The Romanian Ranger

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Romanian

Ranger

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization - humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.

Cover Art: Skiorh

Table of Contents

Page Number Chapter
2 Class Features
5 Variant core class features
6 Subclasses
8 FAQ
9 Change log

Class fantasy

Independent,reliable & relentless....

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy,Ranger Training
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Archetype, Primeval Awareness 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Favored Enemy Improvement 4 4 2
7th +3 Ranger Archetype feature 5 4 3
8th +3 Ability Score Improvement, Seasoned Explorer 5 4 3
9th +4 6 4 3 2
10th +4 Favored Enemy Improvement, Guerrila Tactics 6 4 3 2
11th +4 Ranger Archetype feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Foe Slayer, Favored Enemy Improvement 8 4 3 3 1
15th +5 Ranger Archetype feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Feral Senses, Ability Score Improvement 10 4 3 3 3 1
19th +6 11 4 3 3 3 2
20th +6 Master Ranger 11 4 3 3 3 2

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Constitution and finaly Wisdom,which helps with non combat related encounters & resisting intimidation attempts. Some Rangers will want higher Strenght than Dexterity to increase their efficiency with melee weapons. Afterwards chose either the folk hero or outlander background.

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, Shields, Medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength & Wisdom
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
  • Multiclass requirement: Strenght 13 or Wisdom 13

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and understanding a certain type of enemy.

Choose a type of favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Gnolls and Orcs) as favored enemies.

  • You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them.

  • When you gain this feature, you also have advantage on Insight checks when trying to determine the emotional state (if any) or intentions of your favored enemy.

  • Whenever you make a Survival or Insight checks that use your wisdom modifier but not your proficiency modifier, you may add half your proficiency modifier rounded down.

You choose one additional favored enemy, as well as an associated benefit, at 6th, 10th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.

Ranger Training

You are particularly familiar with the natural world and are adept at traveling and surviving in such regions.

When you make a Survival,Nature or Animal Handling check you gain one of the following benefits.

  • if you do not have proficiency in Survival,Nature or Animal Handling you can add half your proficiency bonus rounded down to the check
  • if you are proficient in either Survival,Nature or Animal Handling you can double your proficiency bonus
  • starting from the 10th level whenever you make a skill check that gains bonuses from this feat you can treat a d20 roll of 9 or lower as a 10.

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.

Spell Slots

The Ranger table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

You learn an additional ranger spell of your choice at each odd numbered level thereafter. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger Spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have Spell Slots.

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

Ritual Casting

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

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Fighting Styles

At 2nd level, you adopt a particular style of fighting as your specialty. 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.

  • 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.

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

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Primeval Awareness

Beginning at the 3rd level once per short rest, you gain a preternatural instinct that grants you the ability to see the world as if you were one with the land.

By spending 10 minutes to concentrate on your surroundings (as if if you were concentrating on a spell and communing with the forces of nature, you can determine one of the following truths about your surroundings.

  • if there are any man-made structures or settlements within 5 miles. You then know the general direction and location of these structures.

  • if there are any of the following creatures present: humanoids, beasts, dragons, plants, monstruosities, fey and giants. You then chose a number of creatures equal to your wisdom modifier and know the general direction and location of these creatures.

Normaly you do not need to use a spell slot to activate this ability, however you are able to gain one additional benefit by expanding one spell slot:

  • until your next short rest you maintain the ability to determine where you are in relation to any creature or man-made structure you have detected using Primeval Awareness.

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

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

Seasoned Explorer

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra Movement.

You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Guerrila Tactics

Starting at 10th level, you can spend 1 minute creating camouflage for one person. You must have access to fresh mud, dirt, Plants, soot, and other naturally occurring materials with which to create your camouflage.

Anyone camouflaged in this way,can try to hide by pressing themselves up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. That person gains a +10 bonus to Dexterity (Stealth) checks as long as they remain there without moving or taking actions.

Every time before someone camouflaged in this manner, moves or takes an action, they must imediately make a stealth check to maintain this benefit, however you must be further than 10 feet away from the direction in which your enemy is looking.

Author's note: If your party size is 5 it takes 5 minutes to gather the camouflage materials for everyone in the party. The stealth checks are mandatory to keep the Guerrila Tactics feature rolling.

Foe Slayer

At 14th level, you become an unparalleled Hunter of your enemies. Once per turn whenever you target a creature for a weapon attack, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against it.

If you target the same creature for a weapon attack using your Extra Attack feature you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against it.

At the 20th level whenever you target several creatures at once for a weapon attack you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against them.

Feral Senses

At 18th level, you gain preternatural Senses that help you fight creatures you can't see. When you Attack a creature you can't see, your inability to see it doesn't impose disadvantage on your Attack rolls against it. You are also aware of the location of any Invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't Blinded or Deafened.

Master Ranger

Starting from 20th level, your skills as a ranger are unparalleled. You gain the following benefits:

  • Chose two 1st level spells that you know. You can cast each of these spells once at their lowest level without expending a spell slot. You regain the ability to cast these spells in this way after finishing a long rest.

  • You can apply the benefits of your Favored Enemy feature to all creature types.

  • You gain Expertise in Insight and Stealth. If you already have expertise in one or both of these skills, you can choose another skill to gain expertise in its place.

  • You have advantage on saving throws against plants that are magically created or manipulated to impede movement.

Authors's note:

Would it have been better to have just one level 1 spell you can cast twice at it's lowest level without using a spell slot?

Variant core class features

Natural Explorer

You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or The Underdark.

When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in or half your proficiency bonus if you are using a skill with which you are not proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. (this is not limited to your favored enemies)

Home-field Advantage

Starting at level 10 while in your favored terain you gain the following benefits:

  • You gain advantage when seting traps and searching for traps. This does not apply to traps that are built within buildings (example:trap doors)

  • You have advantage on stealth checks.Your favored enemies gain disadvantage on perception checks to detect you

  • You can't be tracked by nonmagical means, unless you choose to leave a trail.

  • You can take the dash and hide options as bonus actions while in combat

  • You gain advantage on survival checks to find food and tracking foes who are not your favored enemies.

  • Your favored enemies have disadvantage on detecting traps you set up

Primeval Awareness

Beginning at the 3rd level, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

Additionally, you can also expand one spell slot in exchange for the ability to sense whether any of the creatures you have listed as your favored enemies are present within 3 miles of you (or within up to 8 miles if you are in your favored terrain).

Hunter's Quarry - 1st level

Whenever you attack a target you can mark it as your quarry. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. Whenever you follow the tracks of your quarry, you can track, Wisdom (Survival) check, while moving at a fast pace without penalty. You can have a number of hunter's quarries equal to your wisdom modifier. It lasts for as many hours equal to your ranger level. You can dismiss this effect at any time as a free action.

Subclasses:

All of the PHB & Xanathar subclasses are compatible with this core class homebrew.

The following subclasses need to be adjusted:

  • Gloom Stalker because this homebrew awards proficiency in wisdom saving throws and needs a new level 7 feat all toghether.

  • Hunter level 11 receives another option just to offer this subclass some simetry. (this is a minor patch basicaly to an already awesome subclass)

As it is Horizon Walker is compatible with this variant of Ranger, however I hate this subclass for the following reasons:

  • The level 3 abilities are underwhelming, and Planar Warrior is a scalable and less complex version of Zephyr Strike, a Ranger spell that works with any weapon. This is also a unscalable version of Eldritch Smite that does not cost spell slots.

  • The level 7 trait is a very strong spell(7th level) with it's duration reduced to 6 seconds. I feel that this ability is pointless because spending 6 seconds between the plains outside of combat is pointless.

  • The concept itself shouts "special snowflake".In a level 1 to 5 campaing set in a medieval world, one PC would need to be chosen by beings from a different universe to get his training. That is very imersion breaking.

  • You can get a better experience of this subclass fantasy by designing a background for it,instead of relying on joke level 3 & 7 features that are clearly not in tune with the mechanics of all other classes in game.

  • However the last 2 features of Horizon Walker are so good I feel they need to be preserved, which is why I am going to stop bashing this class here.

  • A very good spell list,which can serve as the base for a cosmic plane hopping paladin.

I am reworking this subclass simply because I want to propose a mechanicaly superior version for people to enjoy, however personaly,I can fit that whole class fantasy into a background feature, easily.

Hunter

Hunter's Prey

You gain one of the following features of your choice.

  • Colossus Slayer : When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
  • Giant Killer : When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
  • Horde Breaker : 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 5 feet of the original target and within range of your weapon.
Defensive Tactics

At 7th level, you gain one of the following features of your choice.

  • Escape the Horde : Opportunity attacks against you are made with disadvantage.
  • Multiattack Defense : When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Steel Will : You have advantage on saving throws against being frightened.
Hunter's Bloodlust

At 11th level, you gain one of the following features of your choice.

  • Volley : You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  • Whirlwind Attack : You can use your action to make a melee attack against any number of creatures within 5 feet of you. with a separate attack roll for each target.
  • Overwhelming Presence : As an action each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw againts your spell DC or be frightened of you until the end of your next turn. Favored enemies roll with disadavantage.
Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

  • Evasion : 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.
  • Stand Against the Tide : When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  • Uncanny Dodge : When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Horizon Walker

Horizon Walker Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd Protection from Evil and Good
5th See Invisibility
9th Haste
13th Banishment
17th Teleportation Circle
Planar Awareness

When you activate Primeval Awareness you can now determine if there are any of the following creatures present: aberrations, celestials, dragons, elementals, fiends and portals.

Outworld Magic

You can use an Arcane Focus to cast ranger spells. Additionaly you can learn one Sorcerror cantrip and one Druid cantrip. Wisdom is your spellcasting stat for those cantrips.

Author's note

The ability to use Arcane Foci is offered from both a thematic and meta gaming perspective.

In game I justify this benefit as your Ranger using arcane tools to (forcibly?) extract from the magical energies of a foreign world to power up your magic. From a meta gaming perspective, if you get Ritual Casting (Wizzard) or Magic Initiate (Wizzard for Summon familiar) you use only one Focus for all your spells.

Etheral Step

Starting from the 7th level you can cast Misty Step without expanding a spell slot.

Once you use this feature, you can't use it again until you finish a long rest or you burn a spell slot of 2nd level or higher.

Distant Strike

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

At 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.

Gloom Stalker

Gloom Stalker Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming
Dread Ambusher

At 3rd level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Lighting Reflexes

By 7th level you have advantage on initiative rolls & on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.

Author's note

I did not want to put this ability inside the Hunter subclass because I feel it is too strong in conjunction with Evasion and made the other defensive features from that subclass feel irelevant.

Stalker's Flurry

At 11th level, once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

Starting at 15th level, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Faq:

Author's note

This first question is from me, can you please leave feedback on the reddit post you find this or on twitter @LZenfire with your feedback,adding #DargonBlack at the end, mkay?

Why did you replaced the proficiency in dexterity saving throws with proficiency in wisdom saving throws

  • Answer:I feel that a proficiency in wisdom saving throws is more relevant than dexterity saving throws because as a Ranger,there are times when you are alone in the wilds and need to endure the mental stress of being alone surounded by predators who can kill you in the instant you let your guard down.

Why does this Homebrew not have Hunter's Mark as a class feature?

  • Answer: because it does not stack with Hunter's prey,a class feature from Xanathar's Guide to everything called Monster Slayer. I advocate againts merging Hunter's Mark with Hunter's Prey as that would make all other subclasses weaker in favor of Monster Slayer, because you lose out on Hunter's Sense,the pair for Hunter's Prey.

Why do you insist on having Favored Enemy mechanics in your homebrew,they are very bad.

  • Answer: I believe that this is a fun thematic ribbon ability that helps establish the identity of the Ranger, however I do agree that the way it has been implemented by Wotc is less than ideal,but I consider my variant of Favored Enemy to be an improvement over the PHB version, because it retains it's value if you chose a type of favored enemy that does not speak.

  • Continuation: I am not sure if any of my readers are aware,but there is a ranking list for the enemy types which you can chose as a favored enemy. Enemies that appear frequently in campaings and are capable of speaking a unique language (i.e Fiends) are on the upper spectrum of this tier list,while common enemies that do not speak are on the lowest spectrum of this list (i.e Beasts & Undead).

By reworking Favored Enemy in this manner I hope to have wrecked the validity of that tier list.

If you still don't like favored enemy after reading this,then you should know that there is a section called "Variant Feats", which contains a replacement feat for Favored Enemy called "Hunter's Quarry"!

Whats up with the wierd cantrip choices for Horizon Walker?

  • In game I justify this benefit as your Ranger using arcane tools to (forcibly?) extract from the magical energies of a foreign world to power up your magic. The cantrips you learn from "Outworld Magic" can be devices that mimick the effects of those cantrips or they can be powers obtained from your latent psionic capabilites being awoken by the proces of inter plane travel.

Shout out Section

  • Shout out to u/Astray91 for this awesome and practical simplification of natural explorer

  • Shout out to u/Anysnackwilldo for the reading material provided

  • Shout out to u/thinger for his interesting take on Primeval Awareness

  • Shout out to u/Scuronotte for his briliant version of Hunter's Quarry

  • Massive shout out to all you wonderfull people who took time to give me precious feedback and reviews!You guys are simply the best and make my day, you also motivate me to try doing more brews.

Change log:

  • added ritual caster for ranger and druidic cantrips (3 at level 10,2 before that) at level 2

  • removed fighting styles - mention of them are kept in the section variant core class features in case someone wants to mess around with the concept that each subclass of ranger should have different weapon choices.

This means that each subclass gets diferent fighting styles option.

For example,monster hunter looses the Defense fighting style and gains Great Weapon Fighting.

The Hunter Ranger gets Great Weapon Fighting in it's list of fighting style choices as well,but does not get an expanded spell list due to it's focus on dealing weapon damage.

  • Highlighted the table underneath the table as a biography for the in game character that wrote this book - a manuscript of his knowledge of what Rangers can do.

  • Foe Slayer is a lvl 14 cap stone

  • Added new level 10 feature called Home field Advantage (not sure how to corectly spell this btw-help apreaciated)

  • The new level 20 cap is the PHB Hide in Plain Sight feature,but now you can camouflage party members as well.

If your party size is 5 it takes 5 minutes to gather the camouflage materials for everyone in the party. Also you can make stealth checks to keep the Hide in plain sight feature rolling.

4 september 2018

  • made Primeval Awarenes an ability that is focused on finding your favored enemies.

Without expanding a spell slot,you know if any of your favored enemies are around, but by expanding a spell slot you gain a radar that lets you know when you found your enemies. This radar has a 3 foot radious outside of your favored terain,but within your favored terain it's a wooping 9 foot radious.

  • adjusted the home-field advantage class feature so it doesn't overlap with favored enemies class feature

  • swaped Dex out for Wisdom,regarding proficiencies in saving throws

  • added fighting styles back as core feature,removed ritual casting and cantrips

7 september 2018

  • added more synergy between Natural Explorer,Favored Enemy and Home field-advantage

  • started working on a variant feat to replace home-field advantage

12 september 2018

  • swaped some variant traits with some core traits

  • added the shout out section

  • Land's stride has been renamed - please give me ideeas for better names as I don't like the current one

  • Made this version of Land's Stride to be different from what druids get

  • Your favored enemy now improves at levels 6, 10 & 14.

  • rewrote favored enemy to highlight there is an alternative to learning a language - by making the insight bonus the main feature

  • Added the following features: Reliable Guide & Ranger Training.

  • Improved spellcasting capabilities of Rangers, by adding Ritual casting and proficiency with druidic spellcasting focci.

  • Added author's notes to clarify certain skills.

  • Renamed natural explorer to ranger training.

4 october 2018

  • applied feedback given from D&D 5E Community Ranger guide

  • nerfed Ranger training to cover 3 skill checks instead of 5 at level 1

  • created GM Binder version for the Romanian Ranger

  • nerfed number of skills gained at character creation from 3 to 2, because this variant of the ranger class offers very strong bonuses to skill checks Rangers should be good at by default.

  • Improved wording and functionality of Foe Slayer

  • Clarified how Primeval Awareness works. After finishing this section,I noticed on Twiter that Mike Mearls made a couple of cantrips that work exactly like this version of Primeval Awarenss - check on what he tweeted about Psionics recently.

 

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