Homebrew Ranger Class

by RogueKnight47

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Ranger Class

Ranger

Coated with leaves, branches, and soot, a human stalks alone through the shadows of trees, skulking behind a pack of trolls marked by a bounty. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

A half-orc, eyes burning with anger, quickly deflects the magical influence of an vampire. As her comrades rush in to flank the hissing monster, she trains her crossbow at its chest. Muttering under her breath, she looses a bolt.

Holding her hand high, a half-elf whistles to the hawk that circles high above her, calling the bird back to her side. Whispering instructions in Elvish, she points to the owlbear she's been tracking and sends the hawk to distract the creature while she rushes in, pulling the maul off her back.

Far from the bustle of cities and towns, the biting wind whistles as a cloaked man stalks through tall, dead grass amid the cold tundras of winter. Crouching low, he examines a large set of tracks as a shadow slowly looms over the hill. He looks up, tightening his grip on the bow in his hand.

Worldly Denizens

Rangers specialize in interacting and fighting within the landscape around them. Some explore and wander freely, while others try to simply settle down and live in peace as best they can. Should they find themselves in combat, rangers have learned techniques that can readily adapt to foes to deadly effect.

Thanks to their familiarity with the wilds or the need to survive, some rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Some will say that it's a pale imitation, but it is just another tool to aid in survival. Regardless of origin, these abilities, like their combat abilities, emphasize speed, stealth, and the untamed power of nature.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to adapt to and master the physical world around them. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first - and possibly the last - line of defense.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against a merciless foe in the wild are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.


'

Art by Will O'Brien
1
Ranger | Introduction
Ranger
Level Proficiency Bonus Features Styles Learned Hunter's Mark 1st 2nd 3rd 4th 5th
1st +2 Animals Empathy, Hunter's Eye, Natural Explorer
2nd +2 Fighting Style, Spellcasting, Hunter's Mark, Ranger Style 2 1d4 2
3rd +2 Expertise, Ranger Archetype 2 1d4 3
4th +2 Ability Score Improvement 3 1d4 3
5th +3 Extra Attack 3 1d6 4 2
6th +3 Skirmisher 4 1d6 4 2
7th +3 4 1d6 4 3
8th +3 Hidden in Plain Sight, Ability Score Improvement 4 1d6 4 3
9th +3 4 1d8 4 3 1
10th +4 Ambuscade 5 1d8 4 3 2
11th +4 5 1d8 4 3 3
12th +4 Ability Score Improvement 5 1d10 4 3 3
13th +5 5 1d10 4 3 3 1
14th +5 Ranger's Resilience 6 1d10 4 3 3 2
15th +5 6 1d10 4 3 3 3
16th +5 Ability Score Improvement 6 1d10 4 3 3 3
17th +6 6 1d12 4 3 3 3 1
18th +6 Hunter Senses 7 1d12 4 3 3 3 2
19th +6 Ability Score Improvement 7 1d12 4 3 3 3 3
20th +6 Perfect Hunter 7 1d12 4 3 3 3 3

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on heavier weapons would instead make their Strength higher than their Dexterity.) Second, choose the outlander background.

Class Features

As a Ranger, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: something
  • Hit Points at Higher Levels: something_higher

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose either Herbalism kit or Poisoner's Kit

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) scale mail
  • (a) two shortswords or (b) simple weapons or (c) martial weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a longbow with 20 arrows.
2
Ranger | Class Features

Animal Empathy

You have an innate ability to communicate with bestial creatures, and how to read their needs and emotions.

As an action, you can communicate simple ideas to a creatures with an Intelligence of 3 or lower and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

Hunter's Eye

Your keen eyes can quickly assess your surroundings and are equally adapt in darkness and light.

You can use the Search Action as a bonus action instead.


In addition, you can choose one of the following benefits:

  • You gain darkvision out to a range of 60 feet.
  • The range of your darkvision increases by 30 feet.
  • You ignore the penalties of your race's Sunlight Sensitivity feature.

Natural Explorer

You have a natural talent to roam the world and safely guide others through its deep forests and forgotten ruins. You gain the following benefits:

Outdoorsman. You gain proficiency in the Survival skill and your proficiency bonus is doubled for any ability check you make that uses this proficiency. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

Forager. When you forage and succeed on the Wisdom (Survival) check, you find twice as much food and water as you normally would. If you fail, you still find half as much food and water as you normally would.

Look-out. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger, and you don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace.

Pathfinder. Difficult terrain doesn't slow your group’s travel, and your group has advantage on ability checks and saving throws to overcome Wilderness Hazards (such as Quicksand or Thin Ice).

Scout. You can move stealthily at a normal pace while traveling alone, or while accompanied only by a familiar, animal companion, or other such follower granted by a spell, background, or class feature.

Survivor. Your group has advantage on saving throws against diseases as well as against Extreme Heat and Extreme Cold.

Favored Terrain

You have learned the ways to survive in a particular environment, and you carry that knowledge with you on your travels. Choose one favored terrain from the list detailed at the end of the class description. You gain the benefits listed for that favored terrain. You can choose another favored terrain at 4th, 8th, 12th and 16th level.

Arctic

You have resistance to cold damage. You also ignore difficult terrain caused by ice or snow, and have advantage on any Acrobatics check made to keep balance on unstable surfaces.

Aquatic/Coastal

Swimming no longer costs extra movement. You also can hold your breath for twice as long as normal, and have advantage on any Athletics check made to swim in rough waters.

Desert

You have resistance to fire damage. You also have advantage on any Survival check made to find food or water.

Forest

You gain proficiency in Perception, Expertise if you are already proficient. You also ignore difficult terrain caused by plants.

Grassland

Your walk speed increases by 10 feet. You also have advantage on Constitution checks to avoid exhaustion caused by extended marching, and on checks to avoid being moved by magical wind effects.

Mountain

Climbing no longer costs extra movement. You also ignore difficult terrain caused by rock, and take half damage from falling.

Swamp

You gain resistance to poison damage and have advantage on saves against the Poisoned condition. You also are immune to disease and ignore difficult terrain caused by thick mud or ooze.

Urban

You have advantage on Stealth and Performance checks to blend into a crowd, and advantage on Perception checks made to find someone trying to blend into a crowd. Your attacks also ignore creatures as half and three-quarters cover, and you ignore difficult terrain caused by rubble.

Underdark

You gain darkvision out to 30 feet, or increase your darkvision by 30 feet. You also gain resistance to poison damage and learn Undercommon.

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 chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your ranger 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.

3
Ranger | Class Features

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.

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 prayer and meditation: 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

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Archetype Spells

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

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

Ranger Style

In your study of the natural world, starting at 2nd Level your styles have become an extension of your body.

You gain two Ranger Styles of your choice. Your style options are detailed on page 6 of the Ranger Class. When you gain certain ranger levels, you gain additional styles of your choice, as shown in the Styles Learned column of the Ranger table.

Additionally, when you gain a level in this class, you can choose one of the styles you know and replace it with another style that you could learn at that 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.

Close-Quarters Shooter

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Hunter's Mark

Beginning at 2nd level, you can focus your senses onto a creature, mystically marking it as your quarry.

As a bonus action, you can mark one creature you can see within 90 feet of you. Alternatively, you can mark a creature by studying its tracks for at least 10 minutes.

The target is marked until it drops to 0 hit points, you finish a long rest, or you use this feature again to target another creature. While a creature is marked, you gain the following benefits:

Hunter's Sense. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find the target.

Hunter's Strike. Whenever you hit the target with an attack, you deal additional damage as shown in the Hunter's Mark column of the Ranger table.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). If your current mark drops to 0 hit points, you regain one expended use, and you regain all expended uses when you finish a long rest.

Expertise

At 3rd level, choose two of your skill and/or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Ranger Archetype

Also at 3rd level, you choose to emulate the ideals and training of a ranger archetype, all detailed at the end of the class description.

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. Instead of increasing your ability score you can instead choose a feat.

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Ranger | Class Features

Extra Attack

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

Skirmisher

By 6th level, you have become fast and agile and can maneuver around the battlefield with ease. While you aren't wearing heavy armor, your speed increases by 10 feet and you can take the Disengage or Hide action as a bonus action on your turn.

Hidden in Plain Sight

Starting at 8th level, you can spend 1 minute to don or doff camouflage over your armor and clothing. To do so, you must have access to fresh mud, dirt, plants, soot, or other naturally occurring materials with which to create your camouflage. This camouflage lasts until removed or destroyed by rough conditions.

Once you are camouflaged in this way, while you press against a solid surface, such as a tree or wall, that is at least as tall and as wide as you are, you gain a +10 bonus to Dexterity (Stealth) checks.

To remain camouflaged in this way while within a creature's sight, you can't move more than 5 feet during a single turn or take any actions; once you do, you must remain unseen by that creature for at least 1 full round while camouflaged to regain this benefit.

Ambuscade

At 10th level, you learn how to act swiftly and deal deadly strikes at unaware prey. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. Also, you can't be tracked by nonmagical means unless you choose to leave a trail.

Ranger's Resilience

At 14th level, surviving the harshness of the wilds has steeled your body, mind and soul. You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in another saving throw of your choice. Additionally, once per long rest, whenever you or an ally spends a hit dice to restore hit points during a short rest, each creature that spent a hit die may regain additional hitpoints equal to 1d4 + half your ranger level.

Hunter Senses

At 18th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. Additionally, you cannot have disadvantage on attack rolls against your favored enemies.

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 blinded or deafened.

Perfect Hunter

At 20th level you become an unparalleled hunter, gaining the following benefits:

No Escape. As long as it's on the same plane of existence as you and isn't protected from divination magic, you always know the rough distance and direction towards the target of your Hunter's Mark, even if it is hidden or obscured.

Deadly Mark. Any attack roll you make against the target of your Hunter's Mark is a critical hit on a roll of 19 or 20 on the d20.

Killing Blow. When you hit the target of your Hunter's Mark with an attack, you can choose to let your Hunter's Mark vanish after the attack. If you do, the attack deals an additional 9d10 damage to the target. You can't use this feature again until you finish a short rest.

Marks. You gain 2 additional uses of Hunter's Mark.

Credit

Most of what is on the Homebrew Ranger is not my own creation. I have used ideas from the people in the DnD community and combined them together to create this class. So I'd like to thank those who's ideas that I have used.

5
Ranger | Class Features

Ranger Styles

As a Ranger you gain the Ranger Styles features. You must be of a certain ranger level (or higher) in order to choose more powerful trainings.

1st Level Styles

Enhanced Animal Empathy. With a successful Wisdom (Animal Handling) check as an action, you can communicate simple ideas to a beast and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), 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.

Expertise I. Choose one of your skill and/or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Hunter's Quarry. If a target that you are attacking ends its turn at more than 5 feet from you, you can use a reaction to move up to your movement speed. Moving this way does not provoke opportunity attacks and ignores difficult terrain. On your first turn in combat, you have advantage on attack rolls against creatures have not yet acted.

Urban Empathy. By concentrating for one uninterrupted minute (as if concentrating on a spell), you can sense the most prominent emotions running through the settlement you are currently in, such as fear, unrest, or anger. You also gain a rough vision of the general layout of the settlement, and you can identify specific districts such as temples, markets, or slums.

Language I. Choose another language to learn (this cannnot be an exotic dialect), you can speak, read and write in that language.

3rd Level Styles

Battle Movement. While you aren't wearing heavy armor and aren't encumbered, you can use your bonus action to move 15 feet to attack a target, opportunity attacks are at a disadvantage but if the attack hits they deal an extra 1d4 damage.

Language II. Requires Language I Choose another language to learn (this can be an exotic dialect), you can speak read and write in that language.

6th Level Styles

Land's Stride. Climbing and swimming 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.

Collateral. You can target up to 3 creatures in a straight line, your arrow will pierce through your first target and attempt to attack the second and third as part of your attack action. You roll three attack rolls, one for each target, with the second at minus 10 to hit and the third on at disadvantage and minus 10.

10th Level Styles

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 succeed on the saving throw, and only half damage if you fail.

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 make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Expertise II.

Requires Expertise I Prerequisite Ranger Level 12

Choose one skill and/or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

14th Level Styles

Resilient Body. You gain the ability once per day to regain 4d20 hit points.

Resilient Mind. You gain proficiency in either Intelligence or Charisma saving throws

Resilient Soul. When you take psychic damage you are able to cut that damage in half. You can do this once per day. This will reset after a long rest.

Enhanced Hunters Mark

Prerequisite Ranger Level 16

Your eyes have been honed to its fullest potential. You can hunters mark two creatures that you can see within range. With this if you attack both creatures on your turn each of them take an additional 2d10 damage of psychic.

Battle Attacker Master

Prerequisite Ranger Level 18

You are battle honed and ready for anything. You gain the ability to attack 3 times a turn.

6
Ranger | Ranger Styles

Ranger Spell List

1st Level
  • Absorb Elements
  • Alarm
  • Animal Friendship
  • Beast Bond
  • Call Companion
  • Calm Beasts
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Entangle
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Healing Word
  • Hunter's Instinct
  • Jump
  • Longstrider
  • Minor Image
  • Purify Food and Drink
  • Revivify Beast
  • Sleep
  • Snare
  • Speak with Animals
  • Zephyr Strike
2nd Level
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Blindness/Deafness
  • Blur
  • Cordon of Arrows
  • Darkvision
  • Darkness
  • Enhance Ability
  • Find Steed
  • Find Traps
  • Gentle Repose
  • Healing Spirit
  • Invisibility
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Mirror Image
  • Misty Step
  • Pass without Trace
  • Primeval Awareness
  • Protection from Poison
  • See Invisibility
  • Silence
  • Skywrite
  • Spider Climb
  • Spike Growth
3rd Level
  • Catnap
  • Clairvoyance
  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Feign Death
  • Flame Arrows
  • Haste
  • Lightning Arrow
  • Major Image
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Slow
  • Speak with Plants
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Conjure Woodland Beings
  • Dominate Beast
  • Elemental Bane
  • Find Greater Steed
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Nature
  • Hallucinatory Terrain
  • Locate Creature
  • Stoneskin
5th Level
  • Commune with Nature
  • Conjure Volley
  • Contagion
  • Far Step
  • Insect Plague
  • Mislead
  • Reincarnate
  • Scrying
  • Steel Wind Strike
  • Swift Quiver
  • Tree Stride
  • Wrath of Nature
No Hunter's Mark Spell?

Hunter's Mark Spell List is not on here because you gain it as a class feature instead of using a spell slot to cast it.

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Ranger | Spell List

Ranger Spells

(Credit: DracoDruid) The following homebrew spells are added to the Ranger Spell List.

These spells can also be used with the Druid Class.

Call Companion

1st-level conjuration (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (rare herbs and fine food worth 50 gp, which the spell consumes)
  • Duration: Until the Companion is killed

You summon a loyal beast companion that accompanies you on your adventures and fights alongside you.

When you cast the spell, choose a beast that has a maximum challenge rating of 1/2 or your character level divided by 4, whichever is lower, appearing in an unoccupied space within range. Your companion uses the statistics of the chosen beast, and you have advantage on Wisdom (Animal Handling) checks targeting the beast, obeying your commands as best as it can.

It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge or Hide action (your choice). The beast never requires your command to use its reaction, such as when making an opportunity attack.

If you are incapacitated or absent, the beast acts on its own, focusing on finding and protecting you and itself.

You can't have more than one companion at a time. If you cast this spell while you already have a companion, your current companion is released from its bonds and returns to the wilds. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can choose a beast with a higher challenge rating: CR 1 (2nd level), CR 2 (3rd level), CR 3 (4th level), CR 4 (5th level), CR 5 (6th level). The restriction to your character level still applies.

Calm Beast

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of beasts. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a beast can choose to fail this saving throw if it wishes.

If a beast fails its saving throw, choose one of the following two effects:

  • You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the beast becomes hostile again, unless the DM rules otherwise.

Hunter's Instinct

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 10 minutes

You bestow one creature of your choice within range with keen hunting instincts. The target has advantage on initiative rolls, and has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. The spell ends after the target's first turn of combat.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Primeval Awareness

2nd-level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a small figurine, representing the type of creatures you wish to detect)
  • Duration: Concentration, up to 10 minutes

You can attune your senses to the region around you and determine if creatures of a certain type lurk nearby.

When you begin casting this spell, choose a creature type (e.g. giants or monstrosities). For the duration, you know if any creatures of the chosen type are present within 2 miles around you, their numbers, and the creatures’ general direction and rough distance from you.

If there are multiple groups within range, you learn this information for each group. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the range increases by 1 mile for each slot level above 2nd.

Revivify Beast

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (rare herbs and fine food worth 50 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a beast that has died within the last 10 minutes. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the beast returns to live with 10 additional hit points for each slot level above 1st. It can't gain more hit points than its hit point maximum.

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Ranger | Hombrew Spells

Ranger Archetypes

(Note: revising the other ranger archetypes)

Horizon Walker

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Horizon Walker Spells

Ranger Level Spell
3rd Protection from Good and Evil
5th Misty Step
9th Haste
13th Banishment
17th Teleportation Circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can't use it again until you finish a short or long rest.

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Distance Strike

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. This force damage last until the creature is dead. When you reach 11th level in this class, the extra damage increases to 2d8.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Planar Warrior

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Gloom Stalker

Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Gloom Stalker

Ranger Level Spell
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

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You are also adept at evading creatures that rely on darkvision. While in darkness, you gain a plus 10 to stealth to any creature that relies on darkvision to see you in that darkness.

Unseen

Beginning at 5th level, while you are covered in dim light it is hard to see you. All attacks against you while in dim light is at a disadvantage. If you are covered in nonmagical darkness you add an extra d6 to hit. Additionally when you attack from the darkness you deal an extra 2d6 damage. You can use this ability to a number of times equaling your Wisdom Modifier plus 1. (Minimum 2)

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

The Frost Ranger

(Creator-CakeSlayer)

At 3rd level, a ranger gains the Ranger Archetype feature. The following option is available to a ranger: the Frost Ranger.


The Frost Ranger

Ranger who have spent their time hunting and living in the harsh lands of the arctic tundra have become one with the land and the coldness it brings. The snow does not slow them, the winds do not faze them, their prey's tracks never obscure to them. The arctic is their home.

Ranger Level Ranger Spells
3rd Expeditious Retreat
5th Gust of Wind
9th Sleet Storm
13th Ice Storm
17th Cone of Cold

Frost Quiver

At 3rd level, you gain the ability to slow down enemies.

Whenever you hit a creature you may expend a Frost Charge to reduce the creature's movement speed by half and is under the effects of Tundra's Grasp.

Tundra's Grasp: After a round has passed, the next time it is the creature's turn it can attempt a Constitution Saving Throw, if successful it is no longer slowed.

Frost Charge: You have a number of Frost Charges equal to your Dexterity Modifier + your Proficiency Bonus.


Frost Shot

Also at 3rd level, whenever you hit a creature whose movement speed has been reduced, you deal an extra 1d6 cold damage to that creature.


Frozen Cover

Beginning at 5th level, you can use your bonus action to turn your melee weapons damage type to cold damage. This is the original damage dies plus 2d4 cold damage.


Hawkshot

At 7th level, you can send a magical flying spirit to scout an area and reveal information to you.

As an action and at the cost of a Frost Charge, you can send a magical flying spirit up to 1 mile in a direction of your choice, when it reaches the destination point you have chosen the familiar dissipates and creates a 6 second clip, of no bigger than a 80ft radius, of the area it was sent to in your mind.

It has a flying speed of 80ft.


Volley

At 11th level, you can fire a volley of Frozen arrows.

As an action for 2 Frost Charges, you can fire a flurry of arrows in a 30ft cone. Each creature within the cone has to make a Dexterity Saving Throw. On a fail, the creature takes 4d6 cold damage, has it's movement speed reduced to and is under the Tundra's Grasp effect. On a success, they take half damage instead.

At higher levels the damage die is increased by 1d6 at 14th and 16th level.


Enchanted Frost Arrow

At 15th level, you can fire a large enchanted frozen arrow capable to stop the largest of foes in their tracks.

As an action, you can fire the large enchanted arrow in a 5ft by 50ft line. The first creature it hits has to make a Dexterity Saving Throw, a Large or bigger sized creature makes this throw at disadvantage. On a fail, the creature has it's movement speed reduced to 0, is stunned, takes 5d10 cold damage. On a success, the creature's movement speed is reduced by half and it takes half damage. Whether the creature passes or fails the Saving throw it is under the Tundra's Grasp effect.

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