The Romanian Ranger

by Dargon Black

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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

Author:Dargon Black (twitter @LZenfire)

Table of Contents

Page Number Chapter
2 Ranger - General Overview
3 Class Features
5 Subclasses
13 Shout out Section

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 - general overview
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Natural Explorer, Favored Hunting Grounds
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Archetype, Gifted Explorer, Primal Awareness 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Ranger Archetype feature, Hunting Grounds Improvement 4 4 2
7th +3 Gifted Explorer Selection 5 4 3
8th +3 Ability Score Improvement, Pathfinder 5 4 3
9th +4 6 4 3 2
10th +4 Ranger Archetype feature 6 4 3 2
11th +4 Guerrila Tactics, Hunting Grounds Improvement 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Ranger Archetype feature, Hunting Grounds Improvement 8 4 3 3 1
15th +5 Focused Mind 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 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 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 + 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 & Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival
  • Multiclass requirement: Dexterity 13 and 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.

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting will be using weapons with finesse property to bypass the need for investing in Strength.)

Afterwards chose either the folk hero or outlander background.

Favored Hunting Grounds

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 a Dexterity (Stealth), Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you are proficient in.

Additionaly, based on the terrain you selected, you gain an appropriate benefit which can be applied to all terrain types. You can only select each of these benefits once, unless stated otherwise.

  • Forest/Jungle: You have advantage on Perception checks to spot tiny creatures such as poisonous snakes. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

  • Arctic: You have advantage on Dexterity (Acrobatics) checks to maintain your balance on unstable surfaces. Additionally you become proficient with Tinkerer's tools and learn the Mending cantrip as a Ranger cantrip.

  • Coast: You gain a swim speed equal to your base speed, and you have advantage on Strength (athletics) checks to swim in rough currents.

  • Desert: You have advantage on Wisdom (Survival) checks when searching for sources of drinking water. Additionally you have advantage on ability checks and saving throws against visual illusions.

  • Grassland: Your speed increases by 10 feet and you have advantage on Constitution checks to avoid exhaustion due to an extended march.

  • Mountain: You gain a climb speed equal to your speed and advantage on Strength (Athletics) checks to climb in difficult surfaces

  • Swamp: You have advantage on Saving Throws against poison and disease.

  • Underdark: You learn Undercommon and gain darkvision out to a range of 30 feet. If you already have darkvision from a different source, its range increases by 30 feet up to a maximum of 120 feet.

  • Urban: You gain Proficiency with the disguise kits and thieves' tools. You also learn 2 common languages of your choice.

You choose one additional hunting ground at 6th, 11th and 14th level.

Author's Note: In games where multiclassing is not allowed, I would advocate that the number of Hunting Grounds a Ranger can learn is equal to 1 + his Wisdom Modifier.

Natural Explorer

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

While traveling for one hour in the outdoors 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.

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

  • If you are traveling alone, you can move stealthily at a normal pace.

  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

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.

  • Druidic Warrior: You learn two cantrips of your choice from the druid spell list. They count as ranger cantrips for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

  • Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. 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.

Author's Note: For optimal enjoyment, please consider See Invisibility and Elemental Weapon Ranger spells.

Spellcasting Ability

Wisdom is your Spellcasting ability for your ranger Spells, since your magic draws on your Attunement and Devotion 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 ranger spell as a ritual if that spell has the ritual tag and you know that spell.

Gifted Explorer

Upon reaching the 3rd level you gain one of the following features of your choice:

  • Resourceful Artisan : Whenever you take a short rest, you may use the body parts of slain beasts, constructs, dragons, monstrosities, or plants of size small or larger to make one of the following non magical items: a shield, a club, a javelin, a bow, or 1d4 darts/arrows. Additionally you become proficient with both Woodcarver’s tools & Leatherworker’s tools.

  • Wanderer : You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

  • Eagle Eyes: You can take the search action as a bonus action. Additionally if you are proficient in Perception you may add double your proficiency modifier to the roll.

  • Silver Tongue : Your expert knowledge and attention to detail allow you to excel in social situations. You become proficient in either Persuasion, Intimidation or Deception. Whenever you make a skill check with the proficiency gained from this feature you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

  • Steel Will : You have advantage on saving throws against being frightened or charmed.

You can sellect 1 additional feature at level 7.

Primal Awareness

You can focus your awareness through the interconnections of nature: you may learn one spell of your choice from the Primal Awareness Table when you reach certain levels in this class if you don’t already know them. These spells don’t count against the number of ranger spells you know.

Ranger Level Spell
3rd Speak with Animals
5th Locate animals or plants
9th Speak with plants
13th Locate Creature
17th Commune with Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants features at 3rd level, and again at 6th, 10th, and 14th level.

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.

Pathfinder

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 have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Guerrila Tactics

Beginning at 11th level if you are not wearing heavy armor, you can use your bonus action to take the hide or disengage action.

Additionally, if you are not wearing heavy armor your movement speed increases by 10 feet.

Focused Mind

At 15th level, your mental strenght and mental agility have increased due to the amount of fighting experience you gained.

You now have advantage on concentration checks to maintain spells and if you are not wearing heavy armor you have advantage on initiative rolls.

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 Hidden and/or Invisible creature within 30 feet of you, provided that you aren't Blinded or Deafened.

Foe Slayer

At 20th level, whenever you target a creature for a weapon attack, you can add your Wisdom modifier to both the attack roll or the damage roll of an attack you make against it.

Ranger subclasses

All of the subclasses are listed in the order of their release. The Beast Master subclass is skipped in this document because I was unable to decide on a definitive version of that subclass that would work best for the D&D Community as a whole, which is why I am adding a link here to the 2 versions of Beast Master which are compatible with this homebrew. Feel free to select the version you like best!

https://www.gmbinder.com/share/-Lwi1yttKbHa2_6WvPxl

Additionally, please be aware that both PHB Beastmaster & UA Beastmaster are not compatible with this homebrew, however the variant Primal Companions (the beasts of Land,Air and Water) released in Tasha's Cauldron of Everything should be compatible with the above Beast Master Reworks.

Table of contents for the Subclasses section
Subclass Page Number
The fluff behind the subclasses 6
Hunter 7
Gloom Stalker 8
Horizon Walker 8
Monster Slayer 9
Fey Wanderer 9
Swarmkeeper 10
Sentinel of the Circle 11
Divine Enforcer 11
Feywild Warden 12
Blackguard 12
Nomad 13

The fluff behind the subclasses.

Hunter

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Gloom Stalker

Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Horizon Walker

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.

Monster Slayer

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Fey Wanderer

As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.

Swarmkeeper

Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Feywild Warden

Fey Wardens have formed a connection with the Feywild. Fey Wardens often serve as stalwart protectors of their community through luring away interlopers and boldly seeking out and thwarting evil whenever possible.

In order to enable your Feywild to follow you to your native realm, you can use magic to summon them under the guise of native creatures.

Unlike a Fey Wanderer, as a Warden you are duty bound first and foremost to the well being of the Fey.

Sentinel of the Circle

These are a special kind of Rangers that work alongside Druidic Circles to help safeguard their territory. Due to common training practices with the druids, sentinel rangers are more knowledgeable regarding magic than most types of rangers.

Blackguard

These rangers are often seen as on the wrong side of the law. Be it smugglers, bandits or former slaves, the Blackguards often hide in the shadows and dispose of anyone that gets in the way.

Divine Enforcer

The divine enforcer has sworn an oath to combat evil. They prefer striking down their foes from afar, and empowering their allies with divine magic.

Nomad

Some rangers are tireless wanderers, with a hunger for exploring the world and have undertaken the path of the Nomad. These rangers find themselves with a breath of skill and an innate self reliance. Some will dedicate their lives to solitude, while others seek the company of kindred spirits.

Hunter

Favored Enemy

Choose two types 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 gain the following benefits:

  • When you make a Charisma, Intelligence or Wisdom check related to your favored enemy you may roll with advantage and add 1d6 to the roll, if the skill you are using is one you are proficient in.

  • Whenever you help an allied creature make a Charisma, Intelligence or Wisdom check related to your favored enemy they may add a 1d6 to the roll.

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

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 6th 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.

  • Lighting Reflexes : You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Hunter's Prowess

At 10th 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. You can use this feature twice per turn.

  • 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.

Hunter's Tenacity

At 14th 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.

  • 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.

  • 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.

Horizon Walker

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table bellow. These spells count 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 Misty Step
9th Haste
13th Banishment
17th Teleportation Circle
Etheral Blast

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack.

When you reach 11th level in this class, the extra damage increases to 2d8.

Planar Awareness

You can attune your senses to determine whether the following types of creatures are present within 4 miles of you: aberrations, monstrosities, celestials, dragons, elementals, fey, undead and fiends.

This feature doesn't reveal the creature's number, however it can show you in which direction you need to go in order to find them.

Additionaly you can also determine if there is a planar portal within 4 miles of you and in which direction you need to go to reach it.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain the use of this feature after you finish either a long or short rest.

Etheral Step

Starting from the 6th level when an enemy creature ends its movement within 5 feet of you, you can teleport 15 feet away.

You can use this feature two times. You regain all expended uses of it when you finish a long rest.

Distant Strike

At 10th 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 14th 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

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table bellow. These spells count 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. If you already have darkvision from a different source, its range increases by 30 feet up to a maximum of 120 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.

Iron Mind

By 6th level you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in either Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

At 10th 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 14th 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.

Monster Slayer

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table bellow. These spells count 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 Zone of Truth
9th Magic Circle
13th Banishment
17th Hold Monster
Slayer's Sense

At 3rd level, as an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Prey

Starting at 3rd level, as a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Supernatural Defense

At 6th level, whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.

Magic-User's Nemesis

At 10th level, 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.

Once you use this feature, you can't use it again until you finish a short or long rest.

Slayer's Counter

At 14th level, if the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

Fey Wanderer

Fey Wanderer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table bellow. These spells count as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd Charm Person
5th Misty Step
9th Dispel Magic
13th Dimension Door
17th Mislead
Dreadful Strikes

At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Otherworldly Glamour

At 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

By 6th level you have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements

When you reach the 10th level the royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn’t count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Misty Wanderer

Starting at 14th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Swarmkeeper

Swarmkeeper Magic

Upon reaching the 3rd level you learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3 Faerie Fire
5 Web
9 Gaseous Form
13 Arcane Eye
17 Insect Plague
Gathered Swarm

A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space.

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack’s target takes 1d6 piercing damage from the swarm.

  • The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.

  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

Additionally you can determine its appearance, or you generate its appearance by rolling on the table bellow (this is done once upon obtaining this feature and is a permanent choice)

d6 Appearence of the Swarm
1 Swarming insects
2 Miniature twig blights
3 Fluttering birds
4 Playful pixies
5 Terrifying Bats
6 Flying Phiranas
Writhing Tide

Upon reaching the 6th level you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mighty Swarm

Upon reaching the 10th level your Gathered Swarm grows mightier in the following ways:

The damage of Gathered Swarm increases to 1d8. If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal

Upon reaching the 14th level you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sentinel of the Circle

Sentinel Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table bellow. These spells count as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3 Faerie Fire
5 Alter Self
9 Protection from Energy
13 Giant Insect
17 Insect Plague
Mystic Innitiate

At 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, Religion, History or Nature. Additionally you learn one cantrip of your choice from the druid spell list. This cantrips will count as a Ranger cantrips. You learn additional cantrips at levels 6 and 10.

Druidic Training

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Additionally you may use a druidic focus as a spellcasting focus for your ranger spells (and cantrips).

Wildstrike

Beginning at 6th level, when you use your action to cast a Ranger cantrip, you can make one weapon attack as a bonus action.

Wild Ambuscade

Starting at 10th level, if you are hidden from a creature when you attack with a Ranger spell or cantrip, the creature has disadvantage on any saving throw it makes against that spell this turn.

Nature’s Veil

Starting at 14th level, you can use your action to magically become invisible, along with any equipment you are wearing or carrying, until the end of your next turn.

You can use this feature a number of times equal to your wisdom + proficiency modifier. Afterwards you must finish a short or long rest to regian the uses of this feature.

Divine Enforcer

Divine Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table bellow. These spells count as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd Sanctuary
5th Warding Bond
9th Aura of Life
13th Aura of Purity
17th Holy Weapon
Divine Health

Starting at 3rd level, the divine magic flowing through you makes you immune to disease.

Divine Mark

When you reach the 3rd level you can expand your bonus action to target one friendly creature within 120 feet of you or yourself. For 1 minute, that creature will deal an additional 1d6 radiant damage using weapons and unarmed attacks.

You can use this feature a number of times equal to your Wisdom Modifier + 2 and can only have one active mark at a time.

Divine Assistance

When you reach the 6th level you can use the help action from 120 feet away, but can only target a creature baring the Divine Mark.

Divine Bond

Starting at 10th level, you can now apply the Divine Mark on a number of targets equal to your proficiency modifier as a bonus action. Doing so expands only one use of your Divine Mark feature.

Additionally your marks now last a number of minutes equal to half your ranger level rounded down.

Divine Consecration

Starting at 14th level, as an action, you can infuse the ground with divine magic that fortifies your injured allies. When any ally starts their turn within 30 feet of you, that ally regains a number of hit points equal to half your ranger level rounded down. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on constructs and undead.

Feywild Warden

Feywild Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table bellow. These spells count as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3 Find Familiar
5 Find Steed
9 Conjure Animals
13 Conjure Woodland Beings
17 Circle of Power
Allies form the Feywilds

You gain the following benefits when you select this subclass:

  • When you cast the "Find Familiar" spell, as a Ranger spell, you can choose one of the normal forms for your familiar or a beast that is no larger than Medium and that has a challenge rating of 1/8. Any creature you summon via this spell will count as a fey as opposed to it's normal type and will be able to take the attack action.

  • When you cast the "Find Steed" spell, Ranger spell, you can choose one of the normal forms for your familiar or a beast that is no larger than Medium and that has a challenge rating of 1/4 which does not have the Mutlti Attack feature.Any creature you summon via this spell will count as a fey as opposed to it's normal type.

  • You can communicate telepathically with all the creatures you summoned as long as they are within 12 miles of you. Additionally you can speak, read, and write Sylvan and have advantage on Insight checks against creatures from the Feywilds.

Fury of the Fey

Upon reaching the 6th level, the attacks of all of the creatures summoned by your Ranger spells count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Share Spells

Beginning at 10th level, when you cast a spell targeting yourself, you can also affect one creature of your choice that was summoned using a Ranger spell, if said creature is within 30 feet of you.

If the spell shared with your companion requires you to make a weapon attack to activate it's effect, then your companion will be able to trigger that effect when it takes the attack action.

Vigilance of the Fey

Upon reaching the 14th level, you may use your bonus action to track the movements of a friendly creature. When an enemy creatures moves within 5 feet of the creature you have marked, you may activate one of the following effects:

  • if you are wielding a ranged weapon you may use your reaction to make one weapon attack against that enemy creature, provided it is within the minimum range of your weapon and you would not suffer disadvantage if you were to try and make a attack roll.

  • if you are wielding a melee weapon you may use your reaction to make one weapon attack against that enemy creature, provided it is within the range of your weapon.

Blackguard

Blackguard Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table bellow. These spells count as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd Purify Food and Drink
5th Pass Without Trace
9th Meld Into Stone
13th Fire Shield
17th Skill Empowerment
Hide in Plain Sight

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Additionally you gain proficiency in Stealth. If you already have this proficiency you may chose to gain either one proficiency from the Ranger's list of skills or proficiency in Acrobatics.

In Cold Blood

Your weapon attacks score a critical hit on a roll of 19 or 20 against any creature that hasn't taken a turn in the combat yet or is surprised.

Skirmisher

Starting at 6th level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Vanish

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn.

You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Seasoned Ambusher

Starting at 14th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. Additionally, your weapon attacks will now score a critical hit on a roll of 18 or 20 against any creature that hasn't taken a turn in the combat yet or is surprised.

Nomad

Nomadic Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table bellow. These spells count as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd Feather Fall
5th Flame Blade
9th Leomund’s Tiny Hut
13th Wall of Fire
17th Legend Lore
Herbal Remedies

Beginning at 3rd 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 injured creatures by applying bandages, poultices, and other herbal remedies to their wounds.

Choose a number of willing creatures up to your Wisdom modifier (minimum 1). For this short rest, whenever one of those creatures spends one or more of their Hit Dice to regain hit points, it can’t roll less than half the maximum value on the die.

You can't use this feature if you don't have any medicinal supplies. Additionaly you become proficient with Herbalist's Kit.

Nomadic Lore

While you are within your Favored Hunting grounds, you may also add a 1d4 to any skill check where your proficiency bonus is doubled.

Tireless

Upoin reaching the 6th level, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier and remove one level of exhaustion.

You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Improved Herbal Remedies

At 10th 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.

Seasoned Traveler

By 14th level, you have refined your chosen skills until they approach perfection. Whenever you make a intelligence or wisdom check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Selfish Self Promotion:

Beast Master themed supplements

Here are 2 variants of the Beast Master class for Romanian Ranger. The reason these are separate is because I could not decide which version should go in this homebrew as the best choice. Link for this rework is located here:

https://www.gmbinder.com/share/-Lwi1yttKbHa2_6WvPxl/-LxqWY9OysoHdoVxqf_R

Ranger spell list modifications

Are you unhappy with the Ranger spell list? Here is a set of additions for the Ranger spell list. This supplement also changes some of the existing spells so they can now be shared with Druid.

https://www.gmbinder.com/share/-LWkH3aFhzIWbtacqewC/-MKnjTE9jk4tR3lj-kn4

Dargon Black's Kung Fu Legends

This compendium features 4 unique subclasses based on the 4 types of bending in the Avatar universe (we are talking about the awesome cartoon here,not the movies) a reworked version of UA's Path of Tranquility Monk and an updated version of the Long Death Monk.

Compedium of Forgotten Legends ; By Dargon Black

A small collection of reworked subclasses as well as a small collection of homebrewed invocations.

Shout out Section
  • Massive shout out to all you wonderful 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.

  • Massive shout out to the D&D community from Northampton,UK who accepted me as both a player and one-off DM. Without you guys I could not have been able to fully understand this game.

  • Shout out to /u/Anysnackwilldo for his inspiring rant on YARV that indirectly criticisez many homebrews gone wrong (sadly I could not fit the link in this shout out, however the short version is - homebrews don't need walls of text to be good).

  • Shout to Mike Mearls who initially created the terrain based pasives for Rangers.

  • Shout out to /u/ImFromNASA for making YARV, which inspired me to experiment with certain ghimicks.

  • Many thanks to /u/aenrisulf for giving me the inspiration to try out MM style passives with PHB Natural Explorer benefits + designing most of the improved passives. (Forrest & Urban passives are the only ones made by myself and on Undercommon it's a bit of colaboration ; I provided an advice for how he can improve it and then based off that I made a variant that does not have "blindsight")

  • Shout out to /u/regularabsentee & /u/aeyana whose Ranger brew inspired me to make more ghimicks around which to create subclasses

  • A massive shoutout to u/Sandshrewdist who reminded me that children also play this game and that features need to be kept short and simple so that the game can remain accessible to all ages.

  • Many thanks to /u/O-kra for thinking up a better passive then what I originally had for the dessert hunting ground.

 

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