Strider, 5th Edition Fighter Subclass
Here is my Ranger-themed Fighter Subclass: The Strider!
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Rangers Suck.
At least that is what I keep hearing.
And then I look at the Ranger Class and give it a good long read and comparison to other 5e classes, and you know what? Rangers suck.
They are supposed to fill this special niche in the game as roaming wilderness warriors and keepers of nature. But to be honest, a fighter or barbarian with the Survival skill can get along just as well, if not better than the ranger, and druids are far more in tune with nature than rangers are presented.
I think the big problem is the role that rangers are trying to fill. They are represented by one major figure in all of popular fantasy culture – Aragorn of the Lord of the Rings trilogy – and even he is not a dedicated ranger; he’s a multiclass ranger / paladin! I am hard pressed to think of a number of other major pop culture figures that fill the “ranger” class. All I can think of are Red Sonja and maybe Geralt from the Witcher series.
As a compromise, I created the Strider subclass for Fighters. It uses the idea of the ranger and places it on top of a much more usable base class. Much like the Eldritch Knight, it has spellcasting, allowing the fighter access to primordial spells that rangers and druids normally wield.
Primordial Spells…?
For those not familiar with Primordial spells as presented in Tales of the Valiant, feel free to use the standard Ranger spells as presented in the Core Rulebook of the World’s Most famous Fantasy RPG.
Creating a Strider
It is highly recommended that you give your Strider a decent WIS ability score, so they can make goos use of their spells and associated skills. Fighters have WIS (Survival) as a possible proficiency, and it is recommended you take this, if your Background does not provide it to you as a skill. The INT (Natural) skill is also highly recommended, but not necessary.
For language selections, I suggest Elvish and Sylvan, to show a link with the creatures of the Fey.
Fighter Subclass: The Strider
Striders are fighters trained to survive in the wilderness for extended lengths of time. They have studied the flora and fauna of the wilds around their homeland, tracking animal trails, habitats, seasonal migrations, and predator movements. Working alongside local druids, they learn primordial magic to attune themselves with nature on a deeper level.
Striders function as wilderness warriors, trackers, royal huntsmen, and liaisons between mortal civilized folk and the wilder species of the primordial and sylvan worlds.
Strider Progression Primordial Spell Slots By Circle
Fighter Level Features Spells Known 1st 2nd 3rd 4th
3rd Favored Enemy, Natural Explorer, Primordial Spellcasting 3 2 – – –
4th – 3 3 – – –
5th – 4 3 – – –
6th – 4 3 – – –
7th Roving 5 4 2 – –
8th – 5 4 2 – –
9th – 6 4 2 – –
10th – 6 4 3 – –
11th Vanish 7 4 3 – –
12th – 7 4 3 – –
13th – 8 4 3 2 –
14th – 8 4 3 2 –
15th Feral Senses 9 4 3 2 –
16th – 9 4 3 3 –
17th – 10 4 3 3 –
18th – 10 4 3 3 –
19th – 11 4 3 3 1
20th – 11 4 3 3 1
Favored Enemy
3rd-Level Strider Feature
You always have the Hunter’s Mark spell prepared. You can cast it a number of times equal to your PB without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The bonus damage die from Hunter’s Mark increases as you gain levels, becoming a d8 at level 7, a d10 at level 11, and a d12 at level 15.
Natural Explorer
3rd-Level Strider Feature
Your ability to deal with environmental challenges is unmatched. You gain the following benefits:
** You have Advantage on WIS (Survival) checks to track a creature.
** Your speed isn’t halved when you move through non-magical or magical difficult terrain. You suffer other penalties caused by moving through difficult terrain as normal.
Primordial Spellcasting
3rd-Level Strider Feature
You enhance your martial prowess with the ability to cast primordial spells.
Casting Spells
You know a small number of spells and can cast any of them by using a Primordial spell slot of the spell’s circle or higher. You don’t need to prepare spells ahead of time.
The Strider Progression table shows how many spells you know and how many Primordial spell slots you have at a given level.
You regain all used spell slots when you finish a long rest.
Spells Known of 1st Circle or Higher
Choose two 1st-circle spells from the Primordial spell list that you know.
The Spells Known column of the Strider Progression table shows when you learn additional Primordial spells. Each spell you choose must be from a circle for which you have Primordial spell slots. For instance, when you reach 7th level as a Fighter, you can learn one new Primordial spell for the 1st or 2nd circle.
In addition, when you gain a level of Fighter, you can choose one Primordial spell you know and replace it with another spell of your choice from the Primordial spell list. The replacement spell must be of a circle for which you have Primordial spell slots.
Spellcasting Ability
Wisdom (WIS) is your spellcasting ability. Your WIS modifier determines the save DC or the attack modifier for certain spells you cast:
Spell Save DC = 8 + your PB + your WIS modifier.
Spell Attack Modifier = your PB + your WIS modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your Primordial spells.
Roving
7th-Level Strider Feature
Your Speed increases by +10 feet while you’re not wearing heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Vanish
11th-Level Strider Feature
You invoke spirits of nature to hide yourself. You can use the Hide action as a Bonus Action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Feral Senses
15th-Level Strider Feature
Your instincts have sharpened, granting you supernatural awareness of your surroundings. You gain Blindsight with a range of 30 feet.
Additionally, while a creature marked by your Hunter’s Mark is within 60 feet of you, you know its exact location, and it can’t gain Advantage on attacks against you as a result of being invisible or otherwise unseen. When you attack a marked creature within 60 feet of you, an inability to see it doesn’t impose Disadvantage on your attack rolls against it.
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