The Iouncurain Ranger (Formerly 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 with attempts to provide broadly useful ribbons and flavorful rock features. 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 the strong flavor of Wilderness Guide.
Rangers are adroit survivalists. They possess an array of diverse skills, wilderness knowledge, and honed instincts that make them adept at surviving and even thriving in the wilds.
Spell save DC = 8 + proficiency bonus + Wisdom mod
Spell attack mod = proficiency bonus + Wisdom mod
Keen Senses – The bear has advantage on Wisdom (Perception) checks that rely on smell. **Beastly Strength** - The bear has advantage on strength checks and saves. **Fang and Claw** - At 11th level, the bear can make two attacks: one with its bite and one with its claws. **Rampage** - At 20th level, the Ranger can command their bear to rampage. When rampaging, attacks of oppurtunity deal half damage to the bear. Additionally, the bear can make one claw attack against any creature within 5 feet of it. The bear can move as part of its rampage. ___ > ### Falcon > *Tiny beast* > ___ > - **Hit Die** d6 > - **Armor Class** 10 + Dex > - **Speed** 10 ft., Fly 60 ft. > ___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|5 (-3)|16 (+3)|10 (0)|2 (-4)|14 (+2)|6 (-2) > ___ > - **Skills** Perception > - **Saving Throws** Wisdom and Dexterity > ___ > > ### Actions > ***Talons.*** *Melee Weapon Attack:* Dex Attack, reach 5 ft., one target. *Damage Base:* 1 slashing. \columnbreak
Keen Senses – The falcon has advantage on Wisdom (Perception) checks that rely on sight. **Flyby** – Due to the bird's small size and rapid flying speed, it doesn't provoke Opportunity Attacks when it flies out of an enemy's reach. **Coordinated Aide** – At 11th level, when the Ranger uses a bonus action to command the beast to use the help action against a creature, the Ranger can perform a regular attack against the targeted creature as part of the bonus action. **Superior Coordination** - At 20th level, the coordinated aide attack is a critical hit. ___ > ### Monkey > *Tiny beast* > ___ > - **Hit Die** d6 > - **Armor Class** 10 + Dex > - **Speed** 30 ft., Climb 30 ft. > ___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (-4)|16 (+3)|10 (0)|5 (-3)|14 (+2)|6 (-2) > ___ > - **Skills** Acrobatics, Perception, Stealth, Sleight of Hand > - **Armor** Light Barding > - **Saving Throws** Wisdom and Dexterity > ___ > > ### Actions > ***Throw.*** *Ranged Weapon Attack:* Dex Attack, reach 20/60 ft., one target. *Damage Base:* 1d4 Bludgeoning. > > Monkeys throw whatever hard object is at hand, such as rocks.
Agile – The monkey has advantage on Acrobatics and Sleight of Hand checks, and use Acrobatics as a bonus action. **Evasive** – Due to the monkey's small size and agile nature, opportunity attacks against the beast have disadvantage. **Well-Trained** – The Ranger can use a bonus action to instruct the monkey to Attack or perform the Search or Sleight of Hand actions. This instruction is provided via simple and subtle gestures. **Flying Monkey** - At 11th level, the Ranger can throw the monkey at a creature that is large or smaller as a bonus action as a ranged attack roll. On a hit, the monkey claws at and distracts the creature. All attacks made against the creature have advantage until the creature grapples the monkey or the monkey leaves the creature. **Independent Action** - At 20th level, the monkey acts on its own initiative needing only limited instruction from the Ranger.
Keen Senses – The panther has advantage on Wisdom (Perception) checks that rely on smell. **Pounce** – If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn. The targeted creature must make a Strength Save vs a DC equal to 8 + Strength Modifier + Proficiency or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. This bonus action does not require a separate command. **Fang and Paw** - At 11th level, the panther can make two attacks if it doesn't pounce: one bite and one claw attack. **Fury of Paws** - At 20th level, the panther's ferocity is increased. Its bite damage die is now 1d8 piercing damage, and its claws damage die is now 2d6 piercing damage. ___ > ### Wolf > *Medium beast* > ___ > - **Hit Die** d8 > - **Armor Class** 11 + Dex (Nat. Armor) > - **Speed** 40 ft. > ___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|15 (+2)|12 (+1)|3 (-4)|12 (+1)|6 (-2) > ___ > - **Skills** Perception, Stealth > - **Armor** Light or Medium Barding > - **Saving Throws** Wisdom and Dexterity > ___ > > ### Actions > ***Bite.*** *Melee Weapon Attack:* Dex/Str Attack, reach 5 ft., one target. *Damage Base:* 2d4 piercing.
Keen Senses – The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. **Pack Tactics** - The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated. **Shoving Strikes** – The wolf has the ability to knock creatures prone with each successful attack. On a hit, the targeted creature must make a Strength Save vs a DC = 8 + Strength Modifier + Proficiency or be knocked prone. **Viscous Attack** - At 11th level, whenever the wolf attacks a prone creature or causes a creature to be knocked prone, it can make a second attack against that same creature as a bonus action. This bonus action does not require a separate command by the Ranger. **Ravage** - At 20th level, creatures knocked prone by the wolf take double damage by the wolf's bonus action attack. ___ > ### Dolphin > *Medium beast* > ___ > - **Hit Die** d10 > - **Armor Class** 11 + Dex (Nat. Armor) > - **Speed** 0 ft., Swim 60 ft. > ___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|13 (+1)|13 (+1)|6 (-2)|12 (+1)|7 (-2) > ___ > - **Skills** Perception > - **Senses** Blindsight 60 ft. > - **Saving Throws** Wisdom and Strength > ___ > > ### Actions > ***Slam.*** *Melee Weapon Attack:* Str Attack, reach 5 ft., one target. *Damage Base:* 1d6 bludgeoning.
Hold Breath – The dolphin can hold its breath for 20 minutes. **Charge** – If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 1d6 bludgeoning damage. **Sonic Burst** – At 11th level, as an action, the Ranger can command the dolphin to perform a sonic burst in a 30 foot cone. Creatures hit by the cone must succeed on a Constitution saving throw vs a DC of 8 + Constitution Modifier + Proficiency or become stunned until the end of that creature's turn. A creature that succeeds on this save cannot become stunned again by it for 24 hours. **Resonating Burst** – At 20th level, the dolphin's Sonic Burst results in the creature being stunned for 1 minute.
These concoctions provide the spell-less Ranger with a variety of magic-less utility or combat aids. **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. **Animal Messenger** (requires 5th level Ranger) – If you choose this option, you have used your kinship with a tiny flying creature to train it to carry messages. At any time, you can spend one minute to 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 25 miles. This little creature is always with you or nearby unless carrying a message and requires little to care for or carry. **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) – Over the course of an hour, you can use up to 4 Ranger points to create 1 to 4 traps. Each trap deals in 2d6 physical damage if the person who triggers the trap fails a Dexterity saving throw. The trap can only be made from natural materials (arrows or crossbow bolts can be included). The trap trigger area or method for each trap can only occupy a 5ft. by 5ft. space. **Fire Arrows** (requires 9th level Ranger) – At the end of a long rest, you can spend 3/6/9 Ranger points to create a flammable gummy substance to coat the tips of 12/24/36 arrows or crossbow bolts. The arrows or bolts are coated during the long rest. After 18 hours, the substance will have ruined the arrow's or bolt's tip requiring the projectile to be disposed of or discarded. When you or another individual takes the attack action, a bonus action can be used to ready and light the the projectile for use in the attack. The attack deals an extra 2d4 fire damage to the target. The projectile, however, is ruined whether it hits or misses and cannot be recovered. **Phosphorus Fuel** (requires 9th level Ranger) – This phosphorus-based fuel when burned generates a bright, white-hot 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]
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 Beast Master 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. ### Spells #### Revivify Beast *2nd-level necromancy*
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 | |:---:|:---:| | 01-12 | Falcon | | 13-24 | Bear | | 25-36 | Panther | | 37-48 | Wolf | | 49-60 | Monkey | | 61-72 | Dolphin | | 73-100 | Acts as a Resurrection, appearance may differ | | 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.