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ReRanger
Reworked, Emended Ranger
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## Ranger 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 \columnbreak ### Deadly hunters 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. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. ### Independent Adventurers 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. 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 civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways. \pagebreakNum
### 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? Did you leave your apprenticeship, or was your mentor slain? Or perhaps you learned your skills as a 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, either through book study in a civilized environment, or as a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds. Is your adventuring career a continuation of your work in protecting the borderlands? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer? #### Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background. ## 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 #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** Choose one type of artisan's tools, one musical instrument, or the herbalism kit. - **Saving Throws:** Strength, Dexterity - **Skills:** Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (*a*) leather armor or (*b*) chain shirt - (*a*) a dungeoneer's pack or (*b*) an explorer's pack - (*a*) a melee weapon or (*b*) a shield - a one-handed melee weapon, a ranged weapon, and a fitting container with 20 pieces of ammunition Aternatively, you may start with 5d4 x 10 gp to buy your own equipment. ### Honed Focus You can focus on a specific task like no other. You can add your Focus die to certain rolls. The Focus die starts as 1d4 and increases at certain levels as stated in the Ranger Table. You can add the Focus die multiple times to the same die roll if there are multiple features allowing you to do so. \pagebreakNum
##### The Ranger | Level | Proficiency
Bonus | Features | Focus die| Spells
Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---------------|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Hunters Quarry, Natural Explorer | 1d4 | — | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting | 1d4 | 3 | 2 | — | — | — | — | | 3rd | +2 | Ranger Archetype, Mind of the Wild | 1d4 | 3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 1d4 | 4 | 3 | — | — | — | — | | 5th | +3 | Extra Attack | 1d6 | 5 | 4 | 2 | — | — | — | | 6th | +3 | Greater Hunters Quarry, Natural Explorer Improvement | 1d6 | 6 | 4 | 2 | — | — | — | | 7th | +3 | Ranger Archetype Feature | 1d6 | 6 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement, Fleet of Foot | 1d6 | 7 | 4 | 3 | — | — | — | | 9th | +4 | — | 1d8 | 8 | 4 | 3 | 2 | — | — | | 10th | +4 | instinctive Response, Natural Explorer Improvement | 1d8 | 1d4 | 9 | 4 | 3 | 2 | — | — | | 11th | +4 | Ranger Archetype Feature | 1d8 | 9 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 1d8 | 10 | 4 | 3 | 3 | — | — | | 13th | +5 | — | 1d10 | 11 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Superior Hunters Quarry | 1d10 | 12 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Ranger Archetype Feature | 1d10 | 12 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 1d10 | 13 | 4 | 3 | 3 | 2 | — | | 17th | +6 | — | 1d12 | 14 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Feral Senses | 1d12 | 15 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 1d12 | 15 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Precision Striking | 1d12 | 16 | 4 | 3 | 3 | 3 | 2 |
### Natural Explorer You are a master of navigating the natural world, tracking, hunting and reading the signs of nature. Starting at 1st level you gain the following benefits * You can add your Focus Die to your Wisdom (Survival) checks. * You learn two languages of your choice. * You can add your Focus Die to saving throws or ability checks against Weather, Wilderness Hazards and Dungeon Hazards. * Even when you are engaged in another activity, you remain alert to danger. \columnbreak ### Eye for Weakness Starting at 1st level you know how to use your abilities to create possibilities to hit your enemies where it hurts most. Under certain conditions you inflict extra damage on your hits. You can add one Focus Die to the damage of your first hit during a turn for each of the following conditions: * It is your first turn in the combat * You have attacked the target since the beginning of your last turn * The target's movement speed is reduced The extra damage is of the same type as your weapon. \pagebreakNum ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 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. #### 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. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
### Spellcasting 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 chapter 10 for the general rules of spellcasting and chapter 11 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 + your proficiency bonus + your Wisdom modifier\ **Spell attack modifier** = your proficiency bonus + your Wisdom modifier ### Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter, Beast master, Skulker, Warden or Channeler. All detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. \columnbreak ### Campfire Rituals ### Keen Agility Beginning at 3rd level, you have learned to act while moving. You can use the Dash or Disengage action as a bonus action on your turn. In addition, moving through nonmagical difficult terrain costs you no extra movement. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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. \pagebreakNum
### Greater Hunters Quarry (nope) Beginning at 6th level, you have become an expert in fighting your prey and learned to anticipate to their tricks. Gaining the following benefits to your Hunters Quarry: * Your extra damage increases to 1d8 * You also deal the extra damage whenever you hit with a spell attack * You have advantage on saving throws against the spells and abilities used by your quarries. ### Fleet of Foot Beginning at 8th level, you have learned to act while moving. You can use the Dash action as a bonus action on your turn. In addition, moving through nonmagical difficult terrain costs you no extra movement. ### Instinctive Response Starting at 10th level, you have learned to act on your instincts. When you need to roll for initiative, you roll with advantage. ### Superior Hunters Quarry (nope) Beginning at 14th level, you have studied your preys enough to know where to hit them. Gaining the following benefits to your Hunters Quarry: * Your extra damage increases to 1d10 * You can add you Wisdom modifier to damage rolls with weapon attacks against your quarries. ### Feral Senses (nope) 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. ### Precision Striking You are always able to find the weak points in your enemies defenses. Once on each of your turns, you can add your Wisdom modifier to one attack roll. You must declare you use this feature before making the attack. \pagebreakNum ## Ranger Archetypes
### Hunter Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Hunters learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. #### Hunter's Prey At 3rd level, you gain one of the following features of your choice. **Colossus Slayer.** Your tenacity can wear down the most potent foes. 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. \columnbreak #### 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. **Steel Will.** You have advantage on saving throws against being frightened. #### Multiattack At 11th level, you gain one the following actions eatures 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.** You can use your actoin to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. #### Superior Hunter's Defense At 15th level, you gain one of the following features of your choice. **Evasion.** When you are subjected to an effect, such as a red dragon's fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you suceed on a saving throw, and only half damage if you fail. **Stand Against the Tide.** 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. **Uncanny Dodge.** 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. \pagebreakNum
### Beast Master Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Some rangers develop a magical bond with a beast, transferring part of their spirit in this companion. #### Animal Companion At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. With 8 hours of meditation and a rare gemstone worth at least 10 gp per ranger level, you can bind a part of your spirit to a friendly beast, consuming the gemstone. This process transforms the beast into your faithful companion. Because you invest a part of your own spirit in the animal companion, your hit point maximum is decreased by your ranger level while your animal companion is alive. Using a bonus action if you can see your animal companion, you can form a spiritual bond. The bond requires Concentration as a spell would, and can be maintained for a maximum of 24 hours before you need to bond again. Casting a spell that requires Concentration breaks the bond. Whenever you take damage while you are concentrating bonded, you must make a Constitution saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. You lose the bond if you are Incapacitated or if you die. ___ Your animal companion grows in power with your ranger level and gains abilities as you do. Every level your animal companion gains hit points equal to a roll of its hit die + Constitution modifier. Your animal companion uses your proficiency modifier and gets extra powers and abilities at 7th, 11th and 15th level. The animal companion acts on its own initiative. While you are bonded, your animal companion will act to your wishes. If your bond is broken the animal companion will not use any actions or reactions, but can still move. If you are incapacitated the animal companion will return to your body. \columnbreak If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of meditation and a rare gemstone worth at least 10 gp per ranger level, you call forth your companion’s spirit and use the gemstone to transform it into a new body. You can return an animal companion to life in this manner even if you do not possess any part of its body. Once your animal companion is back to life you decrease your hit point maximum by your ranger level. You can have only one animal companion at a time. ___ You can choose one of the following animals to become your animal companion: ape, badger, bat, bear, big cat, bird, boar, bull, crab, crocodile, elk, goat, scorpion, snake, toad, turtle, wolf. The statblocks for all these animal companions can be found in the [Animal Companion Compendium](https://www.gmbinder.com/share/-LfaE-h9n7pE5mKZzlZM "Akaineth's Animal Companion Compendium") #### Magical Bond Beginning at 7th level, your bond with your animal companion grows even stronger. As an action, you can see through your animal companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. Additionally you have advantage on Constitution saving throws to maintain concentration on your bond #### Defensive Instinct Beginning at 11th level your animal companion will try to avoid damage when your are not bonded. The animal companion will automatically use the dodge action when your spiritual bond is broken. Additionally when your animal companion can see a creature attacks you within 5 feet of the animal companion, the animal companion can use its reaction to impose disadvantage on the attack roll. #### Spellshare Beginning at 15th level, you can transfer magical effects through your bond. When you are targeted by a spell, you can choose to also affect your animal companion with the spell if your animal companion is within 30 feet of you. \pagebreakNum
### Skulker (REVISION NEEDED) Some rangers specialize in hiding in the shadows, in order to creep up on their prey. Skulkers are trained in remaining unseen and taking targets out from hiding. #### Hidden Attack At 3rd level, you learn to deal extra damage when the enemy does not see it coming. When attacking a creature that can't see you, your weapon attacks deal an additional 1d10 damage. #### Untraceable Starting at 3rd level, you learn to embrace the shadows to disappear from sight. You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. #### Umbral Sight At 7th 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 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. \columnbreak #### Unseen attacker At 11th level you have mastered the art of attacking while hidden. When you make an attack while you are hidden, you make a Dexterity (Stealth), following the rules for hiding. If you succeed, you remain hidden. #### Disappear Starting at 15th level, you have mastered the art of vanishing in plain sight. Once per short rest as an action you can turn invisible as if you cast *invisibility* on yourself. \pagebreakNum ### Warden Spending a lot of time in one place you've become one with the land, knowing of all its secrets and powers. As a strider you learn to draw magical powers from a specific type of terrain. #### Power of Nature At 3rd level, choose one type of favored terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Underdark or Urban.\ You gain a bonus depending on the type of terrain.\ **Arctic:** You gain resistance to cold damage.\ **Coast:** You gain a swim speed equal to your speed and can hold your breath for twice as long as normal.\ **Desert:** You gain resistance to fire damage.\ **Forest:** You gain proficiency in the Nature skill. If your are already proficient in the Nature skill, you can double your proficiency modifier for Wisdom (Nature) checks. Additionally, you learn the *druidcraft* cantrip.\ **Grassland:** Your speed increases by 10 feet.\ **Mountain:** You gain climb speed equal to your speed and you gain advantage on Strength and Dexterity saving throws made against effects that would knock you prone.\ **Swamp:** You gain resistance to poison damage and are immune to disease.\ **Underdark:** You gain darkvision out to a range of 30 feet. If you already have darkvision from your race, its range increases by 30 feet.\ **Urban:** You learn one humanoid language of your choice. Choose one of the following skill to gain proficiency in: Deception, Insight, Intimidation or Persuasion. Additionally, you learn to focus your connection with nature into pure magical power. You get terrain magic charges equal to half your ranger level (rounded down). You regain all terrain magic charges when you finish a long rest. #### Infused Attacks Starting at 3rd level you learn to use your magic to infuse your weapon with the power of your terrain. Whenever you hit a target with a weapon attack, you can use your bonus action you to infuse your weapon with magical power by spending one terrain magic charge. The hit deals an additional 1d8 damage. The type of damage depends on the favored terrain you have chosen. When you reach 11th level in this class, the extra damage increases to 2d8. | Favored terrain | Damage Type | |:---:|:---:| | Arctic | Cold | | Coast | Thunder | | Desert | Fire | | Forest | Poison | | Grassland | Force | | Mountain | Lightning | | Swamp | Acid | | Underdark |Necrotic | | Urban | Psychic | \columnbreak #### Natural Magic At 3rd level, you learn spells specific to your chosen terrain. Once you gain access to a terrain spell, the spell counts as a ranger spell for you, but it doesn’t count against the number of spells you know. You can cast these terrain spells using spell slots or terrain magic charges at 1 charge per spell level. ##### Arctic | Ranger Level | Spells| |:---:|:---:| | 3rd | *armor of Agathys* | | 5th | *Snilloc's snowball swarm* | | 9th | *sleet strom* | | 13th | *ice storm* | | 17th | *cone of cold* | ##### Coast | Ranger Level | Spells| |:---:|:---:| | 3rd | *create or destroy water* | | 5th | *shatter* | | 9th | *gaseous form* | | 13th | *control water* | | 17th | *destructive wave* | ##### Desert | Ranger Level | Spells| |:---:|:---:| | 3rd | *burning hands* | | 5th | *blur* | | 9th | *create food and water* | | 13th | *hallucinatory terrain* | | 17th | *flame strike* | ##### Forest | Ranger Level | Spells| |:---:|:---:| | 3rd | *entangle* | | 5th | *web* | | 9th | *Leomund's tiny hut* | | 13th | *dominate beast* | | 17th | *awaken* | ##### Grassland | Ranger Level | Spells| |:---:|:---:| | 3rd | *find familiar* | | 5th | *invisibility* | | 9th | *slow* | | 13th | *giant insect* | | 17th | *insect plague* | \pagebreakNum
##### Mountain | Ranger Level | Spells| |:---:|:---:| | 3rd | *earth tremor* | | 5th | *spider climb* | | 9th | *meld into stone* | | 13th | *stone shape* | | 17th | *wall of stone* | ##### Swamp | Ranger Level | Spells| |:---:|:---:| | 3rd | *ray of sickness* | | 5th | *Melf's acid arrow* | | 9th | *stinking cloud* | | 13th | *blight* | | 17th | *contagion* | ##### Underdark | Ranger Level | Spells| |:---:|:---:| | 3rd | *bane* | | 5th | *darkness* | | 9th | *fear* | | 13th | *arcane eye* | | 17th | *creation* | ##### Urban | Ranger Level | Spells| |:---:|:---:| | 3rd | *charm person* | | 5th | *calm emotions* | | 9th | *haste* | | 13th | *fabricate* | | 17th | *dominate person* | #### Adaptation Starting at 7th level, you learn to adapt to your surroundings. When you are in a terrain other than your chosen terrain you can choose to infuse your attacks with the damage type associated with that terrain. Additionally, while in your favored terrain, you can roll Dexterity saving throws with advantage. #### Nature's Wrath At 11th level, you've learned to wield the power of nature even better. When you hit a target with an infused attack, it must succeed a Constitution saving throw against your spell DC or suffer an additional effect. The additional effect is determined by the type of damage from your infused attack. | Damage Type | Additional effect | |:---:|:---:| | Cold | The targets movement is halved until the end of its next turn | | Thunder | If the target is a medium or smaller creature it is knocked prone | | Fire | The target and every creature other than you within 5 feet of the target must succeed a Dexterity saving throw or suffer 1d6 fire damage | | Poison | If the target moves before the start of your next turn it takes 2d6 additional damage | | Force | If the target is a medium or smaller creature it is pushed up to 10 feet away | | Lighting | Not the target, but up to 3 creatures you choose within 10 feet of the target must succeed a Dexterity saving throw or suffer 1d10 lightning damage | | Acid | The target takes an additional 1d8 acid damage | | Necrotic | The target can't regain hit points until the start of your next turn | | Psychic | The target has disadvantage on the next weapon attack roll it makes before the end of its next turn | #### Natural Power Starting at 15th level, you start to fully understand the power you can extract from nature. During a short rest you regain an number of expanded terrain charges equal to your Wisdom modifier (mimimun of 1). Once you've used this ability you must finish a ling rest before you can use it again. \pagebreakNum
### Channeler You learn to communicate with the spirits of nature and use its power. As a Channeler you connect yourself to a spirit animal to enhance your abilities. #### Spirit Animal At 3rd level, you chose one of the following animals to become your spirit animal: Bear, Eagle, Tiger, Wolf. You gain one feature for your spirit animal. **Bear.** After you finish a long rest, you gain temporary hit points equal to your Ranger level + your Wisdom modifier (mimimum of 1). **Eagle.** You gain advantage on perception checks that rely on sight. Additionally, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. **Tiger.** Your speed increases by 10 feet. Additionally, opportunity attacks against you are made with disadvantage. **Wolf.** When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. #### Spirit Animal Attack At 3rd level, as an action you can summon your spirit animal to make an attack. You can make a melee spell attack against a creature within 30 feet of you. On a hit, the target takes force damage equal to 1d10 + your Wisdom modifier. The damage increases to 2d10 + your Wisdom modifier at 7th level. \columnbreak #### Spiritual Bond At 7th level, your bond with your spirit animal enhances your abilities even more. You gain one feature for the same spirit animal you have chosen at 3rd level. **Bear.** You have advantage on Strength (Athletics) checks in order to Shove or Grapple a target. **Eagle.** Your ranged attacks ignore half cover and three-quarters cover. **Tiger.** If you move at least 10 feet in a straight line immediately before attacking with a melee weapon, you have advantage on the attack roll. **Wolf.** If one of your allies makes a melee weapon attack against a target within 5 feet of you, you can use your reaction to give the ally advantage on the roll. #### Spiritual Bond At 11th level, when you use your action for a spirit animal attack, you can make one weapon attack as a bonus action against the same enemy. Additionally you gain one feature for the same spirit animal you have chosen at 3rd level. **Bear.** The damage of your spirit animal attack becomes 2d12 + your Wisdom modifier. **Eagle.** The range of your spirit animal attack becomes 120 feet. **Tiger.** If both you and your spirit animal hit a creature on the same turn, the target must succeed on a Strength saving throw against your spell DC or be knocked prone. **Wolf.** If you are within 5 feet of the target, the spirit animal attack is made with advantage. #### Spiritual Fusion At 15th level, you gain one ability for the same spirit animal you have chosen at 3rd level. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) before you need to take a long rest. **Bear.** When an attacker that you can see hits you with an attack, you can use your reaction to ignore any non-magical damage from that attack. **Eagle.** You gain the ability to fly for 1 minute. You have a flying speed equal to your current walking speed. **Tiger.** When you score a hit with a melee weapon attack on which you had advantage, you can make this attack a critical hit. **Wolf.** As an action you can Howl. Creatures of your choice that you can see within 30 feet and that can hear you must succeed on a Wisdom saving throw against your spell DC or have disadvantage on the next attack roll they make before the end of their next turn. \pagebreakNum ## Design notes One of the main problems of the PHB ranger class is it's identity. Most of the time it feels like a druid-fighter-rogue hybrid instead of it's own class. The other big problem with the class is that it feels underwhelming in combat compared to the other classes. With this version the base class should feel more like an specialist roamer. The subclasses try to give you ranger more character and niche combat abilities to keep up with the other classes, with all the identities of the original ranger covered in their own subclass. Even though it is possible to use only the subclasses in combination with either PHB ranger or the Revised Ranger, they are most suited for this adjusted version of the Ranger class. ### Class Notable changes: * Hit dice: Lowered to 1d8 instead of 1d10. This way the ranger feels a bit less tanky compared to DEX based fighters. The role of a Ranger should typically be focused more on dealing damage than taking damage. * Favored enemy: this feature has been removed as it is to situational. Since the player does not determine which enemies they encounter, it is up to the DM to decide how useful the feature is. * Hunters Quarry: Instead of "favored enemy" as a core feature, hunters quarry is added. This also tries to address the problem of Hunters mark and concentration. With Hunters quarry you can only mark a single creature a limited amount of times without it being transferable. For a single target it is a great replacement for Hunters mark, as it opens up your concentration for other Rangers spells which require concentration. For a large group of smaller enemies Hunters mark still is the superior choice. Making it so they can't stack, ensures that it is a situational replacement and limits the maximum damage output. * Natural explorer: Just like the Revised Ranger it is not bound to a certain type of terrain. Some features have been adjusted. * Primeval Awareness: Used the revised ranger version. * Hidden in plain sight: This feature is replaced by Fleet of Foot. The original feature is something that every character should be able to do with the DM giving them an appropriate bonus. More movement fits the ranger as a hit and run fighter. * Vanish: Removed as this does not fit the core identity of the ranger. This level should not feel empty as you gain a major upgrade to your hunters quarry. * Foe Slayer: The original capstone was one of the most disappointing features of the ranger. This adjusted ability is not flashy, but integrates one of the core features to give the ranger more versatility in the enemies it can handle. \columnbreak ### Subclasses The PHB only features two subclasses, adjusted versions of which are included in this version of the Ranger. The Revised Ranger and Xanathar's Guide to Everything offer some new subclasses. These are not included here but can be used with this version of the Ranger. #### Hunter The hunter presented in the PHB works as it should. A more combat focused ranger, giving you features to preform better in specific combat situations. No changes were made. #### Beast master The Beast master on the other hand is in my opinion one of the worst executed subclasses in the PHB. The idea of an animal companion who fights alongside you, is a difficult concept to be both fun to play and balanced compared to other players. A lot of people have tried to solve this, and some with great success. But the two things I missed most in most versions of the Beast master are your animal companion gaining new features as you level and difference in play style depending on which animal you choose. The best way to fix this is creating unique creatures to be potential animal companions. Providing stats for different levels and giving them more and unique abilities at higher levels. In order to make it more accessible, different statblocks are used at different level, so no further calculations are necessary. Balance might still be an issue here. The statblocks for all these animal companions can be found in the [Animal Companion Compendium](https://www.gmbinder.com/share/-LfaE-h9n7pE5mKZzlZM "Akaineth's Animal Companion Compendium") To make sure it is fun to play with your animal companion, it is made pretty powerful (compared to the standard version). To compensate for this, the Beast master loses some max HP while the companion is alive. Also the subclass features are not super powerful as these are the same levels your animal companion gains it's power. #### Skulker The subclass of the ranger which embraces the rogue side. Focusing on hiding and attacking while hidden. It borrows some features from the Gloom Stalker, but gives it a different style. #### Strider The concept of a ranger gaining power from the land and a specific favored terrain is captured in the Strider. Giving the ranger an extra spell for each level spell slot and some extra features depending on a chosen favored terrain. #### Channeler Another concept of a ranger getting its power from nature. This time in the shape of a spirit animal, which gives the rangers special abilities and can attack enemies. \pagebreakNum ## Inspiration ## Art Credit Cover: Prince of the elves Regular by JackWangLei \ Page 2: Troll hunter by Kerem Beyit \ Page 3: Untitled by SoccerBon \ Page 5: Turok Artwork by Turok \ Page 6: ANPI208 by Andrea Piparo \ Page 7: Untitled by Alexandr Malix \ Page 8: Rexxar and Misha the heroes of the horde by Sergey Avtushenko \ Page 9: Ranger by Elder Scrolls Online \ Page 11: Untitled by Eric Pfeiffer \ Page 12: Spirit of the Bear by Guild Wars