Revised Ranger

by Scuronotte

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Table of Contents

Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Natural Explorer, Scout
2nd +2 Fighting Style, Hunter's Mark, Spell Casting 2
3rd +2 Cover of Darkness, Ranger Conclave feature 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Alacrity 4 2
7th +3 Ranger Conclave feature 4 3
8th +3 Ability Score Improvement, Land's Stride 4 3
9th +4 4 3 2
10th +4 Hide in Plain Sight, Natural Explorer Improvement 4 3 2
11th +4 Ranger Conclave feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Vanish 4 3 3 1
15th +5 Ranger Conclave feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Feral Senses 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Master Scout 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 ( 6 ) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Trapper's Kit
  • Languages: select any three

  • Saving Throws: Dexterity, Strength
  • Skills: Choose three from Acrobatics, 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 short swords or (b) a long sword and a short sword
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Natural Explorer

You are a master of navigating and surviving. This grants you the following abilities:

  • You don't suffer a penalty to your passive Wisdom (Perception) checks while moving at a fast pace.
  • You can follow tracks at a fast pace without penalty.

In addition, while traveling for an hour or more, you gain the following benefits:

  • Difficult terrain does not slow your group’s travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

Scout

Starting at 1st level, if you are proficient in Survival, your proficiency bonus is doubled for any ability check you make that uses the Survival skill.

In addition, you can choose Trapper's Kit or one skill from the following that you are already proficient in: Animal Handling, Investigation, Nature, Perception, or Stealth. Your proficiency bonus is doubled for any ability check you make that uses Herbalism Kit, Trapper's Kit, or the selected skill.

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.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

While you are not wearing heavy armor, your additional attack does not cost you your bonus action.

Spell Casting

At 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 spell casting and chapter 11 for the ranger spell list in the PHB.

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 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 cure wounds, 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.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Ranger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spell casting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spell casting 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

Hunter's Mark

Beginning at 2nd level, when you can cast the Hunter’s Mark spell using a spell slot, you can choose to cast it without the concentration requirement. The duration of the spell is decreased to 1 minute. You can use this feature once. You regain any expended uses when you finish a short or long rest.

You gain one additional use for every 5 levels you have in this class, rounded down.

Cover Of Darkness

At 3rd level, your sense has sharpened from traveling in variable amounts of light. You gain Darkvision up to 60 feet. If you already possess this ability, the distance increases by 30 feet. Or you can choose to nullify Sunlight Sensitivity, eliminating all disadvantages attached to it.

In addition, you can use the Search action as a bonus action.

Ranger Conclave

At 3rd level, you choose between the conclaves detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th, 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

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Alacrity

Starting at 6th level, you possess innate instincts that enable you to react with swift and decisive action. This grants you the following benefits:

  • You add your proficiency bonus to your Initiative checks.
  • You have advantage on attack rolls against creatures that have not yet acted.
  • Your movement speed increases by 10 feet while you are not wearing heavy armor.

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 as those created by the Entangle spell.

Hide In Plain Sight

At 10th level, you are an expert in concealment. You can use dirt, rocks, plants, animal excrements, and other naturally occurring materials to camouflage yourself or your campsite. You can spend 1 minute to camouflage yourself or 30 minutes to camouflage a campsite or small area for up to 8 medium size creatures.

Creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. Creatures that attempt to detect your camp take a -5 penalty to their Wisdom (Perception) check. You are still automatically detected if any effect or action causes you to reveal yourself or your campsite such as moving or building a campfire. If you are still hidden until the start of your next turn, then you or your campsite can continue to gain this benefit until you are detected.

Natural Explorer Improvement

At 10th level, your adeptness at traveling and surviving in any type of environment have improved. Swimming and climbing no longer costs you extra movement.

Vanish

Starting at 14th level, you can use the Dash or Hide action as a bonus action on your turn.

In addition, you cannot be tracked by nonmagical means, unless you choose to leave a trail.

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.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden and you are able to hear or see.

Master Scout

At 20th level, you are an expert with all types of natural environments and are adept at traveling and surviving in regions which include the arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check while traveling in natural terrains, your proficiency bonus is doubled if you are using a skill that you are proficient in, excluding skills that already include double proficiency.

In addition, rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack, Dash, or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

Tools

Trapper's Kit

This set of tools is used to help set up or disarm traps. Being a hunter requires you to be proficient in traps that not only deal with beasts but also sophisticated creatures such as humanoids. This set of tools includes a small file, 5 ft silken rope, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, hunting knife, and a pair of pliers.

You use your Wisdom modifier when using this tool. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to set up or disarm traps.

Multiclassing Proficiencies

Class Proficiencies Gained
Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list, one language, trapper's kit
 

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