement before moving on. One problem this character has with using spears is that they are not a finesse weapon normally and this character's Strength is pretty low. I went with Monstrosity for the greater favored foe as the continuation of the theme of the great hunter as monstrosities are usually warped versions of normal animals. Also, as you'll see below, the wolf has surpassed the main character in terms of hit points with this increase of Constitution. Also at this point I drop the Ranger version of Speak with Animals because I got that from Paladin.

15th Level Statistics


15th Level Variant Human Ranger
Str: 13
Dex: 18
Con: 10
Int: 12
Wis: 14
Cha: 14

HP: 94
AC: 19 (Scale mail and shield)
Paladin/Ranger Save DC: 15
Wizard Save DC: 14

Speed: 30 ft

Proficiency Bonus: +5

Bonus Skill
Bonus Feat

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Languages: Common, Dwarvish, Elvish, Goblin, Sylvan, Abyssal

Proficient Skills
Animal Handling (Ranger) +7
Insight (Courtier) +7
Perception (Human) +7
Persuasion (Courtier) +7
Stealth (Ranger) +9
Survival (Ranger) +7

Feat: Magic Initiate: Wizard (Cantrips: Light, Green-Flame Blade; Spell: Find Familiar)

Background: Courtier

Favored Enemy: Beasts
Natural Explorer
Fighting Style: Archery
Spellcasting
Primeval Awareness
Beast Master Conclave
Animal Companion
Coordinated Attack
Greater Favored Enemy: Monstrosity
Beast's Defense

Divine Sense
Lay on Hands (40)
Fighting Style: Dueling
Spellcasting
Divine Health
Sacred Oath: Ancients
Channel Divinity: Nature's Wrath
Channel Divinity: Turn the Faithless
Oath Spells
Extra Attack
Aura of Protection
Aura of Warding

Wizard Cantrips: Light, Green-Flame Blade
Wizard Spells: Find Familiar

Spell Slots: 4 (1st Level), 3 (2nd Level), 3 (3rd Level), 1 (4th Level)

1st Level Ranger Spells: Animal Friendship, Hunter's Mark
2nd Level Ranger Spells: Beast Sense, Darkvision, Pass without Trace

1st Level Oath Spells: Ensnaring Strike, Speak with Animals
2nd Level Oath Spells: Misty Step, Moonbeam

Familiar: Fey Hawk

AC: 13
HP: 1
Speed: 10ft, Fly 60ft
Str: 5, Dex: 16, Con: 8, Int: 2, Wis: 14, Cha 6

Animal Companion: Wolf

AC: 19 (natural armor, ranger proficiency bonus)
HP: 105 (14d8+42)
Speed: 40ft
Str: 12, Dex: 17, Con: 16, Int: 3, Wis: 12, Cha 6
Saves: Str +6, Dex +8, Con +8, Int +1, Wis +6, Cha +3
Skills: Perception +6, Stealth +8
Bite: Attack +8, Damage 2d4+8, Knock Prone DC: 14 (Str + Proficiency Bonus)
Pack Tactics: Advantage on attack when allies of the wolf are within five feet of its target.
Keen Hearing and Smell: Advantage on Wisdom(Perception) checks involving scent and hearing.

Steed: Fey Warhorse

AC: 13 (Studded Leather Barding)
HP: 19
Speed: 60ft
Str: 18, Dex: 12, Con: 14, Int: 6, Wis: 12, Cha: 7
Languages: Sylvan
Trampling Charge: If travels in a straight line at least 20ft and successfully attacks with hooves, the target must make a Strength Save DC 14 or be knocked prone. If knocked prone, the warhorse can make another attack with its hooves.
Hooves: Attack +4, 2d6+4 Damage

Scale Mail
Spear
Shield
Longbow
20 Arrows
Explorer's Pack
Fine Clothes
5 GP

16th to 20th Level


16th Level - Ranger 8th Level: Ability Score Improvement: Dex +2, Wolf: Dex +2, Fleet of Foot, +6 HP (100)

17th Level - Proficiency Bonus: +6, Ranger 9th Level, +6 HP (106)
Spell: Conjure Animals

18th Level - Ranger 10th Level: Hide in Plain Sight, +6 HP (112)

19th Level - Ranger 11th Level: Storm of Claws and Fangs, +6 HP (118)
Spell: Lightning Arrow

20th Level - Ranger 12th Level: Ability Score Improvement: Tough, Wolf: Con +2, +46 HP (164)

Reasoning: I first maxed out Dexterity and then considered the virtues of Tough and adding to Charisma or Wisdom. In the end I decided to take Tough for the extra hit points so the character could keep up a little better with the wolf. Also note that I gave the character the ability to call even more animals to the seen via Conjure Animals. The wolf can only get one more point of Dex so I decided to increase its Constitution again to make it even tougher than it already was.

20th Level Statistics


20th Level Variant Human Ranger
Str: 13
Dex: 20
Con: 10
Int: 12
Wis: 14
Cha: 14

HP: 164
AC: 19 (Scale mail and shield)
Paladin/Ranger Save DC: 16
Wizard Save DC: 15

Speed: 30 ft

Proficiency Bonus: +6

Bonus Skill
Bonus Feat

Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Languages: Common, Dwarvish, Elvish, Goblin, Sylvan, Abyssal

Proficient Skills
Animal Handling (Ranger) +8
Insight (Courtier) +8
Perception (Human) +8
Persuasion (Courtier) +8
Stealth (Ranger) +11
Survival (Ranger) +8

Feat: Magic Initiate: Wizard (Cantrips: Light, Green-Flame Blade; Spell: Find Familiar)

Background: Courtier

Favored Enemy: Beasts
Natural Explorer
Fighting Style: Archery
Spellcasting
Primeval Awareness
Beast Master Conclave
Animal Companion
Coordinated Attack
Greater Favored Enemy: Monstrosity
Beast's Defense
Fleet of Foot
Hide in Plain Sight
Storm of Claws and Fangs

Divine Sense
Lay on Hands (40)
Fighting Style: Dueling
Spellcasting
Divine Health
Sacred Oath: Ancients
Channel Divinity: Nature's Wrath
Channel Divinity: Turn the Faithless
Oath Spells
Extra Attack
Aura of Protection
Aura of Warding

Wizard Cantrips: Light, Green-Flame Blade
Wizard Spells: Find Familiar

Spell Slots: 4 (1st Level), 3 (2nd Level), 3 (3rd Level), 3 (4th Level), 2 (5th Level)

1st Level Ranger Spells: Animal Friendship, Hunter's Mark, Speak with Animals
2nd Level Ranger Spells: Beast Sense, Darkvision
3rd Level Ranger Spells: Conjure Animal, Lightning Arrow

1st Level Oath Spells: Ensnaring Strike, Speak with Animals
2nd Level Oath Spells: Misty Step, Moonbeam

Familiar: Fey Hawk

AC: 13
HP: 1
Speed: 10ft, Fly 60ft
Str: 5, Dex: 16, Con: 8, Int: 2, Wis: 14, Cha 6

Animal Companion: Wolf

AC: 21 (natural armor, ranger proficiency bonus)
HP: 162 (19d8+76)
Speed: 40ft
Str: 12, Dex: 19, Con: 18, Int: 3, Wis: 12, Cha 6
Saves: Str +7, Dex +10, Con +10, Int +2, Wis +7, Cha +4
Skills: Perception +7, Stealth +10
Bite: Attack +10, Damage 2d4+10, Knock Prone DC: 15 (Str + Proficiency Bonus)
Pack Tactics: Advantage on attack when allies of the wolf are within five feet of its target.
Keen Hearing and Smell: Advantage on Wisdom(Perception) checks involving scent and hearing.

Steed: Fey Warhorse

AC: 13 (Studded Leather Barding)
HP: 19
Speed: 60ft
Str: 18, Dex: 12, Con: 14, Int: 6, Wis: 12, Cha: 7
Languages: Sylvan
Trampling Charge: If travels in a straight line at least 20ft and successfully attacks with hooves, the target must make a Strength Save DC 14 or be knocked prone. If knocked prone, the warhorse can make another attack with its hooves.
Hooves: Attack +4, 2d6+4 Damage

Scale Mail
Spear
Shield
Longbow
20 Arrows
Explorer's Pack
Fine Clothes
5 GP

Some 5e Builds

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