Ranger - The Wildling (Wolverine)

Bone Claws

Beginning at 3rd level, you grow retractable claws from the tips of your fingers or between your knuckles. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes.

Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.

Rampage

At 3rd level, when you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make two unarmed strikes.

Primal Fury

Starting at 7th level, when you are reduced to half your hit points or fewer, as a reaction, you can tap into a surge of natural energy within yourself.

For the next 3 rounds, you gain the following additional properties:

  • You gain a number of temporary hit points equal to 2 x your ranger level. If any of these remain when the effect ends, they are lost.
  • You have advantage on attack rolls you make with natural weapons and unarmed strikes, but attack rolls against you have advantage.
  • You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down).
  • You have advantage on Strength checks and Strength saving throws.
  • When you take the Attack action on your turn, you can make one additional attack.

Once you've used this feature you can't do so again until you finish a short or long rest.

Regeneration

Starting at 11th level, at the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. If you take necrotic damage, this trait doesn't function during your next turn. You start dying only if you start your turn with 0 hit points and don't regenerate.

Timeless Body

Starting at 15th level, the fey magic that flows through you causes you to age more slowly. For every 25 years that pass, your body only ages 1 year. You suffer the effects of indefinite madness. Roll 1d100 on the Indefinite Madness table in the Dungeon Master's Guide on page 260. You gain one additional flaw from your madness for every 100 years that pass. This madness cannot be cured.

Additionally, you can use Primal Fury as a bonus action. You may use it this way a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Note

add some feytouched ritual fluff to enter the ranger conclave that grants the bone claws and rage

you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing any armor:

  • You have advantage on Dexterity check and Dexterity saving throws.
  • When you make a melee weapon attack using Dexterity or Strength, add +1 bonus damage to the damage it deals on a hit.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

You may use this ability a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

The bonus damage increases to +2 at 9th level and +3 at 16th level.

The benefits of Feytouched Rage do not stack with the Rage feature from the Barbarian.