The Community Ranger

by dracodruid

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The Community Ranger

Proposal-Version 3.0


Created by r/DnD5CommunityRanger with GM Binder

Format: DIN A4

Class Features

As a ranger, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) scale mail
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • two melee weapons
  • a ranged weapon and a quiver of 20 pieces of ammunition

Animal Empathy

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.

With a successful Wisdom (Animal Handling) check, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Natural Explorer

You have a natural talent to roam the world and explore deep forests and forgotten dungeons. You gain the following benefits:

  • Climbing and swimming doesn't cost you extra movement.
  • Moving through non-magical difficult terrain costs you no extra movement and you can pass through non-magical plants without taking damage from them if they have thorns, spines, or a similar hazard.
  • You can move stealthily while traveling at a normal pace.
  • You don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

Survival Training

Choose two skill proficiencies from the ranger's list of skills (see Proficiencies above).

You gain proficiency with the chosen skills. If you are already proficient in either skill, you add double your proficiency bonus to checks you make with it instead.

At 6th level, you can choose another two skill proficiencies to gain this benefit (you may choose the same proficiencies again).

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Hunter's Mark

Beginning at 2nd level, you can focus your senses onto a creature, mystically marking it as your quarry.

As a bonus action, choose one creature you can see within 90 feet of you. The target is marked for 24 hours or until you use this feature again to target another creature. The mark vanishes early if the target dies or you fall unconscious. Until the mark vanishes, you gain the following benefits:

  • Whenever you hit the target with a weapon attack, you deal additional damage as shown in the Hunter's Mark column of the Ranger table.
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find the target.
Hunter's Mark - Spell or Ability?

Using this variant, the hunter's mark spell is removed from the ranger's spell list and doesn't stack with the ability of the same name.

The spell is meant to be a substitute of the ranger ability, usable by other classes.

The Community Ranger | by r/DnD5CommunityRanger

The Community Ranger
Level Proficiency
Bonus
Features Hunter's Mark 1st 2nd 3rd 4th 5th
1st +2 Animal Empathy, Natural Explorer, Survival Training
2nd +2 Fighting Style, Hunter's Mark, Spellcasting 1d4 2
3rd +2 Ranger Archetype, Ranger's Resilience 1d4 3
4th +2 Ability Score Improvement 1d4 3
5th +3 Ranger Archetype feature 1d6 4 2
6th +3 Skirmisher, Survival Training 1d6 4 2
7th +3 Ranger Archetype feature 1d6 4 3
8th +3 Ability Score Improvement 1d6 4 3
9th +4 1d6 4 3 2
10th +4 Heightened Senses, Know your Prey 1d6 4 3 2
11th +4 Ranger Archetype feature 1d8 4 3 3
12th +4 Ability Score Improvement 1d8 4 3 3
13th +5 1d8 4 3 3 1
14th +5 Ambuscade, Deadly Mark 1d8 4 3 3 1
15th +5 Ranger Archetype feature 1d8 4 3 3 2
16th +5 Ability Score Improvement 1d8 4 3 3 2
17th +6 1d10 4 3 3 3 1
18th +6 Superior Senses 1d10 4 3 3 3 1
19th +6 Ability Score Improvement 1d10 4 3 3 3 2
20th +6 Perfect Hunter 1d10 4 3 3 3 2

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination.

If you prepare the 1st-level spell animal friendship, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier

Spell attack modifier = your proficiency bonus +
your Wisdom modifier

Spellcasting Focus

You can use a druidic focus (found in chapter 5) as a spellcasting focus for your ranger spells.

The Community Ranger | by r/DnD5CommunityRanger

Ranger Archetype

At 3rd level, you choose to emulate the ideals and training of a ranger archetype, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

If your chosen archetype doesn't grant a feature at 5th level, you receive the Extra Attack feature in its place:

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Archetype Spells

Each archetype has a list of associated spells. You gain access to these spells at the levels specified in the archetype description. Once you gain access to an archetype spell, you always have it prepared. Archetype spells don't count against the number of spells you can prepare each day.

If you gain an archetype spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Ranger's Resilience

By 3rd level, living in the harshness of the wilderness has made you hardy and resilient.

You may add double your proficiency bonus on any Constitution saving throw against poison, disease, or environmental effects (e.g. Extreme Heat).

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Skirmisher

By 6th level, you have become fast and agile and can maneuver around the battlefield with ease.

While you aren't wearing heavy armor and aren't encumbered, you gain the following benefits:

  • Your speed increases by 10 feet.
  • You can take the Dash, Disengage, or Hide action as a bonus action on your turn.

Heightened Senses

At 10th level, your senses have become finely attuned and you can quickly assess your surroundings, gaining the following benefits:

  • You have advantage on initiative rolls.
  • You can use the Search action as a bonus action on your turn.

Know your Prey

Beginning at 10th level, you can glean intimate knowledge about the combat capabilities of your chosen prey.

You can use an action on your turn to learn three of the following characteristics about target of your Hunter's Mark that you can see within 60 feet:

Creature Type, Armor Class, Senses, one Ability Score and corresponding Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.

Alternatively, when the target of your Hunter's Mark that you can see within 60 feet of you takes any damage, you can use your reaction to learn one characteristic from the list above.

Ambuscade

At 14th level, you learned how to become one with your surroundings and to deal deadly strikes at unaware prey, gaining the following benefits:

  • Creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks which rely on sight or hearing while you remain silent and still.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Deadly Mark

Beginning at 14th level, your strikes against your chosen prey often find their weak spots.

Any attack roll you make against the target of your Hunter's Mark is a critical hit on a roll of 19 or 20 on the d20.

Superior Senses

At 18th level, you have honed your senses to perfection.

You gain Blindsight out to a range of 30 feet.

In addition, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

Perfect Hunter

At 20th level you become an unparalleled hunter, gaining the following benefits:

  • Targeting a creature with your Hunter's Mark no longer requires an action.
  • Whenever the target of your Hunter's Mark takes damage, you can use your reaction to learn three characteristics instead of one, as per your Know Your Prey feature.
  • When you hit the target of your Hunter's Mark with an attack, you can choose to let your Hunter's Mark vanish after the attack. If you do, the attack deals an additional 5d10 damage to the target, and the creature can't become the target of your Hunter's Mark again until you finish a short rest.

The Community Ranger | by r/DnD5CommunityRanger

New Druid and Ranger Spells

The following spells are added to the druid's and ranger's spell list.

Calm Beasts

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of beasts. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a beast can choose to fail this saving throw if it wishes. If a beast fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the beast becomes hostile again, unless the DM rules otherwise.

Primeval Awareness

1st-level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a small figurine, representing the type of creatures you wish to detect)
  • Duration: Concentration, up to 10 minutes

You can attune your senses to the region around you and determine if creatures of a certain type lurk nearby.

When you begin casting this spell, choose a creature type (e.g. giants or monstrosities). For the duration, you know if any creatures of the chosen type are present within 2 miles around you, their numbers, and the creatures’ general direction and rough distance from you.

If there are multiple groups within range, you learn this information for each group.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the range increases by 1 mile for each slot level above 1st.

Revivify Beast

2nd-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (rare herbs and fine food worth 50 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a beast that has died within the last 10 minutes. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.

The Community Ranger | by r/DnD5CommunityRanger

 

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