Version 0.75
Rangers are adroit survivalists. They possess an array of diverse skills, wilderness knowledge, and honed instincts that make them adept that surviving and even thriving in the wilds.
The Malleable Ranger is a homebrew Ranger designed to work in world where magic is racially tied. This version will thus have a spellcasting variant and a spell-less variant with identical core mechanics. This class will be more malleable and adaptable to changing circumstances such as enemy or terrain.
In the four archetypal paradigm of D&D: warrior, expert, mage, and support; this Ranger is designed to be fighter first and an expert second. This Ranger should be quite adept in the Exploration and Combat pillars of 5e D&D for this class is equal parts Survivalist, Explorer, and Hunter with a dash of Wilderness Guide on top.
Maneuver save DC = 8 + proficiency bonus + Dexterity modifier
Maneuver attack modifier = proficiency bonus + Dexterity modifier #### Maneuvers The following maneuvers use your Ranger points. Disarming Strike - When you hit a creature with a weapon attack, you can expend one Ranger point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Trip Attack - When you hit a creature with a weapon attack, you can expend one Ranger point to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Evasive Footwork - When you move, you can expend one Ranger point, adding your proficiency bonus to your AC until you stop moving. Parry - When another creature damages you with a melee attack, you can use your reaction and expend one Ranger point to reduce the damage by the number your Wisdom modifier + your Dexterity modifier. Double Arrow (Requires Level 5) - As an action, you can expend 2 Ranger points to fire two arrows at the same time at the same creature. If the attack hits, treat it as two successful weapon hits. If the attack is a miss greater than 1, the target takes a single arrow hit. Focused Strike (Requires Level 9) - As an bonus action, you can expend 2 Ranger points to take careful aim at a target. As long as you maintain concentration, your attacks against that target during your next turn are made with advantage. Rapid Dual Strike (Requires Level 13) - If you are dual-wielding melee weapons and take the attack action, you can expend 2 Ranger points to include the off-hand weapon attack with each main weapon attack without expending a bonus action. The bonus action cannot be used for an off-hand weapon attack. Rapid Fire (Requires Level 13) - As a bonus action, you can expend 2 Ranger points to make two ranged attacks as a bonus action. Concentrated Volley (Requires Level 17) - As an action, you spend 2 Ranger points to shoot 20 arrows into a 100 ft line, 15 ft wide from your position. Each creature in that line must make a Dex saving throw vs your Ranger Strike DC or take 4d6 Piercing damage. \columnbreak ### Spellcasting (Spellcaster) 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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list. #### 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. #### Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + proficiency bonus + Wisdom modifier
Spell attack mod = proficiency bonus + Wisdom modifier ### Animal Friendship (Spell-less) At 3rd level, your way with animals gives you an advantage on animal handling checks. Additionally, you can attempt to sooth and win over one hostile beast or a small group of hostile beasts that allied with each other (max 6 beasts) with a successful animal handling check. Note that the advantage from this feature is canceled by the disadvantage of animal handling a hostile beast. ### Ranger Discipline At 3rd level, you choose to emulate the ideals and training of a Ranger Discipline: Hunter, Gloom Stalker, Horizon Walker, Monster Slayer, Primeval Guardian, or Beast Master. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 20th level.
Prone, Paralyzed, or Petrified
against Dragons, Giants, and Huge or Larger creatures
Fiends
checks. Less than 5 Intelligence Beasts, Monstrosities
and Plants can be calmed by Animal Handling checks.
15th Level: Hunker Down – Hunker Down’s AC bonus is increased to +5.
When you and your beast attune to this amulet, a stronger bond forms between you and your companion. While you are attuned to this amulet, you will always be able to find your beast companion. By concentrating on this amulet, you know the plane on which the companion is currently and when on the same plane, you know the direction and distance in order to get to your companion. Additionally, you can concentrate on the amulet and be provided with all of the same sensations as your beast companion including sight, sound, smell, touch, emotion, etc. Your mind knows that these sensations are coming from a different source and will thus feel no ill effects from sensing them. Your companion also gains the following benefits as long as you are both on the same plane of existence. * Your companion’s attacks are magical. * Your companion is safe from death. Whenever your companion’s HP is reduced to zero by any means including disintegration, he is teleported into the necklace and stabilized. Permanent injuries are healed, and the companion will regain consciousness in 1d4 hours with 1 HP. * Your companion can short and long rest inside of the amulet. * Your companion senses the outside world through you in the same manner as you would when concentrating on the amulet. * As long as you are within one mile of your companion, you can use a bonus action to send your companion into your amulet. You can release your companion to a spot with 15 feet of you with a bonus action. When the Beastmaster dies, the amulet loses attunement. If your beast is currently inside the amulet, it will appear in the nearest unoccupied space to the amulet conscious and at full health.
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a small Ruby worth 100 gp, which
the spell consumes)
Duration: Instantaneous
You touch a beast that has died within the last 10 minutes. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts. \columnbreak #### Reincarnate Beast *5th-level necromancy*
Casting Time: 1 hour
Components: V, S, M (rare oils and unguents worth at
least 500 gp, which the spell consumes)
You touch a dead beast or a piece of a dead beast. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature to become a different beast. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form. | d100 | Race | |:---:|:---:| | 01-05 | Panther | | 06-10 | Robin | | 11-16 | Giant Bat | | 16-20 | Blood Hawk | | 21-25 | Giant Vulture | | 26-30 | Lion | | 31-35 | Brown Bear | | 36-60 | Acts as a Resurrection, appearance may differ | | 61-65 | Giant Crab | | 66-70 | Crocodile | | 71-75 | Giant Eagle | | 76-80 | Giant Elk | | 81-85 | Dire Wolf | | 86-90 | Tiger | | 91-95 | Giant Goat | | 96-100 | Giant Poisonous Snake | When cast on a Beast Master's Companion, if the result is a CR 1 or Large sized creature; the companion does not receive the feature Growing Beast.
These concoctions provide the spell-less ranger with a variety of magic-less utility or combat aids similar in function to certain spells. **Alarm Traps** – You can spend 15 minutes preparing various signal traps around a 30ft cube area. When triggered, these traps generate a lot of noise alerting everyone within 100 ft of the trap to the presence of an intruder or careless ally. You do not expend any Ranger Points in preparing these traps. These traps can be spotted by a perception check versus your Save DC and Disarmed versus your Save DC. **Healing Poultices** – These poultices are made from potent and common herbs. When applied as an action to injuries they have a healing, antiseptic, and anesthetic effect restoring hit points equal to (1d4 + Wisdom) times the expended Ranger Points. **Poisonous Oil** – This oil is a concentrated toxin made from the poison glands of various small creatures or from toxic plants in the area. This oil can be applied on the tip of three arrows, bolts, or blowgun nettles or on the blade of a sword or axe (good for one hit) as a bonus action. Creatures struck by the poison tip or blade must make a Constitution Saving Throw or suffer the Poisoned Condition for 1 hour. This concoction requires 1 Ranger Point to prepare the Poison. Poison damage can be added at a cost of 1 Ranger Point per 1d6 additional poison damage. **Rapid Foraging** – You can spend 1 Ranger point to hastily forage enough nuts and plants to sustain 6 creatures for one day. This food, however, is extremely bland or bitter and will only barely sustain the six creatures. This ability can only be used once per day. **Running Draught** – This herbal mixture costs 1 Ranger point and improves the drinker’s breathing and metabolism, which increases the creature’s speed by 10 ft for 1 hour. **Smoke Cloud** – **Animal Messenger** (requires 5th level Ranger) – By spending 2 Ranger Points during a short or long rest, you use your kinship with various animals to befriend a tiny animal in the area. You can then attach a tiny makeshift pouch containing a small strip of paper to the creature. This strip of paper can only contain a 25-word message. You can then direct the little beast to a location and individual within 10 miles for walking beasts or 25 miles for flying beasts. **Camouflage** (requires 5th level Ranger) – You can prepare camouflage for a number of creatures equal to twice the Ranger Points expended. Each character that uses the camouflage gains a bonus on stealth checks equal to your Wisdom Modifier plus your Proficiency Bonus. This bonus is not applied if the creature is not on the terrain type in which the camouflage was created or while in a city or town. This camouflage is transferable and reusable for up to 10 hours before falling apart and degrading from use. **Dilating Liquid** (requires 5th level Ranger) – You can puree special herbs into a liquid and place into a small dropper device. When drops of this are placed into a person’s eyes, they gain darkvision to a distance of 60 feet. This dilating effect lasts for 2 hours but gives the creature sunlight sensitivity for the duration. Creatures who already possess darkvision no longer suffer disadvantage on perception checks in darkness for the duration but will still suffer from sunlight sensitivity. Enough liquid is produced for 4 uses and requires 2 Ranger points. **Potent Remedy** (requires 5th level Ranger) – You prepare a powerful natural remedy that is either applied to the skin or forced down a creature’s throat. This remedy has the power to cure a condition specified when the remedy is created. Potential conditions that can be cured are blinded, deafened, paralyzed, or poisoned. A cure can also remove a single disease. This remedy costs 2 Ranger Points to prepare. **Tonic against Poison** (requires 5th level Ranger) – This natural remedy when consumed removes the poisoned condition from the creature and stops a poison from continuing to deal damage. For one hour, the Creature has advantage on Saving Throws related to Poison. This remedy costs 2 Ranger Points. **Traps** (requires 5th level Ranger) – **Flaming Arrows** (requires 9th level Ranger) – **Phosphorus Fuel** (requires 9th level Ranger) – This phosphorus-based fuel when burned generates a bright, white-flame. When burned within a Hooded or Bullseye lantern, it doubles the radius or cone of bright and dim light regions of the lantern with white light. This fuel lasts for one hour. The power of this light is such that individuals with dilated pupils experience the penalties of sunlight sensitivity. When used as a weapon, the fuel has the same properties as a flask of oil with double the damage. This fuel is fairly safe to carry for the first 10 hours but becomes fairly dangerous afterwards and must be disposed of by the Ranger or used offensively before a long rest. You make 1 hours’ worth of fuel per 3 Ranger points expended. **Phosphorus Ammo** (requires 9th level Ranger) – A flammable, sticky concoction with phosphorous minerals incorporated into it that is coated onto various pieces of ammo – usually arrows. When ranged attacks are made with this ammo, the arrow ignites as it hits the target engulfing the surrounding air in white flame and heat. If the attack beats the target’s AC, the burning white substance burns through armor, cloth, or flesh dealing 4d8 fire damage. If the attack does not beat the target’s AC, it represents a glancing blow, partially igniting the armor and cloth dealing half of the 4d8 fire damage to the target. The Ranger makes 10 such arrows per 3 Ranger points expended. Even with extreme care, the Ranger must dispose of any remaining arrows after 3 hours. The attack does not gain the benefits of Hunter’s Mark. [replaces the Lightning Arrow, no concentration but no AOE either; the time limit is both for flavor and encourage use between rests]