Ranger (rebalanced) v6.0
Ranger
| Level — Spell Slots per Spell Level — |
Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1. | +2 | Favored Enemy, Natural Explorer | — | — | — | — | — | — |
| 2. | +2 | Fighting Style, Hunter's Quarry, Spellcasting | 3 | 2 | — | — | — | — |
| 3. | +2 | Ranger Archetype, Primeval Awareness | 4 | 3 | — | — | — | — |
| 4. | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — |
| 5. | +3 | Extra Attack | 5 | 4 | 2 | — | — | — |
| 6. | +3 | Favored Enemy and Natural Explorer Improvements | 5 | 4 | 2 | — | — | — |
| 7. | +3 | Ranger Archetype Feature | 6 | 4 | 3 | — | — | — |
| 8. | +3 | Ability Score Improvement, Land's Stride | 6 | 4 | 3 | — | — | — |
| 9. | +4 | ─ | 7 | 4 | 3 | 2 | — | — |
| 10. | +4 | Hide in Plain Sight, Natural Explorer Improvement, Ranger's Resilience | 7 | 4 | 3 | 2 | — | — |
| 11. | +4 | Ranger Archetype Feature | 8 | 4 | 3 | 3 | — | — |
| 12. | +4 | Ability Score Improvement | 8 | 4 | 3 | 3 | — | — |
| 13. | +5 | ─ | 9 | 4 | 3 | 3 | 1 | — |
| 14. | +5 | Feral Senses, Favored Enemy Improvement | 9 | 4 | 3 | 3 | 1 | — |
| 15. | +5 | Ranger Archetype Feature | 10 | 4 | 3 | 3 | 2 | — |
| 16. | +5 | Ability Score Improvement | 10 | 4 | 3 | 3 | 2 | — |
| 17. | +6 | ─ | 11 | 4 | 3 | 3 | 3 | 1 |
| 18. | +6 | Battle Instinct | 11 | 4 | 3 | 3 | 3 | 1 |
| 19. | +6 | Ability Score Improvement | 12 | 4 | 3 | 3 | 3 | 2 |
| 20. | +6 | Foe Slayer | 12 | 4 | 3 | 3 | 3 | 2 |
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:: Choose three from Animal Handling, Athletics, Insight, Investigation, 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
- A longbow and a quiver of 20 arrows
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking and hunting a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select up to three races of humanoid (such as gnolls and orcs) as favored enemies.
Your weapon attacks against your favored enemies score a critical hit on a roll of 19 or 20.
Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels.
You gain proficiency in one of the following skills of your choice: Nature or Survival. If you are already proficient in the chosen skill when you gain this feature, your proficiency bonus is doubled for any ability check you make that uses this skill.
In addition, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. You gain a benefit based on a type of favored terrain of your choice. You have advantage on any Intelligence or Wisdom check related to your favored terrain.
Arctic. You gain resistance to cold damage.
Coast. You gain proficiency in Athletics. If you are already proficient in this skill when you gain this feature, your proficiency bonus is doubled for any ability check you make that uses it. You gain a swimming speed equal to your walking speed. If you already have a swimming speed from your race, it increases by 10 feet.
Desert. You gain resistance to fire damage.
Forest. You gain proficiency in Perception. If you are already proficient in this skill when you gain this feature, your proficiency bonus is doubled for any ability check you make that uses it.
Grassland. Your speed increases by 10 feet. You can use Dash action as a bonus action on your turn.
Mountain. You gain proficiency in Athletics. If you are already proficient in this skill when you gain this feature, your proficiency bonus is doubled for any ability check you make that uses it. You gain a climbing speed equal to your walking speed. If you already have a climbing speed from your race, it increases by 10 feet.
Swamp. You have advantage on saving throws against poison, and you have resistance against poison damage.
Underdark. You can speak, read, and write Undercommon. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
You choose additional favored terrain types and benefits they provide at 6th and 10th level.
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.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Hunter's Quarry
Beginning at 2nd level, you can call on your bond with nature to mark a creature as your quarry: you know the hunter's mark spell and it doesn't count against your number of ranger spells known. You can cast it as a 1st-level spell, without expending a spell slot.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a short or long rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, you can't use a bonus action on a subsequent turn of yours to mark a new creature.
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 Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger 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 three 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
Spell attack modifier = your proficiency bonus +
Ranger Conclave
At 3rd level, you join one of the rangers conclaves: Hunters Conclave or Beast Masters Conclave, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Primeval Awareness
Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute you can sense whether the following types of creatures are present within 1 mile of you (or within up to 2 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Hide in Plain Sight
Starting at 10th level, you gain the following benefits.
- You can use the Hide action as a bonus action on your turn.
- When you attempt to hide on your turn, you can opt to not move on that turn. You gain a +10 bonus to Dexterity (Stealth) checks as long as you avoid moving or taking actions. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
- You can't be tracked by nonmagical means, unless you choose to leave a trail.
Ranger's Resilience
Beginning at 10th level, when you are concentrating on your ranger you can add your Wisdom modifier to your Constitution saving throws that you make to maintain your concentration.
In addition, at the finish of a short rest you can decrease your exhaustion level by 1. Once you use this feature, you can't use it again until you finish a long rest.
Feral Senses
At 14th 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 both blinded and deafened.
Battle Instinct
Stating at 18th level your ranger's senses allow you to act quickly in battle. Whenever you roll for initiative, you can treat a d20 roll of 9 or lower as a 10.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Additional damage from hunter’s mark spell increases to 1d10 and your first attack on your turn against the marked enemy that hits is a critical hit.
Ranger Archetypes
The ideal of the ranger has classic expressions. These are detailed below.
Monster Hunters Conclave
Rangers from Monster Hunters Conclave dedicated their lives to hunting down creatures of the night and wielders of grim magic. A Monster Hunter seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, hunters are experts at unearthing and defeating mighty, mystical foes
Hunter's Mysticism
At 3rd level, your study of the supernatural gives you ability to recognize manipulations in the fabric of reality: you know detect magic spell and you can cast it without expending a spell slot. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
In addition, you gain proficiency in one of the following skills of your choice: Arcana, History, Nature or Religion, as well as an ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.
Hunter's Prey
At 3rd level, 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 against a target of your hunter's mark spell.
If the target is a creature of the following types: aberrations, dragons, fey, fiends, monstrosities and undead, you can add your Wisdom modifier to both attack and damage rolls.
You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Monster Hunters Conclave Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Hunters Conclave Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Monster Hunters Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3. | protection from evil and good |
| 5. | zone of truth |
| 9. | magic circle |
| 13. | banishment |
| 17. | hold monster |
Supernatural Defenses
At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your hunter's mark spell forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add ld6 to your roll. At 15th level, you can add 1d8, instead of 1d6, to your roll.
Hunter's Counter
At 11th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your hunter's mark forces you to make a saving throw, you can use your reaction to immediately move up to half your speed and make one weapon attack against the creature. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects
Magic-User's Nemesis
At 15th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction and expend one of your ranger spell slots to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC + 1 per level of the spell slot expended, or its spell or teleport fails and is wasted. You to increase the DC
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Colossus Slayers Conclave
Colossus Slayers are fierce and fearless warriors that hunt the biggest and the most powerful enemies, such as ogres and. Some of them claim they even slew dragons.
Colossus Slayers Conclave Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Colossus Slayers Conclave Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Colossus Slayers Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3. | heroism |
| 5. | earthbind |
| 9. | slow |
| 13. | freedom of movement |
| 17. | hold monster |
Powerful Strike
Beginning at 3rd level, 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 The additional damage increases by 1d8 if the target is at least one size larger than you. You can deal this extra damage only once per turn.
Steel Will
Beginning at 3rd level, you have advantage on saving throws against being frightened.
Multiattack Defense
Beginning at 7th level, 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.
Giant Killer
At 11th level, when a creature at least one size larger than you within range of your weapon hits or misses you with an melee attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. If the creature is Large or larger you have advantage on that attack roll.
Superior Slayer's Defense
At 15th level, you gain one of the following features of your choice.
Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt 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
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.
Horde Breakers Conclave
Rangers from Horde Breakers conclave know their place as a bulwark between civilization and the terrors of the wilderness. As you join Horde Breakers, you learn specialized techniques for fighting the hordes and tribes that threaten to destroy the civilized way of life.
Against the Horde
Beginning at 3rd level, 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.
Horde Breakers Conclave Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horde Breakers Conclave Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Horde Breakers Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3. | expeditious retreat |
| 5. | web |
| 9. | enemies abound |
| 13. | freedom of movement |
| 17. | wall of stone |
Tireless
Beginning at 3rd level, you are an unsurpassed survivor. You can use your action to give yourself a number of temporary hit points equal to your Wisdom modifier + half your ranger level (rounded up). You can use this action a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest you regain 1 Hit Die you spent during that rest.
Escape the Horde
Beginning at 7th level, you have mastered techniques of staying alive on the battlefield. You gain a +1 bonus to AC. In addition, opportunity attacks against you are made with disadvantage.
Multiattack
At 11th level, thanks to your combat experience, you know how to fight with multiple foes at once. You gain the following features.
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 Attack. You can use your action to move up to half your speed and make a melee attack against any number of creatures that came within 5 feet of you during this movement. You must make a separate attack roll for each target, and this movement provokes attacks of opportunity as normal.
Deceptive dodge
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. If the creature that missed or hit you was the target of your hunter's mark, the repeated attack is made with advantage.
Beast Master (WIP)
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with all animal as its companion and friend.
Wild empathy
You gain proficiency in Animal Handling. If you are already proficient in this skill when you gain this feature, your proficiency bonus is doubled for any ability check you make that uses it.
In addition, you learn the animal friendship spell and you can cast it without expending a spell slot. The spell doesn't count against your number of spells known.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
Beast Master Magic
Starting at 3rd level, you learn an additional spell 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 ranger spells you know.
Beast Master Spells
| Ranger Level | Spell |
|---|---|
| 3. | speak with animals |
| 5. | warding bond |
| 9. | revive |
| 13. | dominate beast |
| 17. | awaken |
Ranger's Companion (TODO)
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
Exceptional Training (WIP)
Beginning at 7th level, your animal companion attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury (WIP)
Starting at 11th level, you can choose one of the following features.
Fierce attacks. Your beast companion can make two attacks when you command it to use the Attack action, or it can take the Multiattack action if it has that action.
Storm of Claws and Fangs. Your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.