Ranger Revised

by Malthramaz

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The Ranger
Level Proficiency Bonus Features Hunter's Mark 1st 2nd 3rd 4th 5th
1 +2 Animal Empathy, Ranger of the Wild -
2 +2 Fighting Style, Herbal Remedies, Spellcasting - 2
3 +2 Hunter's Mark, Ranger Path, Wilderness Guide 1d4 3
4 +2 Ability Score Improvement 1d4 3
5 +3 Extra Attack 1d4 4 2
6 +3 Animal Empathy Improvement 1d6 4 2
7 +3 Ranger Path Feature 1d6 4 3
8 +3 Ability Score Improvement 1d6 4 3
9 +4 Hunter's Mark Improvement 1d6 4 3 2
10 +4 Evasion, Natural Explorer 1d6 4 3 2
11 +4 Ranger Path Feature 1d8 4 3 3
12 +4 Ability Score Improvement 1d8 4 3 3
13 +5 Herbal Remedies Improvements 1d8 4 3 3 1
14 +5 Rugged Authority, Animal Empathy Improvement 1d8 4 3 3 1
15 +5 Ranger Path Feature 1d8 4 3 3 2
16 +5 Ability Score Improvement 1d10 4 3 3 2
17 +6 1d10 4 3 3 3 1
18 +6 Feral Senses 1d10 4 3 3 3 1
19 +6 Ability Score Improvement 1d10 4 3 3 3 2
20 +6 Ranger Path Feature 1d10 4 3 3 3 2

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 + Con mod
  • Hit Points at Higher Levels: 1d10 (or 6) + Con mod per ranger level after 1st.

Proficiencies


  • Armor: Light, Medium, Shields
  • Weapons: Simple weapons, Martial weapons
  • Tools: Herbalism kit or Cartographer's tools

  • 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) scale mail or (b) leather armor
  • Any two melee weapons
  • A dungeoneer's pack
  • A hunting trap
  • Any ranged weapon and 20 ammunition for that weapon.

Animal Empathy

Though many learn to handle pets and train animals, rangers have a special bond with wild beasts that far surpasses even the most talented of mundane trainers.

You can spend a short or long rest interacting with a willing beast of challenge rating 1/2 or lower to create a temporary bond of friendship with it. Until you use this feature on another beast, you can communicate simple ideas with the animal and understand its responses. It will follow you as a companion and attempt to carry out your instructions to the best of its ability, but may leave if mistreated. In combat, the beast acts on your turn, and can move without any action from you. You may use one of your Attacks to command it to make an action and bonus action.

While bonded with you, its proficiency bonus is replaced with yours, and it adds its proficiency bonus to its AC, attack rolls, damage rolls, and all saving throws. It gains a number of extra hit dice equal to your ranger level and increases its hit point maximum accordingly.

If the beast had multiattack, it loses that feature while bonded with you. Once you have bonded with a creature in this manner, you can’t do so again until you finish a long rest. The maximum challenge rating of the beast increases to 1 when you reach 6th level, and to 2 when you reach 14th level.

Ranger of the WIld

Your time in the wilderness has honed your survival skills. You gain the following features:

Forager. When you forage, you find twice as much food as you normally would.

Strider. Moving through nonmagical difficult terrain costs you no extra movement.

Tracker. Whenever you make a Wisdom (Survival) or Intelligence (Investigation) check to track creatures, you are considered proficient in the respective skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You also learn their exact number, their sizes, and how long ago they passed through the area.

Trapper. You add your proficiency bonus to the DC for creatures to detect and avoid triggering the hunting traps that you place (statistics for hunting traps can be found on page 152 of the Player’s Handbook).

Trainer. You have advantage on Wisdom (Animal Handling) checks.

Traveler. You learn one language of your choice. You learn another at 6th level and another at 14th level.

Fighting Style

At 2nd level, choose one of the following features:

Archery

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

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Spellcasting

Starting at 2nd level, you begin to learn to emulate the magical abilities of the creatures of the wild, and to enhance your tools with magic. See Spellcasting for the rules for casting spells and the Ranger Spells 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 cure wounds, 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 study 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 and common sense. You use your Wisdom whenever a spell refers to your spellcasting ability. You also 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

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Herbal Remedies

Beginning at 2nd level, you learn to use your knowledge of herbal remedies and the natural healing of the body to treat a creature’s wounds. During a short rest you can aid a single injured creature by applying bandages, poultices, and other herbal remedies to its wounds. For this short rest, if that creature spends one or more Hit Dice to regain hit points, if it rolls equal to or below half of the maximum for that die, increase the number rolled until it is above half the maximum result. For example, if a creature rolls a 2 on a d10 hit die, then the 2 is replaced with a 6, since 6 is just above half the maximum result of a d10.

At 13th level, when you aid a creature in regaining hitpoints with your herbal remedies, you can also end one nonmagical disease or neutralize one poison affecting it.

Hunter's Mark

At 3rd level, you can magically focus your attacks. As a bonus action, choose a creature you can see within 90 feet of you. For the next hour, whenever you hit the creature with a weapon attack, you deal an extra amount of damage shown in the Hunter's Mark column of the Ranger table. You also have advantage on Perception and Survival checks made to find that creature. You can use this feature a number of times equal to your Wisdom modifier, and regain all spent uses after finishing a long rest.

Starting at 9th level, if the target of your Hunter's Mark dies, you may use your reaction to move the mark onto another creature within range.

Hunter's Mark Spell

If you are playing with this Ranger, the hunter's mark spell is removed from the game. With these rules, Vengeance Paladins don't get hunter's mark, and instead get wrathful smite.

Ranger Path

At 3rd level, you choose a Ranger Path which reflects your personal journey as a ranger and favored methods of wilderness survival. You can choose from Beastblood, Blade Dancer, Horizon Walker, Scout, Shaman, Sharpshooter, or Slayer. Your Ranger Path grants features at 3rd, 7th, 11th, 15th, and 20th levels.

Wilderness Guide

At 3rd level, your adeptness at traveling and surviving in the rough and untamed regions of the world allows you to lead others more easily through any environment. While traveling for an hour or more in the wilderness, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.
  • Your group can move stealthily at a normal pace.

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.

Extra Attack

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

Evasion

Beginning at 10th level, you learn to nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Natural Explorer

Your experience dealing with the forces of nature give you insight into the patterns and dangers of the wilderness. At 10th level, you can easily traverse even the harshest of terrain. You gain the following benefits:

  • You cannot become lost, except by magical means.
  • You have advantage on checks and saving throws to avoid becoming lost by magical means.
  • Moving through magical difficult terrain costs you no extra movement and you ignore damage caused by moving through magical or nonmagical difficult terrain.
  • You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
  • You have advantage on saving throws against the effects of extreme weather.

Rugged Authority

Beginning at 14th level, your time in the wilds has taught you the best ways of dealing with its flora and fauna. Sentient plants and animals view you as a powerful or sympathetic figure and come to respect your authority.

You gain the ability to communicate with beasts and plants, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate ideas to any beast or plant you can see 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. You can’t use this feature to communicate with a creature that you or your allies have attacked in the last hour.

Additionally, if you are within 60 feet of a hostile beast or plant creature, as an action, you can call out to it, either soothing it or commanding it to heed your authority. It must succeed on a Wisdom saving throw or cease being hostile to you and your allies for 1 hour or until either you or an ally performs a hostile action against it.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. So long as you can see or hear, you gain blindsight out to 30 feet.

Path of the Beastblood

Wild Shape

When you choose this path at 3rd level, you gain the ability to alter your form to fit that of the wild. When using your Animal Empathy feature, you may instead decide to learn the form of the beast you are bonding with.

You do not create a bond with the beast, and cannot until you finish your next long rest; instead, until you finish your next long rest, you may use your bonus action to wild shape into the beast whose form you learned for one hour or until you end it as a bonus action. You also revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

While wild shaped, you gain the following effects:

  • Your Strength, Dexterity, Constitution, AC, senses, and move speed are replaced with that of the beast. You also gain all of the beast’s skill proficiencies, resistances, immunities, vulnerabilities, features, and actions in addition to your own. If the beast has any legendary or lair actions, you cannot use them.
  • If the beast has a Multiattack action, you are unable to use it until you reach 5th level.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • When you are transformed, your type changes to beast, humanoid, and shapechanger. The beast you transform into is very clearly marked as magical. This could mean glowing eyes, druidic runes, physical features of your race on the beast, or whatever else you can think of, so long as it is visibly obvious that this is not a normal animal.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

You may transform a number of times equal to your Wisdom modifier, and regain all uses when you finish a long rest.

Bestial Mastery

Starting at 7th level, you can learn the form of any beast with a challenge rating up to one third your ranger level, rounded down.

Additionally, without spending any action, you may transform into your learned beast until the start of your next turn. You may do so a number of times equal to your Wisdom modifier, and regain all uses when you finish a long rest.

Primal Flesh

At 11th level, whenever you learn the form of a beast, you take on certain aspects of that beast even while in your normal form. Until you finish your next long rest, you gain the following benefits:

  • If the beast has a walk speed, climb speed, or swim speed faster than yours, your speed becomes that of the beast.
  • If the beast has any senses you don't have, or is better at them, you gain the senses of it.
  • Your unarmed attacks deal 1d6 piercing or slashing damage (your choice).
  • If the beast is inferior to you in respects to walk, climb, swim speed, or senses, it gains the speed and senses of your normal form while you are transformed.

Feral Magic

At 15th level, you are able to speak normally and cast ranger spells while transformed.

True Beast

At 20th level, you no longer need to use the Animal Empathy feature to learn a beast's form. Instead, after finishing a long rest, you may choose a beast with a challenge rating of 3 or lower to learn its form for the day. You still are unable to use Animal Empathy to bond with a beast if you choose to do this.

In addition to being able to transform into the beast, you are able to use any of its attacks while in your normal form, using your stats instead of its.

You are also able to transform into any beast of challenge rating 0 as a bonus action at any time, without expending a use of the Wild Shape feature.

Path of the Blade Dancer

Twirling Blades

When you choose this path at 3rd level, you gain the Two-Weapon Fighting fighting style in addition to your other fighting style. If you already have Two-Weapon Fighting, you instead gain the following benefits:

  • You gain proficiency in your choice of Acrobatics or Performance.
  • Your move speed increases by 5 feet.

Sword Flurry

Starting at 7th level, when engaging in two-weapon fighting, if you use your bonus action to attack with your off-hand weapon, you make two attacks with it instead of one.

Nimble Maneuvering

At 7th level, after making a melee weapon attack with a weapon in your main hand, you may move up to 10 feet to an empty space within 5 feet of the creature you attacked with that weapon. Moving with this feature does not provoke opportunity attacks.

Additionally, you can move through the space of any creature your size or larger.

Lightning Reflexes

Starting at 11th level, whenever you make an attack of opportunity on a creature, you may make one attack with a melee weapon in each of your hands.

Advanced Training

At 15th level, your companion gains the benefits of your Nimble Maneuvering feature whenever it makes an attack. Additionally, whenever you command it, you can command it to make two attacks instead of one.

Dance of the Sword Master

At 20th level, you can use an action to make a Dance of the Sword Master. When you take this action, you make one attack with each melee weapon you are holding, gain the benefits of the Dodge and Disengage actions, and can move up to half your speed in any direction.

Path of the Horizon Walker

Horizon Walker Magic

You gain new spells as you reach certain levels in this class. These spells are always prepared, and are not counted against the number of spells you have prepared. If the spell is not normally a ranger spell, it is nevertheless a ranger spell for you.

Ranger Level Spell
3 Magic Missile, Protection from Evil and Good
5 Invisibility, Misty Step
9 Haste, Magic Circle
13 Banishment, Dimension Door
17 Contact Other Plane, Teleportation Circle

Detect Portal

As an action, you can learn the distance and direction towards the closest planar portal within 1 mile of you. Once you use this feature, you cannot do so again until you finish a short or long rest.

Planar Warrior

Starting at 3rd level, if you use your action to cast a spell, you may use your bonus action to either make a single weapon attack or command your animal companion.

Distant Strike

Starting at 7th level, whenever you take the Attack action, you can teleport up to 10 feet to a space you can see before each attack.

Your animal companion can also benefit from this feature, teleporting 10 feet before each attack it makes.

Ethereal Step

At 11th level, you can use a bonus action to cast the etherealness spell without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t do so again until you finish a short or long rest.

Planar Tap

At 15th level, you learn how to tap into the energy of the cosmos to gain power you wouldn’t have had before. After taking a long rest, you may choose one spell from any spell list of a level for which you have spell slots. For the day, that spell is considered to be a ranger spell that you have prepared, but does not count against your total number of prepared spells. Once you cast the spell once, you cannot do so again for the rest of the day.

Master of the Planes

At 20th level, you may use your Detect Portal and Ethereal Step features a number of times equal to your Wisdom modifier, and regain all uses after a long rest. Also, your Distant Strike feature teleports you up to 15 feet instead, and the spell gained from Planar Tap may be used as often as you wish, so long as you have the spell slots for it.

Additionally, you gain immunity to force damage, and you can cast the misty step, dimension door, and teleportation circle spells once per day each without spending spell slots.

Path of the Scout

Stalker

Starting when you choose this path at 3rd level, you learn to detect and perform deadly strikes against fleeing targets. You and your companion can take the Search action as a bonus action, and when taking the Search action to find a hidden creature, you have advantage to the roll. Additionally, when you or your companion hit a creature with an attack of opportunity, you deal an additional die of damage.

Favored Terrain

At 3rd level, choose one type of favored terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Urban or Underdark.

While in your Favored Terrain, attempts to track you or otherwise determine your location have disadvantage and both you and your companion can Hide as a bonus action on each of your turns.

You also learn a number of Path Spells related to your favored terrain. Once you gain access to a path spell, you always have it prepared and it doesn’t count against the number of spells you can prepare each day.

Additionally, whenever you use your Animal Empathy feature to bond with a local creature, you gain the terrain type of the habitat of that creature as a favored terrain while you remain bonded with it.

Skirmisher

Beginning at 7th level, your trained senses allow you to react quickly to the movement of enemies around you. Creatures within 30 feet of you provoke a ranged opportunity attack from you when they move to a space more than 30 feet away, assuming you are equipping a weapon with a high enough range. In addition, when a creature more than 30 feet from you, moves to a space within 30 feet of you, you can use your reaction to move up to 15 feet in any direction. You must be able to see or otherwise sense the creature to use either reaction.

Multiattack

Starting at 11th level, you gain one of the following features of your choice:

  • Focused Attack If you hit the same creature with both of your attacks, or you and your animal companion both hit the same creature with each of your attacks, you may make another weapon attack for free against the same creature. If you were using two-weapon fighting, only count the two main hand attacks for the purpose of this feature.
  • Volley You can use your action to make a volley attack. Choose a 10-foot radius sphere within your weapon’s short range. All creatures within the sphere must make Dexterity saves (DC = 8 + DEX + Prof), taking full weapon damage on a fail, or half on a success. You must spend an amount of ammunition equal to the number of creatures in the sphere.
Favored Terrain Spells
Level 3rd 5th 9th 13th
Arctic ice knife hold person slow ice storm
Coast fog cloud misty step water breathing control water
Desert burning hands blur daylight hallucinatory terrain
Forest entangle barksking plant growth grasping vine
Grassland longstrider pass without trace wind wall freedom of movement
Mountain feather fall spider climb meld into stone stoneskin
Swamp ray of sickness protection from poison stinking cloud blight
Urban grease find traps tongues fabricate
Underdark faerie fire darkness major image greater invisibility
  • Whirlwind Attack You can use your action to make a special whirlwind attack. You may make a melee weapon attack against any or all creatures within reach of your weapon with separate attack rolls for each target.

Hide in Plain Sight

Starting at 15th level, you can spend 1 minute creating camouflage for yourself or others. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once camouflaged in this way, a creature has advantage on a Stealth check made to hide if it presses itself against a surface similar in appearance to its camouflage and is at least as big as the creature. Once a creature moves or takes an action or reaction that involves any kind of movement, it must camouflage again to gain this benefit. When you camouflage yourself this way, you also gain a +10 bonus to Stealth checks made to hide in this way.

If you spend an hour hiding your campsite, which can be no more than 20 feet long on a side for this feature to work, then creatures who didn’t see you hide the campsite are at disadvantage on any check made to find it.

Ambuscade

When you reach 20th level, you have learned to master the tactics of ambush. You are never surprised, and you and all allies add your Wisdom modifier to initiative checks. Additionally, on the first round of combat, you act on initiative count 20 as well as your normal initiative roll. If your normal initiative roll was a 20, then you may make two full turns in a row.

Path of the Shaman

Animal Spirit

At 3rd level, choose a spirit: Bear, Eagle, or Wolf.

Over the next 24 hours, dreams, visions, and other signs accompany your choice and lead you towards meeting an incarnation of this spirit in the flesh. The exact form this animal takes may vary based on both your personality and the environment in which you find yourself, but its attitude and statistics generally resemble the chosen form. When the incarnation arrives, you can use your Animal Empathy feature to bond with it. If you do so, the spirit creates a body and becomes physical. It learns to understand each language that you know and can follow complex commands.

If you choose not to bond with your animal spirit, or your animal spirit dies, at any point during your time apart, you can spend a short rest in quiet contemplation. At some point in the next 8 hours after completing the rest, a new incarnation of your companion will appear.

Also, the find familiar spell is considered for you as a Ranger spell that you always have prepared that doesn't count against your number of spells prepared.

Animal Aspect

Starting at 3rd level, you gain the feature from the list below which matches the form of your animal spirit:

Bear. You and your companion each have resistance to nonmagical bludgeoning, slashing, and piercing damage while you have less than half your hit points left.

Eagle. You can Dash as a bonus action if you are not wearing heavy armor. Additionally, you can use a free action to command your animal spirit to take the Dash or Disengage actions.

Wolf. When you or your companion are within 5 feet of a hostile creature, other creatures have advantage on melee attack rolls against that creature. You and your companion do not benefit from this.

Bonded Magic

Starting at 7th level, attacks your animal spirit makes are considered magical for the purposes of overcoming resistances and immunities. Additionally, whenever you cast a spell that can only target yourself, it also targets your animal spirit.

Primal Aspect

At 11th level, you gain the feature from the list below which matches the form of your animal spirit:

Bear. Yours and your animal spirit’s max hit points increase by an amount equal to your ranger level times your Wisdom modifier. Whenever you level up in this class, you add your Wisdom modifier to yours and your animal spirit’s max hit points, in addition to the hit points gained from hit dice and Constitution.

Eagle. You become a swift-striking predator and a master of the skies. Your jump distance and height are doubled. Additionally, when you would fall 10 feet of more, you can choose to glide the same distance horizontally above the ground as well. When you land, you take no damage from falling, and if a creature occupies an adjacent space you can use your reaction to make a melee weapon attack against it.

Wolf. You become a war leader among animals. When you call for aid, nature answers. You can cast conjure animals as a 5th level spell without expending a spell slot. The conjured animals must be Wolves, Blink Dogs, Worgs, Dire Wolves, or Death Dogs. Once you use this feature you can’t do so again until you finish a long rest.

Bestial Mastery

Starting at 15th level, your animal spirit gains the following features:

Extra Attack. Your animal spirit may attack twice, instead of once, when making the Attack action.

Coordination. You may now use a bonus action to command your animal spirit to take actions.

Uncanny Dodge. As a reaction to being damaged by an enemy your animal spirit can see, it can halve the damage.

Protect. If your animal spirit is within 5 feet of either you or a creature attacking you, it may use its reaction to redirect the attack to itself.

Spiritual Aspect

At 20th level, your bond with your companion transcends time, space, life, and death. Your animal spirit manifests itself fully into the world, taking the form of a creature which fits the essence of the spirit. Once manifested, your companion does not age. It gains the Celestial or Fey creature type (your choice), and has advantage on saving throws against spells and other magical effects.

If either you or your companion dies, your spirit remains connected. Resurrection magic which requires touching a corpse can instead touch the remaining living creature to function. Additionally, if both you and your companion are dead, resurrection magic cast on one of your corpses restores both of you to life.

Additionally, your companion gains the ability to perform one legendary action from the list below each round at the end of another creature’s turn.

Bear. Your companion makes an attack against a creature in its reach. On a hit, your companion regains 2d8 hit points in addition to the normal effects of the attack.

Eagle. Your companion moves up to its max speed and then can attempt to grapple a Medium or smaller creature, lifting it 10 feet into the air on a success.

Wolf. Your companion howls and gives each friendly creature within 30 feet of it 2d6 temporary hit points.

Path of the Sharpshooter

Sniper

Starting when you choose this path at 3rd level, you gain proficiency in Stealth, if you weren't proficient before.

As an action, you can enter Sniper mode. While in Sniper mode, you gain the following benefits:

  • You can Hide as a bonus action.
  • The normal and long ranges of all ranged weapons you use are doubled.
  • You have disadvantage attacking any creature within 30 feet of you with a ranged weapon.
  • You have advantage on all Perception checks made to find hidden creatures.
  • If you do not take the Attack action on your turn, then on your next turn you have advantage to the first ranged weapon attack you make.

Sniper mode ends if you ever move more than 10 feet on your turn, or if you end it as a bonus action.

Steady Aim

At 7th level, you can exchange rapid attacks with powerful shots. As an action, you may make a single ranged weapon attack. When making the attack roll for this attack, ignore half and three-quarters cover. If you hit with this attack, you deal an extra amount of damage equal to your ranger level.

Instinctive Cooperation

Starting at 11th level, if you make an attack using your Steady Aim feature, then you may use a bonus action to command your companion.

High Ground

Beginning at 15th level, if you are at least 15 feet above a creature's head, you may add your Wisdom modifier to all attack and damage rolls against that creature.

Silent Killer

At 15th level, if you are hidden from a creature and you hit it with a ranged weapon attack, your position is only revealed to that creature. If you miss a ranged weapon attack while hidden, your position is not revealed.

Boom! Headshot

At 20th level, you are the master of the one-hit-kill. If you are in Sniper mode, are hidden from a creature, are at least 15 feet above it's head, and attack it using your Steady Aim feature, then you double the amount of damage dealt to the creature. The creature must then pass a Constitution saving throw against your spell save DC or be stunned until the end of your next turn.

If you dealt at least half of the targeted creature's maximum hit points with this attack, and it fails the save, it is knocked unconscious for 1 minute.

Path of the Slayer

Favored Prey

Beginning when you take this path at 3rd level, you have learned enough about your enemies to begin to put the knowledge to practice in defeating them.

Choose either two types of favored prey from the following list, or one type from the list and two races of humanoid (such as gnolls and orcs): aberrations and oozes, beasts, celestials and fiends, constructs, dragons, elementals and giants, fey and plants, monstrosities, or undead.

You have advantage on all Wisdom and Intelligence checks related to your favored enemies, including tracking them, detecting them, intuiting or recalling information about them, and discerning their motives or intentions.

At 11th level, you may choose one more type from the list or two more races of humanoid to be your favored prey.

Signature Style

At 3rd level, you gain one of the following features of your choice.

Counterattack. When a creature makes an attack on you, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature and it is within range of your weapon.

Crowd Control. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 10 feet of the original target and within range of your weapon.

Wear Down. Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below half its hit point maximum.

Deadly Focus

Starting at 7th level, your zeal against your foes lends vicious weight to your strikes against them. You can focus your wrath on a hostile creature you can see within 120 feet of you (no action required). You and your companion can add your Wisdom modifier to your attack and damage rolls against that creature this turn. If the creature is a favored prey, whenever you or your companion hit that creature with an attack this turn, it takes an additional 1d8 damage. You can use this feature to focus on a creature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses at the end of a long rest.

Counterplay

Starting at 11th level, your knowledge of your enemies gives you insight into disrupting their movement and abilities. You gain one of the following features of your choice:

Felling Blow. Choose a creature within your weapon’s range. You can use your action to make a single powerful weapon attack against that creature. You gain advantage on this attack if the creature is at least one size larger than you. If you hit, the attack deals an additional 2d8 damage and the creature must make a Strength saving throw against 8 + your Strength or Dexterity modifier + your proficiency bonus or fall prone or be pushed 5 feet away from you (your choice). You may use this feature a number of times equal to your Strength or Dexterity modifier. You regain all uses when you finish a long rest.

Mage Bane. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Alternatively, you may use this feature as a bonus action to disrupt a creature's concentration. The creature must make a concentration check versus your spell save DC, losing concentration on a failure. You may use this feature a number of times equal to your Wisdom modifier. You regain all uses when you finish a long rest.

Zealous Resistance

Starting at 15th level, you and your companion gain advantage on saving throws and skill contests against spells or attacks from your favored prey and have advantage on death saving throws when reduced to 0 hit points by a favored prey.

Additionally, if a spell or blow from one of your favored enemies would reduce you or your companion to 0 hit points withouy killing you outright, it reduces you to 1 instead. Both you and your companion can use this feature once. After you both have done so, you can’t use it again until you complete a long rest.

Foe Slayer

At 20th level, you become a master at slaying your most hated foes. Once on each of your turns when you or your companion hits a creature with a weapon attack, it takes an additional 1d8 damage. If the creature is a favored prey, it takes 2d8 instead of 1d8 extra damage, and if it has 30 hit points or less after the attack, it dies.

 

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