Dobrogean Ranger

by Dargon Black

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Dobrogean

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
3 Class Features
5 List of Combat Maneuvers
6 Subclasses
8 Redistribution of Ranger spells to other classes/Rationale behind the reasignment of Ranger exclusive spells
12 FAQ

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 Number of Combat Maneuvers Known Number of Superiority Dice Value of Superiority dice
1st +2 Natural Explorer, Hunting Grounds
2nd +2 Fighting Style, Combat Superiority 3 4 d6
3rd +2 Ranger Archetype, Favored Enemy 3 4 d6
4th +2 Ability Score Improvement 3 4 d6
5th +3 Extra Attack 3 4 d6
6th +3 Favored Enemy & Hunting Grounds Improvement 3 4 d6
7th +3 Ranger Archetype feature 4 5 d6
8th +3 Ability Score Improvement, Pathfinder 4 5 d6
9th +4 4 5 d6
10th +4 Ranger Archetype feature 4 5 d8
11th +4 Favored Enemy Improvement, Guerrila Tactics 5 5 d8
12th +4 Ability Score Improvement 5 5 d8
13th +5 5 5 d8
14th +5 Favored Enemy Improvement & Hunting Grounds Improvement 6 6 d8
15th +5 Foe Slayer, Ranger Archetype feature 6 6 d10
16th +5 Ability Score Improvement 6 6 d10
17th +6 6 6 d10
18th +6 Feral Senses & Hunting Grounds Improvement 6 6 d10
19th +6 Ability Score Improvement 6 6 d10
20th +6 Master Ranger, Foe Slayer Improvement 6 6 d10

Class Features

As a Ranger, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per Ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

Proficiencies


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

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

Equipment

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

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

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

Quick Build

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

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 your favored terrain 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.

  • You learn to speak a new language twice as fast than others would, due to the amount of roaming you do.

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 an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

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

  • Forest: While behind total cover, you gain advantage to stealth checks. Additionaly you have advantage on Perception checks to spot tiny creatures such as poisonus snakes.

  • Arctic: You gain resistance to cold damage and you have advantage on Dexterity (Acrobatics) checks to maintain your balance on unstable surfaces.

  • 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 gain resistance to fire damage and you have advantage on Wisdom (Survival) checks when searching for sources of drinking water.

  • 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 gain resistance to diseases & poisons (damage and effects being applied). At level 10 this feature now provides immunity against poisons and diseases.

  • Underdark: You learn Undercommon and gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

  • Urban: You learn a common language of your choice. Additionally, you also gain proficiency in one artisan tool of your choice. Can be selected multiple times.

You choose one additional hunting ground at 6th, 14th and 18th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.

Author's note

For the purpose of doubling ones proficiency bonus, jungles and forests count as the same terrain type.

Combat Superiority

Maneuvers

Upon reaching the 2nd level you learn three special maneuvers. You can use only one maneuver per attack.

You learn one additional maneuvers of your choice at 7th, 11th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice

You start with four superiority dice, which are d6s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 14th level.

When you reach 10th level, your superiority dice turn into d8. When you reach level 15, your dice turn into d10.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC for your combat maneuvers are calculated as follows: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Fighting Styles

At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.

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

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

  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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

Ranger Archetype

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

Favored Enemy

Beginning at 3rd level, you have significant experience studying, tracking, hunting, and understanding a certain type of enemy.

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

You have advantage on the following skill checks

  • You have advantage on Wisdom (Survival) checks to track your favored enemies.

  • When attempting a Intelligence Check to recall information about them, you may add your proficiency modifier to the roll.

  • You have advantage on Insight checks when trying to determine the emotional state (if any) or the intentions of your favored enemy.

  • Advantage on Wisdom (Perception) checks to find any of your Favored Enemies who are in hiding. They can contest this with a Dexterity (Stealth) check.

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

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 18th 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 you can use your bonus action to take the hide, search or disengage action.

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

Foe Slayer

At 15th level once per turn whenever you target a creature for a weapon attack, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against it.

You can only activate this feature before seeing the roll on the dice.

At level 20 you activate this feature twice per turn.

Additionally, when attempting a Intelligence Check to recall information about your Favored Enemies you may now add twice your proficiency modifier to the roll.

Feral Senses

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

Master Ranger

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

  • Whenever you roll for initiative and have zero superiority dice, you get 2 superiority die back.

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

  • 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.

  • 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.

List of Combat Maneuver

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Hunter

Hunter's Focus

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. Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. Additionaly you become proficient in either Persuasion, Intimidation or Deception.

Hunter's Prey

You gain one of the following features of your choice.

  • Colossus Slayer : When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

  • Giant Killer : When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

  • Horde Breaker : Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

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

  • Escape the Horde : Opportunity attacks against you are made with disadvantage.

  • Multiattack Defense : When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

  • 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 Bloodlust

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.

  • Overwhelming Presence : As a bonus action each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw againts your spell DC or be frightened of you until the end of your next turn. Favored enemies roll with disadavantage.

Superior Hunter's Defense

At 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.

  • Defiant Spirit : You have advantage on saving throws against being frightened and against being possessed.

  • Hide in Plain Sight : 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.

Horizon Walker

Primeval Awareness

Upon reaching the 3rd level you can sense whether the following types of creatures are present within 4 miles of you: aberrations, monstrosities, celestials, elementals, fey, 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.

This features also reveals if there is a planar portal within 4 mile 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.

Planar Warrior

Your experience in fighting threats from outside your plane of existence has broaden your understanding and knowledge of warfare. Your Maneuver Save DC has changed to the following formula: 8 + your proficiency bonus + either your Wisdom, Strength or Dexterity modifier (your choice).

Etheral Step

Starting from the 7th level you can use your bonus action to teleport within 10 feet of a friendly creature. The furthest you can teleport from is 60 feet from your current location.

You can use this feature three 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.

Monster Slayer

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.

Beast Master

Ranger's Companion

Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one attack yourself and you can command the beast to take an Attack action.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. If you don't issue a command, the beast takes the Dodge action.

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Coordinated Attack

Beginning at 11th level, you and your animal companion form a more potent fighting team. When your animal companion takes damage from a creature that is within 5 feet of it, you can use your reaction to make a weapon attack against that creature provided you do not have to roll with disadvantage.

Additionally if your animal companion is within 5 feet of a creature that deals damage to you, it can use it's reaction to take the Attack action against that creature.

Bestial Wrath

Starting at 15th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has that action.

Additionally your animal companion can gains 2 superiority die (d8) and learns 2 combat maneuver from the list of combat maneuvers that you have learned. It regains the superiority die when it finishes a long rest.

Gloom Stalker

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.

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 can chose to gain proficiency in either Intelligence, Wisdom (if you don't already have it) or Charisma saving throws.

Author's note

I chose to leave Wisdom as an option here despite the fact that you can gain for picking your character's first level as a Ranger in order to not put at a disadvantage multi class builds whose 1st character level is not Ranger.

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.

Rationale behind the reasignment of Ranger exclusive spells

Bard

This selection is aimed to aid a martial bards. Most of the spells here in this list are blaster type spells for heavy hitters and have a common theme - the caster needs to have a weapon equiped and to cashing up on magical secrets for blasting power.

  • Zephyr Strike, - a fantastic spell that provides a massive mobility boost and a very good damage bonus of 1d8 force damage to any weapon attack you make. The spell requires concentration to delay the damage bonus so it can carry on to the next turn, however casting this spell twice will not stack the damage bonus. Another benefit for this spell is that it can work with low charisma builds.

  • Ensnaring Strike - upcastable spell that rellies on weapon attack rolls, works with any weapon.Low charisma is bad here because this is a save or suck spell.

  • Hail of Thorns - upcastable spell that rellies on you being able to land ranged weapon attacks.This is not a good fit for low charisma builds but this is a nice addition to the bard spellcasting list because it is a low level aoe spell.

  • Cordon of Arrows - a ok upcastable spell meant to serve as a quick trap for 8 hours. The downside is that this is a save or suck spell so it doesn't benefit low charisma builds.

  • Lightning Arrow - a good spell for bards who use ranged weapons to have.Damage is conditional to executing a weapon attack, a succefull attack nets 4d8 Lighting damage to the target,half as much on a failed attack + an additional 2d8 Lighting Damage on a failed dex save...or half as much on a succesfull one. This spell requires concentration and lasts for 1 minute/10 turns.

  • Swift Quiver - this spell is amazing if you're an archer, multiple attacks per turn for a full minute (with concentration). This sadly benefits only valor bards who get extra attack and can stack around 3 attacks per turn for a total of 10 turns/1 minute.

  • Steel Wind Strike - a fantastic aoe spell that requires melee spell attack rolls to deal damage. This was exclusive to wizzards and rangers,it now joins the repertoire of bards, giving bards more tools to fight hordes of enemies. Requires a melee weapon or spell casting focused to be equiped.

Cleric

Ignoric subclass themes, the cleric is only able to steal just 2 spells from the Ranger. One helps with damage while providing potential utility on the side,the other is a form of CC which requires knowledge of various DnD monsters to be worth it - and effort in reimagining the visual effects of these spells to match the cleric's domain.

  • Hunter’s Mark - a thematic utility spell for a cleric who is actively pursuing bad guys. If renamed to better match the domain fantasy (or simply call it Heretic's Brand or Inquisitor's Mark), this spell can potentialy make the life of many Cleric players who like to bash heads with weapons more enjoyable.

  • Ensnaring Strike - upcastable spell that rellies on weapon attack rolls,works with any weapon.Low wisdom is bad here because this is a save or suck spell. Another disadvantage here is that you have to use your imagination to make the visual effect of this spell match that of your diety's domain.

Druid

This selection is aimed to aid a martial druid/low wis druid and promote multiclassing with fighter for the combat styles.I would never recomend low wisdom builds for druids because it lowers your spellcasting DC & the number of spells you can prepare,however fighter druid multiclasses now have spells that support certain fighting styles.

  • Hunter’s Mark - a thematic utility spell for a druid who is actively pursuing bad guys. Thankfully you can proc the extra damage while wild shaped into a beast. Also beneifts builds based around "Magic Initiate:Druid"

  • Ensnaring Strike - upcastable spell that rellies on weapon attack rolls,the bread and butter for martial druids, works with any weapon. Low wisdom is bad here because it is a save or suck spell. Good for Shilelagh builds since that cantrip does not require concentration. At level 18 you can use this while Shapeshifted.

  • Hail of Thorns - upcastable spell that rellies on you being able to land ranged weapon attacks.This is not a good fit for low wisdom druids due to the fact that you force creatures to make a saving throw, but it works with a few multiclass builds and "Magic Initiate:Druid" builds.

  • Cordon of Arrows - a ok upcastable spell meant to serve as a quick trap for 8 hours. The downside is that this is a save or suck spell so it doesn't benefit low inteligence builds.

Wizzard

This selection is aimed to aid a martial wizzard/low int wizzards and promote low inteligence Wizzard builds as well as low inteligence Eldritch Knight and Arcane Trickster builds.

  • Zephyr Strike - a fantastic spell that provides a massive mobility boost and a very good damage bonus of 1d8 force damage to any weapon attack you make. The spell requires concentration to maintain the damage bonus so it can carry on to the next turn, however casting this spell twice will not stack the damage bonus. Another benefit for this spell is that it can work with low inteligence builds and enriches the spell selection for Eldritch Knights & Arcane Tricksters.

  • Hunter’s Mark - a practical utility spell for a low int Arcane Trickster who wants to dable with Survival and Perception skill checks. Also helps Eldritch Knights when fighting enemy rogues.

  • Ensnaring Strike - upcastable spell that rellies on weapon attack rolls, works with any weapon.Low inteligence is bad here because this is a save or suck spell.

  • Cordon of Arrows - a ok upcastable spell meant to serve as a quick trap for 8 hours. The downside is that this is a save or suck spell so it doesn't benefit low inteligence builds. Can do wonders for Arcane Tricksters at level 9.

  • Conjure Barrage & Conjure Volley - aoe spells that require you to have a weapon with the thrown property or ranged weapons equiped. These spells are thematic for Eldritch Knights & Arcane Tricksters because they involve weapons and magic, however they are better suited for Wizzards/high inteligence builds.

  • Lightning Arrow - a good spell for PC's who use ranged weapons to have. Damage is conditional to executing a weapon attack, a succefull attack nets 4d8 Lighting damage to the target,half as much on a failed attack + an additional 2d8 Lighting Damage on a failed dex save...or half as much on a succesfull one.This spell requires concentration and lasts for 1 minute/10 turns.

  • Swift Quiver - this spell is amazing, however in order to get value out of it ,you need at least 10 levels in Wizzard. This enables you to cast it twice per long rest. This can't be cast on allies.

Shameless self promotion

Author:Dargon Black (twitter @LZenfire)

Other Work: Romanian Ranger & Rangerless world sub class patch (both searchable on GM Binder)

Upcoming work: Elemental Onslaught - a compendium of monk subclasses based on the concept of monks having elemental themed powers....like benders from the Avatar cartoon series. Most recent link to Elemental Onslaught: https://www.gmbinder.com/share/-LP5ctEgh6ureFwKKXFk

Description of the Repurposed Ranger spells

Author's notes

These spells are not modified,they are writen for word as presented in the PHB and Xanathar's respectively....at least according to my online materials they are...

I believe that these Ranger exclusive spells are too good to not be used in a campaing,where the Ranger class is not allowed due to it's poor design and the huge amount of homebrews out there.

Zephyr Strike

  • Level: 1 - Transmutation Spell, Wizzard & Bard

  • Casting time: 1 Bonus Action

  • Range: Self

  • Components: V

  • Duration: Concentration, up to 1 minute

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Hunter’s Mark

  • Level 1 - Divination spell, Druid & Cleric (as well as Oath of Vengeace Paladins)

  • Casting time: 1 Bonus Action

  • Range: 90 feet

  • Components: V

  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At higher level

When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Ensnaring Strike

  • Level: 1 - Conjuration spell, Druid, Cleric & Bard (as well as Oath of Ancients Paladins)
  • Casting time: 1 Bonus Action
  • Range: Self

  • Components: V

  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At higher level

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Hail of Thorns

  • Level: 1 - Conjuration spell, Druid & Bard

  • Casting time: 1 Bonus Action

  • Range: Self

  • Components: V

  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At higher level

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Cordon of Arrows

  • Level: 2 - Transmutation Spell, Wizzard & Bard

  • Casting time: 1 Action

  • Range: 5 feet

  • Components: V, S, M (four or more arrows or bolts)

  • Duration: 8 hours

You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At higher level

When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above.

Lightning Arrow

  • Level: 3 - Transmutation Bard & Wizzard

  • Casting time: 1 Bonus Action

  • Range: Self

  • Components: V, S

  • Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At higher level

When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Conjure Barrage

  • Level: 3 - Conjuration, Wizzard

  • Casting time: 1 Action

  • Range: Self (60-foot cone)

  • Components: V, S, M (one piece of ammunition or a thrown weapon)

  • Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Swift Quiver

  • Level: 5 - Transmutation Wizzard & Bard

  • Casting time: 1 Bonus Action

  • Range: Touch

  • Components: V, S, M (a quiver containing at least one piece of ammunition)

  • Duration: Concentration, up to 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver.

Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition.

Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Conjure Volley

  • Level: 5 - Conjuration, Wizzard

  • Casting time: 1 Action

  • Range: 150 feet

  • Components: V, S, M (one piece of ammunition or one thrown weapon)

  • Duration: Instantaneous

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Steel Wind Strike

  • Level: 5 - Conjuration Wizzard & Bard

  • Casting time: 1 Action

  • Range: 30 feet

  • Components: S, M (a melee weapon worth at least 1 sp)

  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Faq:

Author's note

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

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

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

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

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

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

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

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

Whats up with the wierd cantrip choices for Horizon Walker?

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

Shout out Section

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

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

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

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

  • 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)

  • 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 and how to improve the Ranger as a class.

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

 

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