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Spell Less Ranger Revised
BY B4BY
\pagebreak ## Class Features #### Hit Points **Hit Dice:** 1d10
**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:** Herbalism Kit ___ **Saving Throws:** Strength, Dexterity ___ **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival #### 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 melee weapons * (a) a dungeoneer’s pack or (b) an explorer’s pack * ranged weapon and 20 ammunition * herbalism kit ### Natural Explorer You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: * You ignore difficult terrain. * You have advantage on initiative rolls. * On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. ___ In addition, you are skilled at navigating the wilderness. After one hour of travelling through nature, you gain the following benefits: * Difficult terrain doesn't slow your group’s travel. * Your group can’t become lost except by magical means. * Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. * If you are traveling alone, you can move stealthily at a normal pace. * When you forage, you find twice as much food as you normally would. * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. \columnbreak ### Hunter's Mark Beginning at 1st level as a bonus action, you can choose a creature you can see within 90 feet and mark it as your quarry. You deal extra damage to the target equal to your proficiency bonus whenever you hit it with a weapon attack. Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20. You know the location of the marked target when they are within 90 feet and have advantage on Survival checks to track the target when they are more than 90 feet away. ___ This ability lasts up to 1 hour. If the target drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. You can use this feature 2 times from level 1, 3 times from level 6, and 4 times from level 13 . You regain expended uses when you finish a long rest. ___
##### Spell Less Ranger Revised | Level | Proficiency
Bonus | Features | Poultice
Healing | |:---:|:---:|:---|:---:| | 1st | +2 | Natural Explorer,
Hunter's Mark | — | | 2nd | +2 | Fighting Style,
Combat Superiority | — | | 3rd | +2 | Poultices, Primeval Awareness, Ranger Conclave | 1d6 | | 4th | +2 | Ability Score improvement | 1d6 | | 5th | +3 | Ranger Conclave feature | 1d6 | | 6th | +3 | Natural Antivenom | 2d6 | | 7th | +3 | Ranger Conclave feature | 2d6 | | 8th | +3 | Ability Score improvement,
Land's Stride | 2d6 | | 9th | +4 | Slayer's Smite | 3d6 | | 10th | +4 | Hide in Plain Sight | 3d6 | | 11th | +4 | Ranger Conclave feature | 3d6 | | 12th | +4 | Ability Score improvement | 4d6 | | 13th | +5 | Expertise | 4d6 | | 14th | +5 | Relentless | 4d6 | | 15th | +5 | Ranger Conclave feature | 5d6 | | 16th | +5 | Ability Score improvement | 5d6 | | 17th | +6 | Predator's Aspect | 5d6 | | 18th | +6 | Stalker's Senses | 6d6 | | 19th | +6 | Ability Score improvement | 6d6 | | 20th | +6 | Foe Slayer | 6d6 |
\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. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### 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. #### Mariner As long as you are not wearing heavy armor or using a shield, you have a climbing and swimming speed equal to your normal movement speed, and you gain a +1 bonus to your AC. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Combat Superiority At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice. ___ **Maneuvers.** You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use your Wisdom modifier instead of Charisma for maneuvers such as *Rally.* You can use only one maneuver per attack. You learn an additional maneuver of your choice at 5th and 13th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. ___ **Superiority Dice.** You have two superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level. ___ **Saving Throws.** 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) \columnbreak ### Poultices At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). ___ You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. ___ If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains hit points as per the table. ### Primeval Awareness Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. ___ Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, and actions you can take (if any) to persuade it to not attack. ___ You cannot use this ability against a creature that you have attacked within the past 10 minutes. ___ Additionally, as an action, I can focus my awareness for 1 minute, once per short rest, out to 1 mile to sense if one of the following are present: aberrations, celestials, dragons, elementals, fey, fiends, or undead. This feature doesn’t reveal the creatures’ location or number. ### Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave or the Hunter Conclave, detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level. ### 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. \pagebreakNum ### Natural Antivenom Starting at 6th level, you have advantage on saving throws against poison and have resistance to poison damage. ___ Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points. ### Land’s Stride At level 8, you gain an additional 10ft to your movement speed, as well as gaining a swimming and climbing speed equal to your movement speed. ___ In addition, you have advantage on saving throws against plants that are nonmagical or magically created or manipulated to impede movement, such those created by the *entangle* spell, and take no damage from nonmagical plants if they have thorns, spines, or a similar hazard. ### Slayer's Smite Starting at level 9, for the creature that you have Hunter's Marked, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. ___ Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. ___ Additionally, you cannot be tracked by nonmagical means, unless you choose to leave a trail. \columnbreak ### Expertise Starting at 13th level, you can double your proficiency bonus for 2 of your Ranger skills, or 1 Ranger skill and your Herbalism Kit. ### Relentless At 14th level, attacks of opportunity taken against you are made with disadvantage. ___ Also, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. ### Predator's Aspect Starting at level 17, the next time you or an ally of yours hits a Hunter's Marked creature with an attack, the creature has vulnerability to all of that attack’s damage, and then this ability ends. ___ You can only use this feature once per short rest. ___ ### Stalker's Senses At 18th level, you gain **Blindsight** out to a range of 30 feet. You also gain advantage on Wisdom (Perception) checks. ___ Additionally, on your first turn in combat, if you take the Attack action against a creature that has not yet acted, you can Attack an additional time as part of that action. ### Foe Slayer At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
\pagebreakNum ## Ranger Conclaves Across the wilds, rangers come together to form conclaves: loose associations whose members share a similar outlook on how to protect nature from those who would despoil it. ### Beast Master Conclave Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. They believe that all beings should live in harmony with natural creatures. Rangers of the Beast Master Conclave develop a close bond with nature, and their animal companions are legendary for their loyalty and might. #### Animal Companion At 3rd level, you learn to use your affinity with nature to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: **an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf**. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. If your animal companion is ever slain, the natural bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your affinity to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. #### Companion’s Bond Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It takes its turn on your initiative. You determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. ___ You can verbally command your companion where to move as a free action. You can use your bonus action to verbally command your companion to take the Attack, Dash, Disengage, or Help action. If no command has been given, it will take the Dodge action automatically. ___ When your companion hits an enemy that has been Hunter's Marked, it can also deal extra damage equal to your proficiency modifier. ___ When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” ___ d6 Trait #1: I’m dauntless in the face of adversity. #2: Threaten my friends, threaten me. #3: I stay on alert so others can rest. #4: People see an animal and underestimate my abilities. #5: I have a knack for showing up in the nick of time. #6: I put my friends’ needs before my own in all things. ___ d6 Flaw #1: If there’s food left unattended, I’ll eat it. #2: I growl at all people except my ranger. #3: Any time is a good time for a belly rub. #4: I’m deathly afraid of water. #5: My idea of hello is a flurry of licks to the face. #6: I jump on creatures to tell them how much I love them. #### Coordinated Attack At 5th level, while your companion is within 5ft. of a creature that has been Hunter's Marked, as part of it's attack action, the next attack made against the creature is taken with advantage. #### Natural Connection At 7th level, while your companion can see you, it has advantage on all saving throws. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Storm of Claws and Fangs At 11th level, you have trained your animal companion to unleash the fury of the wilds. You can command it on its turn to use its action to make a melee attack against each creature of your choice within 5 feet of it, with a separate attack roll for each target. \pagebreakNum #### Superior Beast’s Defense At 15th level, whenever an attacker that you or your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. ### Hunter Conclave Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave 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. Any time that you gain an additional feature from this Conclave, you may also change your choice for this feature. ___ **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. #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Defensive Tactics At 7th level, you gain one of the following features of your choice. ___ **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. ___ **Stalker's Counter.** If a hostile creature forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. ___ **Steel Will.** You have advantage on saving throws against being frightened. #### Multiattack At 11th level, you gain the following actions. ___ **Action Surge.** You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action. Once you use this feature, you must finish a short or long rest before you can use it again. ___ **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 action 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. ___ **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
Spell Less Ranger Revised
Based on features and concepts from Unearthed Arcana's Spell-less Ranger from their "Modifying Classes" document and their Revised Ranger from their "The Ranger, Revised" document, as well as original ideas and improvements. ___ Front Cover Art: [ehecod](https://www.deviantart.com/ehecod/art/11-12-2017-1-719568717) Middle Page Art: [hawksarts](https://www.deviantart.com/hawksarts/art/Ranger-520168555) Back Cover Art: [Skiorh](https://skiorh.deviantart.com/art/Old-wizard-475018762) ___
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### changelog 1.1 * Removed immunity and cure effect for disease from Natural Antivenom * Poultice healing now gets another d6 every 3 levels instead of every 2 levels, also starts off with 1d6 instead of 2d6 ___ 1.2 * Hunter's Mark damage now equal to proficiency bonus instead of a d6, as well as gaining tracking features and critting on a roll of 19 and 20, similar to hexblade's curse ___ 1.3 * Hunter's Mark resets on long rests only * Maneuvers gain additional uses only at level 5 and 13, instead of 5, 9, 13, and 17 * Superiority Dice changed to d6s from d8s and starts with 2 uses, instead of 3 * Predator's Aspect changed to one use per short rest, vulnerability changed to be similar to the Grave Domain Clerics Channel Divinity: Path to the Grave ability ___ 1.4 * Beast Master Conclave changed to UA's Revised Ranger version * Except, animal companion acts on your initiative to help streamline combat * Only uses a bonus action to command it to help with action economy * Animal companion also gains the benefit of the extra damage from your Hunter's Mark * Extra attack and coordinated attack level 5 conclave features