Ranger Revised - Spell-less - Features

by Blckthorn

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Spell-less Revised Ranger - Class Features

A summary of Revised Ranger class features. Reference Unearthed Arcana: Revised Ranger for more details


Rangers are consummate hunters, trackers and explorers, protecting civilization from threats. The Spell-less variant uses maneuvers to augment their combat and can heal with herbal poultices. Most operate independently from any official organization

The Spell-less Revised Ranger
------  Slots per Level  -----  
Level Proficiency
Bonus
Features Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Favored Enemy,  Natural Explorer - - - - - -
2nd +2 Fighting Style,  Spellcasting,  Combat Superiority 2 2 - - - -
3rd +2 Primeval Awareness,  Ranger Conclave,  Poultices 3 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Ranger Conclave Feature 4 4 2 - - -
6th +3 Greater Favored Enemy 4 4 2 - - -
7th +3 Ranger Conclave Feature 5 4 3 - - -
8th +3 Ability Score Improvement,  Fleet of Foot 5 4 3 - - -
9th +4 Natural Antivenom 6 4 3 2 - -
10th +4 Hide in Plain Sight 6 4 3 2 - -
11th +4 Ranger Conclave Feature 7 4 3 3 - -
12th +4 Ability Score Improvement 7 4 3 3 - -
13th +5 Call Natural Allies 8 4 3 3 1 -
14th +5 Vanish 8 4 3 3 1 -
15th +5 Ranger Conclave Feature 9 4 3 3 2 -
16th +5 Ability Score Improvement 9 4 3 3 2 -
17th +6 Relentless 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Proficiencies

Armor  -  light armor, medium armor, shields
Weapons  -  simple weapons, martial weapons
Saving Throws  -  Str,  Dex
Skills  -  Choose 3 of the following:

Animal Handling, Athletics, Insight, Investigation,

Nature, Perception, Stealth, Survival


Hit Points per level

1d10 + Con modifier


Spell-less Revised Ranger Features


Conclave (Subclass)

Choose a Conclave at  3rd level

Ability Score Improvement

Get +2 (total) to your ability scores
Alternatively, choose a feat


4th,  8th,  12th,  16th  and  19th levels

1st level

Favored Enemy

Choose a favored enemy type:


Beasts, fey, humanoids, monstrosities or undead


When dealing with favored enemy:

Get  +2 to damage  with weapons

Get advantage to track (Survival)

Get advantage on Int checks to recall info
Learn a language of your choice (typically one

spoken by your enemy)

Natural Explorer

Get the following benefits:

  • Ignore difficult terrain
  • Get advantage on initiative
  • On the first turn of combat - get advantage to attack creatures that haven't taken an action

When traveling an hour or more:

  • Difficult terrain doesn't slow group
  • Group can't become lost by non-magical means
  • Remain alert to danger, even when foraging, navigating, tracking, etc
  • If traveling alone - move stealthily at a normal speed
  • Find 2x the food when foraging
  • When tracking creatures - know number, sizes and how long ago they passed through

2nd level

Fighting Style

Choose a fighting style:


Archery  -  +2 to attack with ranged weapon
Defense  -  +1 to AC when wearing armor
Dueling  -  +2 to damage if only using a one-handed weapon
Two-Weapon Fighting  -  add ability modifier to damage of

2nd weapon

Combat Superiority

Maneuvers  -  start with  2 maneuvers  (Battle Master list)

Each maneuver costs 1 superiority die

Can use 1 maneuver per attack

Can replace 1 maneuver each time you learn a new one
Superiority Dice  -  Start with   4 superiority dice   of   1d8

Regain all spent dice on a rest
Saving Throws  -  If maneuver requires a save:

Maneuver Save DC  =  8 + your proficiency bonus +
your Strength or Dexterity modifier

5th level   -  Learn  1 maneuver
9th level   -  Learn  1 maneuver  and gain  1 superiority die
13th level  -  Learn  1 maneuver
17th level  -  Learn  1 maneuver  and gain  1 superiority die


3rd level

Primeval Awareness

Establish a link to beasts and the land around you


Communicate with Beasts - beasts recognize you as a

kindred spirit

As an action - communicate with a besat

Know its mood, intent, if affected by magic, its needs and,

if possible, actions needed so it won't attack

Can't use vs creature you've attacked within 10 min


Sense Favored Enemy - spend 1 minute concentrating and

sense if favored enemies are within 5 miles

Sense type, number, general direction and distance

If multiple groups - learn this info for each group in range

Poultices

Spend 1 hr gathering herbs and preparing poultices

Poultices created per day  =  Wis modifier

Poultices lose potency after 24 hr
Spend 1 min to use one

Target regains  1d6 HP per 2 ranger levels  (rounded up)

6th level

Greater Favored Enemy

Choose a greater enemy type:


Aberrations, celestials, constructs, dragons, elementals, fiends or giants


When dealing with greater favored enemy:

Get all the benefits of favored enemy

Get advantage vs spells and abilities of enemy
Learn another language of your choice (typically one spoken

by your greater enemy)


Damage bonus against all favored enemies increases to  +4

8th level

Fleet of Foot

As bonus - Dash

9th level

Natural Antivenom

You have advantage to save vs poison

Resist poison damage
Use a poultice to cure 1 poison effect as well as restore HP


10th level

Hide in Plain Sight

When you attempt to hide and don't move that turn -

creatures that try to detect you get -10 to Perception checks

You can stay hidden and motionless on following turns

Ends if you are detected, if you move, fall prone or an effect

or action reveals you

13th level

Call Natural Allies

When in favored terrain - call beasts to aid you:


1 beast    -  up to   CR 2
2 beasts  -  up to   CR 1
4 beasts  -  up to   CR 1/2
8 beasts  -  up to   CR 1/4


Beasts approach from their location (within 1 mile)

and are freindly, attacking hostile creatures

Beasts leave after 1 hr

1x each 24 hr (in same general area)

14th level

Vanish

As bonus - Hide
You can't be tracked by nonmagical means

17th level

Relentless

When rolling initiative, if you are out of superiority dice,

regain  1 die

18th level

Feral Senses

When fighting unseen creatures - you don't suffer

disadvantage to your attacks
You are aware of invisible creatures within 30' as long as they

aren't hidden and you aren't blind or deaf

20th level

Foe Slayer

Add Wis modifier to attack or damage

You can use after roll, but before results

1x per turn


Maneuvers

Spend 1 superiority die to use a maneuver

Commander's Strike

When you take the attack action - give up 1 attack and use

your bonus to give that attack to a friendly creature

As reaction - that creature can immediately make an

attack and adds superiority die to damage

Disarming Attack

When you hit a creature with a weapon - target must

save: Str   or drop 1 held item of your choice

Add the superiority die to your damage

Distracting Strike

When you hit a creature with a weapon - add the superiority

die to your damage

The next ally that attacks the same target before the start

of your next turn does so with advantage

Evasive Footwork

When you move - add the superiority die to your AC until

you stop moving

Feinting Attack

As bonus - get advantage to attack 1 creature within 5'

If the attack hits - add the superiority die to your damage

Goading Attack

When you hit a creature with a weapon - add the superiority

die to your damage

Target must then   save: Wis   or suffer disadvantage to

attack anyone but you until end of your next turn

Lunging Attack

When you make a melee weapon attack - increase your

reach by 5'

If the attack hits - add the superiority die to your damage

Maneuvering Attack

When you hit a creature with a weapon - add the superioriy

die to your damage

As reaction - a friendly creature of your choice that can

hear or see you can move 1/2 its speed without

provoking an attack from target

Menacing Attack

When you hit a creature with a weapon - add the superiority

die to your damage

Target must   save: Wis   or be frightened of you until the

end of your next turn

Parry

When a creature hits you with a melee attack, as reaction -

reduce damage by   superiority die  +  Dex modifier

Precision Attack

When you attack a creature with a weapon - add the

superiority die to your attack roll

You can use this after the roll, but before the results

Pushing Attack

When you hit a creature with a weapon - add the superiority

die to your damage

Target (up to Large) must   save: Str   or be pushed up

to 15' away from you

Rally

On your turn, as bonus - a friendly creature of your choice

that can hear or see you gains temp HP  = 

superiority die  +  Cha modifier

Riposte

When a creature misses you with a melee attack, as

reaction - make a melee weapon attack against attacker

If the attack hits - add the superiority die to your damage

Sweeping Attack

When you hit a creature with a melee weapon - choose

another opponent within 5' of target and within reach

If original attack roll would hit 2nd opponent, they take

damage  =  superiority die

Trip Attack

When you hit a creature with a weapon - add the superiority

die to your damage

Target (up to Large) must   save: Str or be knocked prone

 

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