This is a colection of revamped Ranger Subclasses for people who dislike the PHB & UA versions of ranger as well as for people who are tired of the thousand of Ranger Homebrew's floating about. The aim of this colection is to provide players with balanced subclasses that can fit te role of a Ranger and compete with Rogue and Bard builds built around expertise in Survival.
Cover Art: [Skiorh](https://skiorh.deviantart.com/art/Old-wizard-475018762)
Author Dargon Black (Twiiter @LZenfire)
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## Table of contents
| Page Number | Chapter |
|:---:|:---:|:---|:---:|
| 2 | Sub Classes |
| 4 | Ranger class features Redesigned as Features you can grab in place of an ASI |
| 7 | Rationale for the repurposed Ranger spells|
| 8 | Description of the Repurposed Ranger spells |
## What was the Ranger Class fantasy
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.
##### 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.
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## Hunter (Fighteer Subclass)
### Bonus Proficiencies
At 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Deception Nature, Survival, Stealth or Intimidation.
### 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.
### Hunter's Focus
At 7th level, you gain one of the following features of your choice.
- **Traper :** You count as proficient with Tinker's Tools for the purpose of disarming and creating traps.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 (statistics for hunting traps can be found on page 152 of the Player’s Handbook).
- **Prodigious 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 items: a shield, a club, a javelin, or 1d4 darts/blowgun darts. Additionally you become proficient with both Woodcarver’s tools & Leatherworker’s tools.
- **Silver Tounge** 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
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### 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 activate this feature twice per turn.
- **Lighting Reflexes :** You have advantage on initiative rolls & on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.
### Hunter's Tenacity
At 15th level, you gain one of the following features of your choice.
- **Evasion :** When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- **Escape the Horde :** Opportunity attacks against you are made with disadvantage.
- **Retaliation :** When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
### Apex Hunter
At 18th level, you gain one of the following features of your choice.
- **Devastating Force :** Once per turn, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.
- **Primal Vitality :** At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
- **Unyielding Predator :** You have advantage on saving throws to avoid becoming paralyzed, possessed or stunned.
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## Gloom Stalker (Rogue Subclass)
>#### Author's notes.
>
> From a thematic standpoint this is a concesion between the Rogue's Assasin subclass and the Ranger's Gloom Stalker archetypes.
>
>This subclass is designed for tables where people prefer the fast paced nature of a combat heavy campaing as opposed to those elegant campaings where intrigue and subterfuge dominate.
### Dread Ambusher
At 3rd level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
Additionaly, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
### Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
### Steel Will
Starting at 9th level, You have advantage on saving throws against being frightened and count as being proficient in Wisdom saving throws against being frightened.
### Stalker's Flurry
At 13th 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 17th 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.
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## Monster Slayer (Rogue Subclass)
>#### Author's notes.
>
>Another Ranger subclass repurposed to the Rogue class. I really wanted to make this a monk subclass, but was unable to find a suitable theme and name for it.
>I feel the monk's mobility would have been a better fit with this subclass.
### Hunter'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 9th 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 13th 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 17th 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.
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## Daredevil (Fighter subclass)
### Bonus Proficiencies
At 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation or Stealth. Additionally you may learn 2 common languages of your choice.
### Intimidating Presence
Beginning at 3rd level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you.