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by MICHAEL KIDD
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I have attempted to rework the spells into a mundane ability set that would be more in line with a
trained scout or survivalist. I have attempted to balance the power of the ability with that of the
original spell, using the same DCs and damage dice. I have changed some of the elemental damages
to better reflect what a survivalist would have access to. I took some liberties with what would be
mundane abilities (such as explosives in the place of lightning damage). Where some abilities
become more constantly useable, such as Hunter’s Quarry (Hunter’s Mark spell), I added a setback
feature to balance the utility of the ability. The abilities are divided up into 4 categories, Abilities
which can be used at will, Salves which need preparation during a long rest, Traps which may be
used repeatedly (balanced by their need for preparation for use rather than spontaneous casting),
and Weapon Modifications which need to be prepared during a long rest. I spaced out the levels at
which the Ranger gains access to the abilities in order to pace the power advancement of the
Ranger.
For the purpose of saving throws which would regularly use the Ranger’s Spell Save DC, we will
rename the Spell Save DC as the Hazard Save DC. 8 + Wisdom Modifier + Proficiency.
I would really love feedback, constructive criticism, and balancing notes. Oh, and if anyone wants to
supply me with some art that I can use for this document, that’s more than welcome too! Reach me
on Facebook @ http://www.facebook.com/michael.ross.kidd
Level 18
Perfected Shrapnel Arrow (weapon mod)
The Ranger perfects the high explosive charge. The
arrow can now be rigged to deliver a blast damaging the
target by 4d8 piercing & 4d8 fire on a failed Dexterity
saving throw, or half as much on a successful save. The
blast range for the shrapnel extends to each creature
within a 40 foot radius, 20-foot-high cylinder, who suffer
4d8 piercing, 4d8 fire on a failed Dexterity saving throw,
or half as much on a successful save.