Class - No Laifu's Ranger Redone

by No Laifu

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Ranger

Coated with leaves, branches, and soot, a human stalks alone through the shadows of trees, skulking behind a pack of trolls marked by a bounty. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

A half-orc, eyes burning with anger, quickly deflects the magical influence of an vampire. As her comrades rush in to flank the hissing monster, she trains her crossbow at its chest. Muttering under her breath, she looses a bolt.

Holding her hand high, a half-elf whistles to the hawk that circles high above her, calling the bird back to her side. Whispering instructions in Elvish, she points to the owlbear she's been tracking and sends the hawk to distract the creature while she rushes in, pulling the maul off her back.

Far from the bustle of cities and towns, the biting wind whistles as a cloaked man stalks through tall, dead grass amid the cold tundras of winter. Crouching low, he examines a large set of tracks as a shadow slowly looms over the hill. He looks up, tightening his grip on the bow in his hand.

Worldly Denizens

Rangers specialize in interacting and fighting within the landscape around them. Some explore and wander freely, while others try to simply settle down and live in peace as best they can. Should they find themselves in combat, rangers have learned techniques that can readily adapt to foes to deadly effect.

Thanks to their familiarity with the wilds or the need to survive, some rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Some will say that it's a pale imitation, but it is just another tool to aid in survival. Regardless of origin, these abilities, like their combat abilities, emphasize speed, stealth, and the untamed power of nature.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to adapt to and master the physical world around them. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers 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.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against a merciless foe in the wild are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they might make up for it in other ways.

The Ranger
Level Proficiency
Bonus
Features Ranger's Saavy Prepared Spells 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Natural Explorer, Weapon Mastery - 2
2nd +2 Fighting Style, Ranger's Saavy 2 3 2
3rd +2 Ranger Subclass 2 4 3
4th +2 Ability Score Improvement 2 5 3
5th +3 Extra Attack 3 6 4 2
6th +3 Improvisation, Weathered Expeditioner 3 6 4 2
7th +3 Subclass Feature 3 7 4 3
8th +3 Ability Score Improvement 3 7 4 3
9th +4 Expertise, Evasion 4 9 4 3 2
10th +4 Survivor 4 9 4 3 2
11th +4 Subclass Feature 4 10 4 3 3
12th +4 Ability Score Improvement 4 10 4 3 3
13th +5 Worst-Case Scenario 5 11 4 3 3 1
14th +5 Nature's Veil 5 11 4 3 3 1
15th +5 Subclass Feature 5 12 4 3 3 2
16th +5 Ability Score Improvement 5 12 4 3 3 2
17th +6 Bushcraft Master 6 14 4 3 3 3 1
18th +6 Feral Senses 6 14 4 3 3 3 1
19th +6 Epic Boon 6 15 4 3 3 3 2
20th +6 Clincher 6 15 4 3 3 3 2

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

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, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Survival and you choose two skills from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, and Stealth.

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 weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A long bow and a quiver of 20 arrows.

Level 1: Spellcasting

You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list latr in the class's description.

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.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.

The number of spells on your list increaes as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.

If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.

Spellcasting Focus. You can use a Druidic Focus for your Ranger Spells.

Level 1: Natural Explorer

Starting at 1st level, though the world is treacherous, you have an array of skills to help guide you and others through it.

Knack. You always have one 1st-level Ranger spell of your choice prepared. This spell does not count against the number of spells you could prepare. You may change this spell each time you would take a level in Ranger.

Languages. You know two common languages of your choice from the language tables.

Proactive. You add your Wisdom modifier to Initiative rolls you make.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.

Whenevever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.

Level 2: Ranger's Saavy

At 2nd level, you have a resourcefulness that is difficult to replicate. This is represented by your Ranger's Saavy pool. You have 2 uses of Ranger's Saavy, and you gain more as you reach higher levels, as shown in the Ranger Features table. You can’t have more uses than the number shown in the table for your level. You regain all expended uses when you finish a Long Rest.

You to gain the following benefits:

Improved Knack. Spells prepared by your Knack feature can be cast without expending a spell slot by consuming 1 use of the feature.

Naturalist. You may expend a use of your Ranger's Saavy to reroll a skill check in which you are proficient in and add your Wisdom modifier to the result.

Reposition. When you roll Initiative, you may move up to 10 feet without provoking Opportunity attacks. You may expend a use of your Ranger's Saavy to have another creature within 30 feet of you do the same.

Level 2: Fighting Style

You choose a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.

Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

Level 3: Ranger Subclass

You gain a Ranger subclass of your choice, listed at the end.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for wwhich you qualify. You gain this feature again at Ranger levels 8, 12, and 16.

Level 5: Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6: Fleet of Foot

At 6th level, you can use the Dash Action as a bonus action.

Level 6: Weathered Expeditioner

At 6th level, your fundamentals have improved significantly. You gain the following benefits:

Improved Knack. When you cast a Ranger spell learned through this feature, you gain advantage on saving throws made to maintain concentration.

Improved Naturalist. If using this feature would still result in the check failing, the use of Ranger's Saavy isn't consumed.

Improved Reposition. The number of feet you can move is now equal to 5 times your total number of Ranger's Saavy uses (15 feet when gaining this feature).

Level 9: Expertise

Starting at 9th level, you gain Expertise in a skill you are proficient in.

Level 9: Evasion

You can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. 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.

Level 10: Survivor

You learned how to temporarily shrug off exhaustion to keep pushing on, granting you the following benefits.

Improved Knack. You can prepare an additional Ranger spell. It may be a spell of any level you can cast. You can cast this spell using your feature by expending a number of uses equal to the spell's level.

Power Through. You ignore one level of exhaustion for the purposes of calculating movement speed. You may expend a use of your Ranger's Saavy to ignore the effects of one level of exhaustion for 24 hours.

Rally. Once per long rest, when may expend a hit die to recover hitpoints, you also regain 2 use of your Ranger's Saavy.

Level 13: Adaptability

At 13th level, you are never without at least one option and can improvise others. When you roll initiative and do not have any uses remaining of your Ranger's Saavy, you regain 1 use.

Level 14: Nature's Veil

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible Condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 17: Bushcrafter

At 17th level, you've made your mark in the world as an exceptional survivalist. You gain the following benefits:

Improved Knack. You can prepare an additional two Ranger spells. They may be a spell of any level you can cast. You can cast this spell using your Ranger's Saavy by expending a number of uses equal to the spell's level.

Improved Naturalist. You treat any reroll of 11 or below in a check you are proficient in as a 12.

Improved Survivor. If you would be reduced to 0 hitpoints, you may instead spend a use of Ranger's Saavy and instead drop to 1 hitpoint. You gain a number of Temporary Hitpoints equal to twice your Ranger level.

Level 18: Feral Senses

Your connection to the forces of nature grants you Blindsight with a range of 60 feet.

Level 20: Deft Harrier

If you would reduce a creature to 30 or less of its hitpoints, you may instead have that creature die.

Additionally, if you would score a critical hit or reduce a creature to 0 hitpoints, you may move up to your movement speed without provoking Opportunity attacks and take another Attack Action.

Beast Master (Keyword: companion)

Beast Masters are rangers that have developed an especially close bond with nature and call upon an animal companion to fight alongside them.

Beast Master Spells

Starting at 3rd level, you always have an additional spell prepared when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of rangers spells you prepare.

Ranger level Features
3rd speak with animals
5th beast sense
9th phantom steed
13th charm monster
17th rary's telepathic bond

Level 3: Beast Master's Lore

Your bond with your companion has given you unique insights to the world around you. You gain the following features.

Beast Master Tactics. You prepare speak with animals as an additional option for your Knack feature.

Partner and Ward. You gain proficiency in Animal Handling.

Tandem Tactics. Your Companion also benefits from your Reposition feature as you do.

Level 3: Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.

The Beast in Combat. In Combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast's Strike action. If you have the Incapacitated condition, the beast acts on its own and isn't limited to the dodge action.

Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored. Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.

Level 7: Exceptional Training

When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.

In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.

Level 11: Bestial Fury

When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.

In addition, the first time each turn it hits a creature under the effect of one of your spells, the beast deals an additional 1d6 Force damage. At 17th level in this class, the damage increases to 2d6.

Level 15: Share Spells

When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 60 feet of you.


Beast of the Land

Medium Beast, Neutral


  • AC 13 plus your Proficiency Bonus
  • HP 5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
  • Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Understands the languages you know
  • CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Beast's Strike. Melee Attack Roll: Bonus equals twice your Proficiency Bonus, reach 5 ft. Hit: 1d8+2 plus your Proficiency Bonus Bludgeoning, Piercing, or Slashing damage (your choice when you summon your beast).

If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.


Beast of the Sea

Medium Beast, Neutral


  • AC 13 plus your Proficiency Bonus
  • HP 5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
  • Speed 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
  • Senses Darkvision 90 ft., Passive Perception 12
  • Languages Understands the languages you know
  • CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Amphibious. The beast can breathe air and water.

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Beast's Strike. Melee Attack Roll: Bonus equals twice your Proficiency Bonus, reach 5 ft. Hit: 1d8+2 plus your Proficiency Bonus Bludgeoning, or Piercing damage (your choice when you summon your beast), and the target has the Grappled condition (escape DC equals 8 plus twice your Proficiency Bonus).


Beast of the Sky

Small Beast, Neutral


  • AC 13 plus your Proficiency Bonus
  • HP 4 plus four times your Ranger level (the beast has a number of Hit Dice [d6s] equal to your Ranger level)
  • Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Understands the languages you know

Traits

Flyby. The beast doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Beast's Strike. Melee Attack Roll: Bonus equals twice your Proficiency Bonus, reach 5 ft., one target. Hit: 1d4+3 plus your Proficiency Bonus Slashing damage.

Hunter (Key Phrase: Focus Fire, Hunter's Mark)

A master of acquisitions and slayer of various creatures, a hunter is the most well-known ranger. A hunter often is called to remove an invasive threat from a region; or possibly harvest 'monstrous' materials for an artisan.

Hunter's Magic

Starting at 3rd level, you always have an additional spell prepared when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of rangers spells you prepare.

Hunter Spells
Ranger level Features
3rd hunter's mark
5th see invisibility
9th slow
13th locate creature
17th hold monster

Level 3: Hunter's Lore

At 3rd level, you learn of the various means and ends of being a Hunter. You gain the following features.

Hunter's Tactics. You prepare hunter's mark as an additional option for your Knack feature.

Field Dresser. You gain proficiency in Investigation and leatherworker’s tools.

Threat Assessment. When you roll for Initiative, you may cast hunter's mark. Once per long rest if cast this way, you may remove the need for concentration until the spell ends.

Hunter's Prey

At 3rd level, you adapt your techniques to optimize felling your quarry. While a creature is under the effects of your hunter's mark spell, you gain the following benefits:

Pinpoint Weakness. You score a critical hit on an attack roll of 19 or 20.

Reacquisition. When you reduce the target to 0 hitpoints or by expending a use of your Ranger's Saavy, you may change the target without using a bonus action.

Target Wounds. You reroll 1s and 2s on damage rolls if the creature is below its maximum hitpoints.

Defensive Tactics

At 7th level, you gain the following benefits:

Escape the Horde. When you take the Attack action on your turn, you also benefit from the Disengage action.

Multiattack Defense. When a creature makes an attack against you, that creature has Disadvantage on all other attack rolls against you this turn.

Situational Awareness. If you would fail a saving throw, you may use your reaction to reroll.

Big Game Hunter

At 11th level, you have found that some quarries demand a heavier hand. While a creature is under the effects of your hunter's mark spell, You gain the following benefits:

Precision. Once on each of your turns, you may choose to add your hunter's mark die to an attack roll you make instead of a damage roll. You may expend a use of your Ranger's Saavy to have both the attack roll and damage roll benefit from your hunter's mark die.

Topple. Once per turn, your hunter's mark deals an additional 2d6 weapon damage if the creature is Bloodied. At 17th level in this class, this damage increases again to 3d6.

Superior Reflexes

At 15th level, when you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the turn.

Art by Cristi-B

Fey Wanderer (90% unchanged)

A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Level 3: Dreadful Strikes

You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 11.

Level 3: Fey Wanderer Spells

When you reach a Ranger level specified in the Fey Wanderer spells table, you thereafter always have the listed spells prepared.

Fey Wanderer Spells
Ranger level Features
3rd charm person
5th misty step
9th summon fey
13th dimension door
17th mislead

Level 3: Fey Wanderer Lore

At 3rd level, the Fey Courts have a home with you. You gain the following features.

Fey Wanderer Tactics. You prepare charm person as an additional option for your Knack feature.

Language of the Courts. You gain proficiency in Deception, Persuasion, or Performance.

Veil of Autumn and Spring. You and creatures that benefit from your Reposition feature gain advantage on your next saving throw against being Charmed.

Level 7: Beguiling Twist

The magic of the Feywild guards your mind. You have advantage on saving throws to avoid or end the Charmed or Frightened condition.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is charmed or frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Level 11: Fey Reinforcements

You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for the casting.

Level 15: Misty Wanderer

You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Feywild Gifts

You may possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.

1d6 Gift
1 Illusory butterflies flutter around you while you take a Short or Long Rest.
2 Flowers bloom from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color each dawn.

Gloom Stalker (Keyword: Explosive Start)

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats as they stalk the inky veils. Such rangers are often found in the Underdark, but they lurk in every place where the light doesn't reach.

Gloom Stalker Spells

Starting at 3rd level, you always have an additional spell prepared when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of rangers spells you prepare.

Ranger level Features
3rd disguise self
5th rope trick
9th fear
13th greater invisibility
17th seeming

Gloom Stalker's Lore

To roam the darkness includes understanding how to fight what might lurk in it. You gain the following benefits:

Gloom Stalker Tactics. You prepare the disguise self spell as an additional option for your Knack feature.

Concealment Fundamentals. You gain proficiency with Stealth and Disguiser's kits.

Counter-ambush. You and creatures that benefit from your Reposition feature also benefit from the Dodge Action until the start of its next turn.

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 may take the Hide action as a Bonus Action, and may take this action if Heavily Obscured by Darkness even if you can be seen as a result of Darkvision or Truesight.

When you have the Invisible Condition as a result of the Hide action, you cannot be seen by a creature with Truesight.

Dread Ambusher

At 3rd level, you have mastered the art of creating fearsome ambushes, granting you the following benefits.

Ambusher's Leap. At the start of your first turn of each combat, your speed increases by 10 feet until the end of that turn.

Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers that your prey may have. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

Starting at 11th level, whenever you are Invisible as a result of the Hide Action, and you make a Dreadful Strike, it does not count against your number of uses per long rest. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.

Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.

Mass Fear. The target and one creature of your choice within 30 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. When you are Invisible as a result of the Hide action and are hit by an attack, you may use your Reaction to cause that attack to miss instead.

Taken from Treantmonk's 2026 homebrew update for the Gloom Stalker. Image used: "Poison-Tip Archer" by Dmitry Burmak; Source.

Horizon Walker (Keyword: Mobility, Versatility)

Horizon Walkers watch the other planes, seeking out planar portals for one reason or another; venturing to the Inner and Outer Planes as necessary. These rangers are also acquainted to many forces in the multiverse - especially those that are well aware of the natural order and balance of the planes.

Level 3: Horizon Walker Spells

Starting at 3rd level, you always have an additional spell prepared when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of rangers spells you prepare.

Ranger level Features
3rd protection from evil and good
5th misty step
9th haste
13th banishment
17th teleportation circle

Horizon Walker's Lore

At 3rd level, you learn the basics of dealing with interplanar threats. You gain the following features.

Horizon Walker Tactics. You prepare the protection from evil and good spell as an additional option for your Knack feature.

Portal Lore. You gain proficiency in Arcana. Additionally, as an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest.

Short-Distance Pathways. You and creatures that benefit from your Reposition feature may teleport that distance instead.

Planar Warrior

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack.

When you reach 11th level in this class, the extra damage increases to 2d8. At 17th level in this class, the damage increases again to 3d8.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use 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 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. 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.

Torchbearer Conclave (Key Phrase: DoT/Personal Bias)

Torchbearers are rangers with an innate connection to fire and ash. Many of them travel around the world to offer cremations to those who seek that service for their departed. Each rite is recorded in a huge lexicon brought along during the ranger's travels and is eventually spirited away to an ancient archive; the location of which has been lost to time except for those who swear this path.

Torchbearer Magic

Starting at 3rd level, you always have an additional spell prepared when you reach certain levels in this class, as shown in the Torchbearer spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of rangers spells you prepare.

Torchbearer Spells
Ranger level Features
3rd fog cloud
5th continual flame
9th melf's minute meteors
13th fire shield
17th flame strike

Torchbearer's Lore

Starting at 3rd level, you gain the knowledge of the mythos behind an ancient burial rite and how to perform it.

Torchbearer Tactics. You prepare the fog cloud spell as an additional option for your Knack feature.

Ancient Rites. You gain proficiency in Religion and learn the produce flame cantrip.

Smokescreen. Until the start of your first turn after rolling Initiative, you may cast fog cloud as a reaction to being attacked.

Smouldering Flame

At 3rd level, you breathe embers into each impact, igniting on contact and burning deeply. Once per turn, you can deal an additional 1d8 fire damage on one of your weapon attacks. When you reach 11th level in this class, this damage increases to 2d8.

Additionally, when a creature starts its turn after having taken fire damage from you since its last turn, it takes additional fire damage equal to half the fire damage dealt (rounded down).

Unclouded Vision

Beginning at 7th level, your prolonged exposure to fire and its remnants grants you insight into how to apply it and mitigate its effects. You gain resistance to fire damage, and any fire damage you deal ignores innate fire resistances.

Additionally, you can see normally in heavily obscured environments, both magical and nonmagical.

Pyre Havoc

Beginning at 11th level, as fires ignite, sparks leap in all directions. When a creature takes at least 5 fire damage caused by you at the start its turn, another creature within 10 feet of the target takes 2d6 fire damage.

Ashwraith

At 15th level, you learn to scatter large clumps of ashes and breathe magic into it, causing it to expand rapidly across the battlefield to sow havoc. You gain the following benefits:

Dustcloak. Once per short or long rest, you may cast the fog cloud spell at 3rd level centered on yourself without expending a spell slot or requiring concentration. The spell cannot be dispersed by nonmagical means if cast this way.

Flammable. While a creature is in the area of a fog cloud spell cast by you, you treat its fire immunity as a resistance instead (cannot be ignored by other features you have).

Horde of Ghosts. Creatures you deem friendly can see through your fog cloud spell unimpeded.

Image used: "Khazar Bagathur" by Joel Chaim Holtzman; Source.


Wildergard Conclave (Keyword: Concentration/Personal Bias)

Wildergards choose to foster raw primordial powers within themselves, gaining influence over it and the world it coexists in. You embody the humbling strength of the natural world; a conduit for the pulse of the world beneath your feet. As you walk your path, you learn how to call upon the powers of nature and form a deep connection with it beyond what your peers can imagine.

Wildergard Magic

Starting at 3rd level, you prepare an additional spell when you reach certain levels in this class, as shown in the Wildergard Spells table. The spell counts as a ranger spell for you, but doesn't count against the number of Ranger spells you prepare.

Wildergard Spells
Ranger level Features
3rd entangle
5th barkskin
9th plant growth
13th grasping vine
17th commune with nature

Level 3: Wildergard Lore

The world speaks to you its story, you listen and share in its power. You gain the following benefits:

Wildergaard Tactics. You prepare the entangle spell as an additional option for your Ranger's Saavy feature.

Druidic Heritage. You gain proficiency in Nature and Herbalism kits.

Pulse of the Wild. When you roll Initiative, you may change one cantrip and spell you prepared to another you could prepare for one minute. It cannot revert until the minute is complete.

Verdant Acolyte

At 3rd level, natural magic courses through you with ease, empowering you when you amplify it. You gain the following benefits:

Natural Connection. You always have two Druid spells of your choice prepared for which you have spell slots to cast them with. They count as Ranger spells for you. You can change these prepared spells when you finish a long rest. You prepare an additional spell this way at 6th, 9th, 12th, and 15th level.

Primal Conduit. If you previously cast a leveled spell on your turn or are concentrating on a spell, you add your Wisdom modifier to damage rolls from cantrips and weapon attacks you make.

Blessing of the Earth

Beginning at 7th level, the land itself seems to fuel your power. Once per long rest, you may focus for 1 minute to connect to primal forces. If you do, you regain any combination of spell slots or Ranger's Saavy uses equal to your Wisdom modifier.

Additionally, if you would fail a saving throw to maintain concentration, you may expend a use of your Ranger's Saavy to succeed instead.

Harmony in Duality

Beginning at 11th level, you learn how to weave spells together using different primal currents. You gain the following:

Dual Focus. While you are concentrating on a spell, you may cast a spell learned by Natural Connection by expending uses of Ranger's Saavy equal to the spell's level. You can concentrate on two different Ranger spells simultaneously if cast this way. If you do, you must use the Magic Action on your subsequent turns to stabilize the effects. If you do not, you lose concentration of both spells.

Primeval Surge. As long as you are concentrating on a spell, you gain a bonus to your AC equal to your Wisdom modifier.

Additionally, if you are concentrating on two spells using this feature, you may use your bonus action to make a weapon attack or cast a cantrip with a casting time of 1 Action.

Gaia's Will

Starting at 15th level, you are now fully capable of harnessing streams of primordial energies. You may cast each of the spells on the Wildergard Spells table without the need for a spell slot once per long rest provided that you have the spell granted by the subclass and access to the respective spell slots.

 

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