Subclass

The World Harvester

I used to work with a lumberjack a few years back... Well in actuality it was just a beefy redhead who knew his way around a flannel shirt but he made me really believe he knew his way around unfettered deforestation.

Rangers are typically framed as Druid-Lite but still spend the weekends with their Fighter-class dads. With that flavor comes an inherited love of nature. You get a Natural Explorer, Landstride, and a whole mess of ooey gooey nature spells. But none of the subclasses really captures the archetype of one who does more tree-chopping than tree-hugging.

The World Harvester is designed for the lumberjack archetype but can easily be geared towards coal miners, oil barons, or any other profession that is both a student and reaper of the natural world.

Starting at 3rd level, you gain Weapons of the Harvest granting you advanced attacks when striking opponents with a Greataxe, Pike, or Warhammer. (Btw, not a bad time to consider the Axe-pert feat.) With each strike, you can cudgel, gash, or concuss your enemies. As you level up, you can further empower your strikes with your higher spell-slots.

At 7th level you can Crumble Environment, destroying the natural environment around you to prepare a dangerous battlefield for your enemies.

Finally, at 15th level, you can break off a large hunk of natural material (such as a log or a boulder) and dish out explosive bludgeoning damage against your enemies with Improvised Destruction.

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Ranger: World Harvester

“Oh I’m a lumberjack and I’m okay...”

The World Harvester archetype embodies a deep understanding of your favored terrain and a thirst to harness its resources to further your goals. You are adept at borrowing or stealing its power and bending that power to your will. Individuals such as miners, lumberjacks, and other harvesters of natural resources often find themselves using their skills and attunement to the lands in greater adventures.

Weapons of the Harvest

Beginning when you select this archetype at 3rd level, you’ve become adept with one of the following weapons as both a tool for harvest and combat: Greataxe, Pike, Warhammer. When you strike an opponent with one of these weapons, you can expend 1 spell slot to impose the one of the following effects. The spell slot level empowers the ability.

Cudgel The target must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes an additional (1d6 × spell slot level) bludgeoning damage and their speed is reduced by 10 until the start of your next turn.

Gash The target must make a Constitution saving throw against your spell save DC. On a failed save, for each attack that creature takes on their next turn, they sustain (1d4 × spell slot level) slashing damage.

Concussed The target must make a Constitution saving throw against your spell save DC.On a failed save, the creature has disadvantage on all wisdom and intelligence checks and saving throws until the start of your next turn. If the creature fails a wisdom or intelligence check or saving throw, they sustain (1d8 × spell slot level) bludgeoning damage.


Working in Darkness

You’ve grown accustomed to harvesting the earth’s bounty in the darkness of mines or under the shade of night. Beginning at 3rd level, you gain darkvision within a range of 60 feet. If you already have darkvision (i.e. if you're anything other than human), your darkvision range extends another 30 feet. Additionally, you gain advantage on nature checks when in dim light or darkness.


Temporary Shelter

Starting at 7th level you’re able to spend 10 minutes harvesting materials from the terrain in order to fashion a secure resting spot. This could take the form of a hovel, a yurt, or some other covered structure. The structure can shelter up to 6 medium or smaller creatures. The structure remains stable for a number of days equal to your ranger level.

When the structure is made out of materials harvested while in your favored terrain, the structure blends in naturally with the environment and masks the scent of its inhabitants. Creatures within 30 feet of the structure can make a DC 18 perception or investigation check. On a failed check they do not notice the structure. 


Crumble Environment

Starting at 7th level, you can spend one minute taking destructive actions to create an area of difficult terrain within a 15-foot radius of you. This could take the form of chopping trees, destroying pathways, or other environmentally destructive actions. You can move through the destroyed environment as if it were normal terrain. Allies within 15 feet of you that you can see can also move through the environment as if it were normal terrain.


Quaking strike

Starting at 11th level, your destructive strength quakes far and wide with each blow. You can expend the use of an attack to strike the ground or some other naturally occurring object such as a tree or cave wall. When you do so, the impact can be heard from 300 feet away. Each creature within 30 feet of the strike must make a DC 13 Constitution saving throw. On a failed save, the creature takes 2d6 thunder damage and is deafened until the start of your next turn. On a successful save, the creature takes half damage. You can use this ability a number of times equal to your Strength modifier and regain all expended uses after completing a long rest.


Improvised Destruction

Starting at 15th level, you’re able to bend the remnants of your environment to your will. You can use an action to improvise a heavy two-handed weapon using the environment around you. This could take the form of a boulder, a large log, or anything else you’re able to work with. You are proficient in using this weapon and the weapon deals 6d6 bludgeoning damage. If you deal more than 12 points of bludgeoning damage in a single attack with this weapon, the next time you roll for damage with this object roll one less d6. You can use this ability once per long rest.


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