Variant: Rangers without Spells
Not all rangers draw power from the divine. Some instead simply focus on on honing their own skills in combat and woodland navigation. These rangers do not cast spells, and lose the spellcasting feature of the class. Instead, they gain the following class features.
Maneuvers
Starting at 2nd level, you've learned several martial maneuvers. You learn two maneuvers of your choice. Your maneuver options are detailed in the fighter class description. Many maneuvers enhance an attack in some way. You can only use one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)
Whenever you use a maneuver, you can choose to trigger its superiority option, which is described in the maneuver. You can do this twice. You regain all expended uses after completing a short or long rest.
Natural Antivenom
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, when you use your herbal remedies you can also extend this ability to another character. The target has advantage on any saving throws against poison made during the rest.
Relentless
Starting at 17th level, you are able to go a number of days equal to your Constitution modifier without sleep before you begin to suffer from exhaustion.