Romanian Ranger
This brew is intended to improve upon the initial formula laid out by WotC for the Ranger class, where you gain a class ability that improves your odds at succeeding at certain skill checks of your choice, one combat feature based on marking and exterminating individual creatures, followed by situational features meant to reinforce the Ranger fantasy.
Throughout 5th edition of D&D the subclass has been the central component that kept the Ranger relevant in combat encounters. My first change to the Ranger formula was to delay all of the situational class features meant to reinforce the Ranger fantasy in the core class in favour of the more practical and relevant subclass features.
Cover Art: Skiorh
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Table of Contents
| Page Number | Chapter |
|---|---|
| 2 | Ranger - General Overview |
| 3 | Class Features |
| 5 | Variant Core Class features |
| 6 | Subclasses, The fluff behind the subclasses |
| 7 | Hunter |
| 8 | Horizon Walker, Gloom Stalker |
| 9 | Monster Slayer, Fey Wanderer |
| 10 | Swarmkeeper |
| 11 | Sentinel of the Circle, Divine Enforcer |
| 12 | Feywild Warden, Blackguard |
| 13 | Nomad, FAQ Section |
| 14 | Shout out Section |
Class fantasy
Independent,reliable & relentless....
From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Some of those who endure become Rangers.
As masters of their environment, hunters are able to slip like ghosts through the trees and decimat their foes dead in their tracks with either a flawless shots from a bow or crossbow or by using their ability to wield two weapons simultaneously tounleash a flurry of blows against anyone unfortunate enough to stumble into close combat with them.
Rangers rely on a keen eye, a steady hand, and the power of nature itself. Unparalleled survivalists with a combination of either martial prowess, traps, magic, or a stable of loyal pets at their command, rangers can adapt to any situation.
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.
Ranger - general overview
| Level | Proficiency Bonus | Features | Explorer's Dice | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Deft Explorer, Nemesis | d4 | — | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | d4 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Ranger Archetype, Primal Awareness, Wayfarer | d4 | 3 | 3 | ─ | — | — | — |
| 4th | +2 | Ability Score Improvement | d4 | 3 | 3 | ─ | — | — | — |
| 5th | +3 | Extra Attack | d4 | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Ranger Archetype feature | d6 | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Guerrila Tactics, Wayfarer Improvement | d6 | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement, Pathfinder | d6 | 5 | 4 | 3 | — | — | — |
| 9th | +4 | ─ | d6 | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Ranger Archetype feature | d6 | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Tireless | d6 | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | d6 | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | d6 | 8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Ranger Archetype feature | d8 | 8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Focused Mind | d8 | 9 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | d8 | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ─ | d8 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | d8 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | d8 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Master Ranger | d8 | 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.
Deft Explorer
At 1st level, choose two of your skill proficiencies. Whenever you make a skill check using those proficiencies you may add a Explorer's Dice for any ability check you make that uses either of the chosen proficiencies.
The value of your Explorer's dice is a d4. The value of this dice increases to 1d6 at 6th level and to 1d8 at 14th level (as shown in the overview table).
Nemesis
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your nemesis for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the nemesis and deal damage to it, including when you mark it, you can increase that damage by the value of your Explorer's Dice.
You can use this feature to mark a nemesis a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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.
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Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
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Defense: While you are wearing armor, you gain a +1 bonus to AC.
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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.
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Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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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.
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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.
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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 Thunderous Smite and See Invisibility as 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.
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Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
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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.
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.
Wayfarer
Your time spent traveling has helped you develop a unique skill. Upon reaching the 3rd level, you gain one of the following features of your choice:
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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.
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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.
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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).
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Fleet of Foot : While you are not wearing heavy armor, your movement speed is increased by 5 feet. At level 11 this increases to 10 feet.
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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.
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.
Guerrila Tactics
Beginning at 7th level if you are not wearing heavy armor, you can use your bonus action to take the hide or disengage action.
Additionally, you can't be tracked by nonmagical means, unless you choose to leave a trail.
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.
Tireless
Upoin reaching the 11th level, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier and remove one level of exhaustion.
You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
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.
Master Ranger
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.
Additionally, you may chose 2 level 1 Ranger spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once as a 1st level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Variant Core Class Features
Favored Hunting Grounds (replaces the Wayfarer feature)
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 either Urban environments 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.
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Forest/Jungle: You gain the Druidcraft and Prestidigitation cantrips. They count as Ranger cantrips for you.
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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.
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Coast: You have advantage on Strength (athletics) checks to swim in rough currents. Additionally, swimming does not cost you extra movement.
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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.
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Grassland: While you are not wearing heavy armor your speed increases by 5 feet and you have advantage on Constitution checks to avoid exhaustion due to an extended march.
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Mountain: You advantage on Strength (Athletics) checks to climb in difficult surfaces. Additionally climbing does not cost you extra movement.
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Swamp: You have advantage on Constitution and Intelligence Saving Throws against non magical poison and disease.
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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.
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Urban: You gain Proficiency with the disguise kits and thieves' tools. You also learn 2 common languages of your choice.
Cunning Survivor
At 15th level, you learn to evade pursuit by leading your foes astray. While you are hidden, you can use your action to stir up a disturbance in a space you can see within 30 feet of you. Each creature attempting to locate you must make a Wisdom (Perception) check against your Ranger Spell Save DC + Dexterity Modifier.
A creature automatically succeeds this check if it can see the space and knows it is unoccupied. On a failed check, a creature thinks you are hidden in that location. In addition, the next hit you score against a creature that failed the check before the end of your next turn is a critical hit if you attack while hidden.
This is feature meant to replace the Focused Mind class feature and is written for players and DM who want their Ranger to be more stealthy in stead of a more reliable gish.
Expanded list of Wayfarer choices
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Able Learner : You gain 2 proficiencies of your choice.
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Eagle Eyes: You can take the search action as a bonus action. Additionally, your attacks with ranged weapons ignore three-quarters cover and half cover counts as three-quarters for you.
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Traper : You count as proficient with Tinker's Tools for the purpose of disarming and creating traps (statistics for hunting traps can be found on page 152 of the Player’s Handbook). Additionally when you set a trap, you may add your proficiency bonus to the DC for creatures to detect and avoid triggering the hunting traps that you place.
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Mountaineer : You advantage on Strength (Athletics) checks to climb in difficult surfaces. Additionally climbing does not cost you extra movement.
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Seasoned Swimmer : You have advantage on Strength (Athletics) checks to swim in rough currents. Additionally, swimming does not cost you extra movement.
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.
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 are adept at resolving 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.
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.
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.
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.
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.
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:
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When you make a Charisma, Intelligence or Wisdom check related to your favored enemy you gain a bonus to the roll equal to your Explorer's Die, if the skill you are using is one you are proficient in.
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Whenever you help an allied creature make a Charisma, Intelligence or Wisdom check related to your favored enemy they also gain bonus to the roll equal to your Explorer's Die.
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.
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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.
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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.
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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.
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Escape the Horde : Opportunity attacks against you are made with disadvantage.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
Author's Note : Steel Will has been removed from this subclass as it and Evasion do not directly synergise with any other feature from this subclass. Research also suggests that Steel Will under performs due to the fact that the bonus it provides can be replicated by certain races and is documented to only be relevant in Dragon Slayer themed campaigns. Steel Will as a potential pick via Wayfarer helps create a more diverse cast of both Dragon and Demon slayer themed PC's (the common theme here is that both can frighten PC's in some way.)
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.
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.
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
As a Nomad you have become 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.
Great Fortitude
Upon reaching the 6th level, your time spent roving the lands has made you more resistant to the hardships of life. You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in either Charisma or Strength saving throws (your choice).
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.
Frequently Asked Questions
- What makes this Ranger brew different from all the others?
There are several things that make my brew different than all the others. First off my brew is easy to use and it can integrate within itself any subclass written by WotC to date. (at the time of this declaration, Tasha's has come out and no subclass there contradicts with any of the core class features within this brew.)
Secondly, my brew also features a unique set of custom subclasses, some of which are cross- compatible with Tasha's Ranger and PHB Ranger.(Nomad is the sad exception that is not cross compatible with Tasha's Ranger)
The final thing that differentiates my Ranger brew from the rest is the fact that it is optimized around the combat and social pillars of current day DnD 5e as opposed to other brews who try pushing the exploration pillar forward or impose their own exploration based system.
- Why can Rangers learn how to be good at speaking with people? Isn't the social pillar reserved for charismatic Rogues and Bards with relevant proficiencies?
Actually not really. In some real life instances Rangers need to be charismatic and capable of providing what is called good customer service when trying to rescue someone who is or has been lost in a dangerous environment for quite a while. Being able to convince someone with some sort of honeyed words to calm down and listen to your instructions is a handy skills for Rangers who,as part of their job, need to find and save people
Due to the fact that DnD takes place in a feudal like area and features barbarians and sentient monsters, Rangers can instead learn to be intimidating for the purpose of scaring potential invaders back to their own lands. Some Rangers might to also be deceptive in order to scare away invaders.
- I want to make a Wood Elf Blackguard, but there seems to be a minor overlap between Mask of the Wild and Hide in Plain Sight. Is this intentional?
Yes it is. The reason behind is, if your Wood Elf Blackguard can only be brought to life via a Reincarnation spell, he retains his skills in hiding in places most characters would not be able to. It's a case of training and skill transcending the innate advantages of the Wood Elf race.
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.