Ranger Revised: Endangered Quarry

by blueisherp

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Ranger Revision

Endangered Quarry

For any creature that finds itself hunted by a ranger, being injured could mean certain death. Unparalleled in their ability to stalk and ambush, they are also light-footed and well-versed in druidic magic. Though known to be fierce predators and defenders of nature, they serve also as resourceful guides for any party seeking to journey through the vast unknown.

Playing a Ranger

This version of ranger is one that embodies a skilled hunter that finishes off easy prey. This is made possible with the Endangered Quarry feature, which serves as the core, scaling feature of this class. The rest of this class's features help make it more reliable, but on its own, it still enables a unique playstyle that remains relevant at all levels.

Both Ambuscade and Prowess enable the ranger fantasy, both in and out of combat, starting at 1st level. Players looking to multiclass into ranger need only one level to enjoy the fantasy of playing a skilled hunter. As for the more invested rangers, there are upgrades to these features at later levels to look forward to.

Players familiar with the original ranger class will find that defining features, such as Favored Enemy, Natural Explorer, and Primeval Awareness, are missing. In this version, those features are trimmed down and incorporated into the Prowess feature. Instead of gaining all of ranger's flavorful ribbons early on, you instead choose which ones you'd start with and those which you will gain at later levels. This also allows one to play a ranger more tailored to their specialty, such as mobility, tracking prey, or exploration.

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: Choose one from Cook's Utensils, Herbalism Kit, Leatherworker's Tools, Thieves' Tools, Woodcarver's Tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose four from Animal Handling, Athletics, Acrobatics, 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
  • A component pouch
The Ranger
–Spell Slots per Spell Level–
Level Proficiency
Bonus
Features Bonus
Initiative
1st 2nd 3rd 4th 5th
1st +2 Ambuscade, Prowess (x2) +2
2nd +2 Fighting Style, Spellcasting +2 2
3rd +2 Endangered Quarry, Ranger Conclave +2 3
4th +2 Ability Score Improvement +2 3
5th +3 Extra Attack +3 4 2
6th +3 Instinctive Action +3 4 2
7th +3 Ranger Conclave Feature +3 4 3
8th +3 Ability Score Improvement, Prowess (x3) +3 4 3
9th +4 +4 4 3 2
10th +4 Climate Tenacity, Hunter's Eye +4 4 3 2
11th +4 Ranger Conclave Feature +4 4 3 3
12th +4 Ability Score Improvement, Unerring Focus +4 4 3 3
13th +5 +5 4 3 3 1
14th +5 Adrenaline Rush +5 4 3 3 1
15th +5 Ranger Conclave Feature +5 4 3 3 2
16th +5 Ability Score Improvement, Prowess (x4) +5 4 3 3 2
17th +6 +6 4 3 3 3 1
18th +6 Feral Senses, Unerring Focus Improvement +6 4 3 3 3 1
19th +6 Ability Score Improvement +6 4 3 3 3 2
20th +6 Foe Slayer +6 4 3 3 3 2

Ambuscade

Beginning at 1st level, executing an ambush comes naturally to you. You gain a bonus to your initiative detailed in the Ranger table. You have also advantage on attack rolls against any creature that hasn't yet taken a turn in combat.

Prowess

At 1st level, you choose two of your skill proficiencies and gain their benefits listed below. You can choose another skill you are proficient in and gain its benefit or gain proficiency in another ranger skill at 8th and 16th level.

Animal Handling. You learn the find familiar spell, which you can cast as a ritual without material components. If you cast it in this way, your familiar remains a beast and can't make spell attacks.

Additionally, you can calm wild animals with your Animal Handling skill.

Athletics. Climbing and swimming does not cost you extra movement, and your jump distance doubles when you Dash.

Acrobatics. Your walking speed increases by 5 feet. You also ignore nonmagical difficult terrain while you benefit from the Dash action.


Insight. You add your proficiency bonus to saving throws or ability checks against being charmed or frightened by creatures you can see.

Investigation. You add your proficiency bonus to ability checks you make to create and deploy traps. You have advantage on Wisdom (Perception) checks to detect traps and Intelligence (Investigation) checks to disable them.

Nature. You can 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 gain proficiency in the Medicine skill and can use an Herbalism kit as a Healer's Kit.

Perception. You ignore light obscurity induced by naturally occurring elements (such as foliage, fog, or precipitation), regardless if its source is magical or nonmagical. Dim light and darkness still affect you normally.

Additionally, you do not suffer the penalty to passive Perception imposed by traveling at a fast pace.

Stealth. You have advantage on Dexterity (Stealth) checks to Hide if you don't move on the same turn.

Additionally, you can move stealthily at a normal pace while traveling alone.

Survival. Choose a creature type as your favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid. You have advantage on Wisdom (Survival) checks to track these creatures, as well as on Intelligence checks to recall information about them.

You also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish.

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.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your spells. To cast one of your Ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Ranger spells that are available for you to cast, choosing from the Ranger spell list. When you do so, choose a number of Ranger spells equal to your Wisdom modifier + half your Ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell animal friendship, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

Your ability to adapt allows you to change your list of prepared spells when you finish a long rest. rest. Preparing a new list of Ranger spells requires time spent studying and contemplating: at least 1 minute per spell level for each spell on your list.

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

Hushed Spellcasting

You can ranger spells quietly, so that the verbal component you provide can't be heard from more than 10 feet from you.

Endangered Quarry

Beginning at 3rd level, you can spot injured prey and ruthlessly finish them off. As long as you can see the creature, you know if it is Endangered; its hit points are no more than 3 × your ranger level while being fewer than its own maximum hit points. This doesn't reveal the creature's exact hit points.

If a creature is Endangered before you hit it with a weapon attack, that attack deals maximum damage.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave Most ranger conclaves, including homebrewed ones, should be compatible with this revised ranger, as long as its features are learned at 3rd, 7th, 11th, and 15th level.

Conclave Spells

Each conclave has a list of associated spells. You gain access to these spells at the levels specified in the conclave description. Once you gain access to an conclave spell, you always have it prepared. Conclave spells don't count against the number of spells you can prepare each day.

If you gain an conclave spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

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.

Instinctive Action

At 6th level, your acute senses and instincts allow you to move and act swiftly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Search action.

Climate Tenacity

By 10th level, you have become acclimated to harsh weather. you have advantage on Constitution saving throws against extreme cold and heat between -50 and 140 degrees Fahrenheit (detailed on page 110 in the Dungeon Master's Guide).

Hunter's Eye

At 10th level, you remain vigilant for easy prey. When a creature you can see within 120 feet of you becomes Endangered by taking damage, you can make a weapon attack against it as a reaction.

Unerring Focus

At 12th level, you can cast and maintain one ranger spell of 1st spell level while ignoring its concentration requirement, but doing so reduces its duration to 1 minute, and it ends if you are incapacitated. At 18th level, you can do this with a 2nd-level ranger spell instead.

Adrenaline Rush

At 14th level, the thrill of the hunt exhilarates you. During your first turn of combat, your first weapon attack that hits a creature treats it as if it were Endangered, regardless of hit points. You can't benefit from this feature while you are surprised.

Feral Senses

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.

If you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you.

Foe Slayer

At 20th level, death is certain any creature at your mercy. Once per turn, the first weapon attack you make with advantage that hits an Endangered creature is a critical hit.

Ranger Archetypes

Included in this revision are examples of archetypes possible with this ranger, as well as some adjustments to Hunter. Detailed below are the Bounty Hunter, Corsair, Swiftblade, and Wild Scout conclaves. Any other archetype homebrewed for this ranger can be found here.

Hunter

The only change to this archetype are the addition of spells and another feature at 3rd level. Unless otherwise stated, this archetype is the same as the classic Hunter archetype.

Hunter Magic

You gain conclave spells at the ranger levels listed in the Hunter Spells table. These are always prepared and don't count against your list of prepared spells.

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

Favored Enemy

At 3rd level, you choose a creature type (or two humanoid races) as your favored enemy and learn an additional language, as if you gained Prowess in Survival. At 11th level, you gain another favored enemy (a creature type or two humanoid races) of your choice.

Bounty Hunter

There is no greater thrill than the hunt of fellow man. Unmatched in their ability to ambush and track humanoids, a bounty hunter will drag in any wanted target if the price is right.

Bounty Hunter Magic

You gain conclave spells at the ranger levels listed in the Bounty Hunter Spells table. These are always prepared and don't count against your list of prepared spells.

Bounty Hunter Spells
Ranger Level Spells
3rd snare
5th hold person
9th glyph of warding
13th confusion
17th seeming

Eyes on the Prize

Starting at 3rd level, you treat all humanoids as your favored enemy, as if you gained Prowess in Survival. You have advantage on grapple checks against humanoids.

Additionally, you have advantage on ability checks to negotiate the terms of manhunts and kill quests.

Hamstring

At 3rd level, you know where to strike your target, preventing them from slipping away. When you make a weapon attack against a creature with advantage, you can forgo that advantage. If the attack hits, the target must succeed a Constitution saving throw against your spell save DC or be knocked prone.

Additionally, your weapon attacks deal 1d6 additional damage to creatures that have their movement already impaired. A creature is considered to have impaired movement if it's prone, incapacitated, can't move, or has a speed of 0 feet.

Hunter's Intuition

By 7th level, you know the hunter's game well enough circumvent other's attempts to ambush you. At the start of your first turn of combat, you gain the benefits of the Dodge action until the start of your next turn.

Additionally, you have advantage on saving throws against traps and hazards, both magical and nonmagical.

Cheap Shot

At 11th level, you are quick to catch prey that would otherwise escape. When a creature you can see Dashes or is pushed or pulled, you can make a weapon attack against it as a reaction. If you hit a creature with any weapon attack you make as a reaction, the target must make a Constitution saving throw against Hamstring.

Quell Resistance

At 15th level, you can shrug off the attacks of the enemy in front of you. If there is only one hostile creature closest to you that you can see, its attacks deal half damage to you.

Corsair

Hardened by trials at sea, Corsairs won't bat an eye in the face of danger. They'll stop at nothing to get their hands on treasure, except perhaps a duel with a worthy challenger.

Corsair Magic

You gain conclave spells at the ranger levels listed in the Corsair Spells table. These are always prepared and don't count against your list of prepared spells.

Corsair Spells
Ranger Level Spells
3rd compelled duel
5th locate object
9th enemies abound
13th leomund's secret chest
17th legend lore

Treasure Hunter

At 3rd level, you have advantage on Perception checks to search for items worth at least 1 gp, and you can track them as you would a creature. You can do so by tracking individuals, investigating hearsay, or discerning physical evidence relevant to that item.

You can also gain proficiency in Navigator's Tools and waterborne vehicles.

Cutthroat Roulette

At 3rd level, you can challenge a worthy opponent to a duel. As a bonus action, you can choose a creature you can see within 30 feet of you. Until either you or the target falls to 0 hit points, you both can choose to deal 1d6 extra damage when you hit one another with a weapon attack.

If either of you rolls a 1 on this d6, the attack will miss and its damage will be dealt to the attacker instead. This can't occur on a critical hit, and the d6 can't be rerolled. While you are Endangered, your d6 deals maximum damage.

If you target a second creature with this feature, the effect on the first creature ends. You can cast compelled duel with the same bonus action you use for this feature, targeting the same creature.

Tough Grit

By 7th level, the carnage of battle hardly fazes you anymore. While you are Endangered, the bludgeoning, piercing, and slashing damage you take from nonmagical weapons and your Cutthroat Roulette is reduced by an amount equal to your Wisdom modifier (minimum 1).

Boarding Party

At 11th level, you can target any creatures of your choice that you can see within 30 feet of you when you use your Cutthroat Roulette. Each affected creature can choose to add the Roulette's d6 to the damage rolls of their weapon attacks against each other. After you do this, you can't do so again until you complete a short or long rest.

Any creature affected by Cutthroat Roulette, including yourself, is Endangered with double the normal hit points; its hit points are no more than 6 × your ranger level while being fewer than its own maximum hit points.

Cutting Riposte

At 15th level, when a creature you can see makes a weapon attack against you, you can use your reaction to add 1d6 to your AC against that attack. If this causes a melee weapon attack to miss, the attacker drops the weapon used to make the attack if they're holding it. While you are Endangered, you add 6 to your AC instead of 1d6.

Swiftblade

As graceful as dandelion wind and as fluid as raging rapids, a Swiftblade flies through the battlefield with ease. Nimble with hands and feet, a Swiftblade can switch between melee and ranged weaponry, striking their foes with deadly velocity.

Swiftblade Magic

You gain conclave spells at the ranger levels listed in the Swiftblade Spells table. These are always prepared and don't count against your list of prepared spells.

Swiftblade Spells
Ranger Level Spells
3rd longstrider
5th blur
9th haste
13th freedom of movement
17th steel wind strike

Swiftblade Techniques

At 3rd level, you gain a second fighting style of your choice, either Archery or Two Weapon Fighting. Each time you attack, you can stow two light weapons and draw a ranged weapon, or vice versa, with no action required.

Additionally, your walking speed increases by 5 feet, and you can use your Dexterity score as your jump distance instead of your Strengh score.

Swift Strike

At 3rd level, switching between fighting styles only makes you faster. After you hit a target with a light melee weapon during your turn, you can make one additional attack with a ranged weapon, or vice versa. You can make this additional attack once per turn, whether it's melee or ranged.

Accelerate

At 7th level, you gain a bonus to your AC equal to your Wisdom modifier while you are moving. When you succeed on a Dexterity saving throw or an attack you can see misses you, you can move 15 feet as a reaction, provided you are not wearing heavy armor.

Fleeted Flurry

At 11th level, you swing your blade and fire your arrows with the momentum of your footwork. If you hit a creature with a weapon attack immediately after moving at least 20 feet in a straight line, that attack deals 1d6 extra damage for every 20 feet you moved in that line.

Additionally, if you cast steel wind strike with a light melee weapon, its attacks count as melee weapon attacks.

Terminal Velocity

At 15th level, your deft reflexes keep you one step ahead of your enemies. After you Dodge or move at least 60 feet on your turn, you have advantage on Dexterity saving throws and ability checks against being grappled until the start of your next turn.

Additionally, Accelerate no longer costs a reaction, but you can use it only once per turn.

Wild Scout

Rangers of this conclave take great pride in their resourcefulness. While others may struggle to survive in the vast wilderness, Wild Scouts take it as delightful leisure. Even without the aid of druidic magic, they provide the best support for any party adventuring in the outdoors.

Wild Scout Magic

You gain conclave spells at the ranger levels listed in the Wild Scout Spells table. These are always prepared and don't count against your list of prepared spells.

Wild Scout Spells
Ranger Level Spells
3rd purify food and drink
5th aid
9th leomund's tiny hut
13th fabricate
17th skill empowerment

Nature's Guide

At 3rd level, you learn the mending and druidcraft cantrips. Your druidcraft cantrip can also be used to reveal what resources are available within 5 miles of you and how much of them you can forage, including food, fine herbs, and oils.

Additionally, you can double your proficiency bonus on Nature and Survival checks.

Herbal Salves

Starting at 3rd level, you can create healing herbal salves while resting: one salve over a short rest or up to a number of salves equal your Wisdom modifier over a long rest.

As an action, a creature can apply the salve to itself or another willing creature it can touch, restoring the target's hit points as detailed in the Herbal Salve chart. Also detailed in the chart is the amount of gold's worth of fine herbs and oils neyou need to procure it, as well as the required ranger level.

Fine herbs and oils can last for months, but once procured, an herbal salve lasts for 7 days. An expired salve has no effect when used, but the materials used to create it can be recovered and reused.

Herbal Salve Chart
Ranger Level Salve Type Cost HP Restored
3rd Lesser Salve 20 gp 2d4 + 2
7th Greater Salve 50 gp 4d4 + 4
11th Superior Salve 150 gp 8d4 + 8
15th Supreme Salve 500 gp 10d4 + 20

Set-up Strike

At 7th level, your precise attacks provide an opening for your allies. After your turn ends, the last creature you hit with a weapon attack that turn has disadvantage on its next attack roll until the start of your next turn. During this time, any attack that hits the target while it's Endangered deals 1d6 extra damage.

Seasoned Survivalist

At 11th level, you can make a DC 15 Wisdom (Medicine) check when you apply an herbal salve to an Endangered creature. On success, the salve restores maximum hit points.

Additionally, you can cast any of your prepared ranger spells as a ritual if it has the ritual tag.

Natural Explorer

By 15th level, you've become an expert on navigating the natural world, quick to adapt to your surroundings. After spending at least an hour foraging, traveling, or resting an environment, you gain the following benefits while in that environment.

  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • You ignore difficult terrain.
  • Your group can't be lost except by magical means.

Homebrew by blueisherp

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