5e SRD >Classes >Ranger >Ranger Archetypes >

Underminer (3pp)

Riding your dread deep badger into battle, you are a fearsome foe to behold that can charge through the very earth and even rock to break your foes.

Deep Badger Companion

At 3rd level you gain an unusually intelligent, strong and loyal deep badger companion that accompanies you on your adventures and is trained to fight alongside you. The deep badger increases its Intelligence to 6 and it gains the ability to understand one language of your choice that you speak. The deep badger obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action to command it to take its turn.

On your turn, you can verbally command the badger to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge or Help action. You may not command the badger to use Multiattack. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the badger to take the Attack action. The deep badger serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit.

While astride your deep badger, you can travel on top of it through the earth, at its burrow speed.

Passengers that are not you must make a Dexterity saving throw at a disadvantage after every minute traveled or be thrown off and buried, taking damage equal to your proficiency bonus times d6. The tunnel you dig collapses almost immediately behind you unless fortified. If the badger dies, you can obtain another one by spending 8 hours magically bonding with another deep badger that isn’t hostile to you. You add 1/2 your proficiency bonus (rounded down) to the badger’s AC, attack rolls and damage rolls as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or three times your ranger level, whichever is higher.

Erupting Charge

At 7th level, if you take the Dash action while astride your deep badger, you may burrow through earthwork, mud, soil or loosely packed stones as part of the Dash. Additionally, if you move at least 10 feet in a straight line while astride your deep badger, you receive a bonus action to gain a +5 bonus to the attack’s damage roll (if you choose to make a melee attack and hit) or push the target up to 10 feet away from you (if you choose to shove and you succeed). The target of your erupting charge must succeed a DC 14 Strength saving throw or be knocked prone, regardless of whether you succeed with the attack or shove. You also increase the burrow speed of your deep badger by +10 ft.

Badger Fury

Starting at 11th level, your deep badger can utilize Multiattack when you command it to use the Attack action. Additionally, your deep badger’s burrow speed increases by +10 ft. and its claws become so hard they can burrow through stone, allowing you to use Erupting Charge to charge through rock while astride your badger.

Shredding Badger

Starting at 15th level, when you make a melee attack as a result of your Erupting Charge you may command your deep badger to use the Attack action as a bonus action.

Deep Badger

This fierce looking terrestrial creature strongly resembles a badger, but is far larger and more feral, its fur littered through with bits of dirt and soil.

Large beast, unaligned

Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 2 (–4) 12 (+1) 5 (–3)

Senses darkvision 30 ft., passive Perception 11
Languages
Challenge 2 (450 XP)

Special Traits

  • Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
  • Sunlight Sensitivity. While in sunlight, the deep badger has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

  • Multiattack. The badger makes two attacks : one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Section 15: Copyright Notice

Underworld Races and Classes © 2017 AAW Games LLC; Designers: Thilo Graf and Mike Myler