Non-magic Ranger
Class Features
Hit Points
- Hit Dice: 1d10 per veshra ranger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per veshra ranger level after 1st
Proficiencies
- Armor: Light armor, medium armor, and shields
- Weapons: Simple weapons, martial weapons
- Tools: Herbalism kit and navigator's tools
- Saving Throws: Strength, Dexterity
- Skills: Choose two from Animal Handling, Athletics, Acrobatics, Investigation, Medicine, Perception, and Stealth
The Veshra Ranger
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Trap Setting, Natural Explorer, Survivalist |
| 2nd | +2 | Fighting Style, Opportunist |
| 3rd | +2 | Ranger Archetype, Herbal Poultice |
| 4th | +2 | Ability Score Increase |
| 5th | +3 | Extra Attack |
| 6th | +3 | Master Trapper, Hide in Plain Sight |
| 7th | +3 | Ranger Conclave Feature |
| 8th | +3 | Ability Score Increase, Exploit Weakness |
| 9th | +4 | Wing Clip |
| 10th | +4 | Know your Enemy |
| 11th | +4 | Ranger Conclave Feature |
| 12th | +4 | Ability Score Increase |
| 13th | +5 | Vanish |
| 14th | +5 | Called Shot |
| 15th | +5 | Ranger Conclave Feature |
| 16th | +5 | Ability Score Increase |
| 17th | +6 | Ambush |
| 18th | +6 | Feral Senses |
| 19th | +6 | Ability Score Increase |
| 20th | +6 | Remorseless |
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 weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 20 arrows and (a) a longbow or (b) a shortbow.
Trap Setting
Beginning at 1st level, you are able to set traps using the materials you have at hand and the world around you. You can take 10 minutes to set a trap, picking one of the following options:
- Spring Spear Trap: The creature is forced to make a Dexterity saving throw against your trap save DC or take 2d6 piercing damage, taking no damage on a successful save. This type of traps damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
- Snare Trap: The creature is forced to make a Dexterity saving throw against your trap save DC or become restrained until it uses its action to make a Strength check to break the rope (DC 17), chain (DC 20), or natural fibers (half of your trap save DC).
- Spike Pit Trap: Any creature that moves through the area of this trap takes 1d4 piercing damage for every 5-feet they move through it. The ground that the trap is covering is considered difficult terrain. The trap covers a 5-foot by 5-foot square, and you can spend an additional 10 minutes to increase the area covered by the trap by another 5-foot by 5-foot area. The trap can cover a maximum of 20-feet by 20-feet (or sixteen 5-foot by 5-foot squares that are connected) before another trap needs to be set. The damage of this trap increase to 2d4 at 10th level.
Trap save DC: 8 + your proficiency bonus + your Wisdom modifier
You can set a number of traps equal to your Wisdom modifier (minimum 1), regaining uses of this feature back on a long rest.
Survivalist
At 1st level, you gain proficiency in Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. At first level, this grants you the following benefits:
- You ignore non-magical difficult terrain.
- You add your Wisdom modifier to your initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engages in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
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.
Opportunist
Starting at 2nd level, your training allows you to strike with precise timing and attack a vital spot on your prey. Whenever a creature you can see within 60 feet fails a Dexterity saving throw, you can use your reaction to make an attack against it.
Herbal Poultice
Beginning at 3rd level, when you take a short or long rest, you can use medicinal herbs from the local flora and fauna to reinvigorate your allies. You can take 5 minutes and choose a creature you can touch and roll a Wisdom (Medicine) check and restore half that many hit points (rounded up) to that creature. The creature can't regain hit points from this feature again until it finishes a short or long rest. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
You can attempt to regain uses of this feature by taking 1 hour and foraging for herbs and other natural medicines. Make a Wisdom (Survival) against a DC of 20 - your Intelligence (Nature) skill bonus, regaining one use of this feature on a success. You can attempt to do this any number of times buy spending another hour to attempt it again.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave or the Hunter Conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
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, when you take the Attack Action.
Master Trapper
Beginning at 6th level, you regain all uses of your Trap Setting feature when you finish a short or long rest. In addition, you add twice your proficiency bonus to your Trap save DC.
Hide in Plain Sight
Starting at 6th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Exploit Weakness
Beginning at 8th level, whenever you make an attack roll against a creature that does not have its full movement speed, add your Wisdom modifier to your attack and damage rolls.
Wing Clip
At 9th level, You can use your action to try to take down a flying creature. You can choose to make an attack roll with a -5 to hit penalty on a ranged weapon against a target that is flying under its own power to try to hit the creature in a vital spot to bring it to the ground. If you hit with the attack, the creature takes your normal weapon damage and falls up to 500-feet at the end of your turn and must make a Dexterity saving throw against a DC equal to half of the damage it takes from the fall or be knocked prone when it lands. The creature takes 1d6 non-magical bludgeoning damage for each 10 feet it fell, up to a maximum of 20d6.
Know your Enemy
Starting at 10th level, when you hit a creature with a weapon attack you can use a bonus action to learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to three of the following characteristics of your choice:
- Strength saving throw
- Dexterity saving throw
- Constitution saving throw
- Intelligence saving throw
- Wisdom saving throw
- Charisma saving throw
- Armor Class
- Current hit points
Once you use this feature, you must finish a short or long rest before you can use it again.
Move Unseen
Starting at 13th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail and you and friendly creatures of your choice within 30 feet of you add your Wisdom modifier to their Dexterity (Stealth) checks.
Called Shot
At 14th level, before you make an attack with a weapon you are proficient with, you can choose to take a -5 penalty to hit to add one of the following effects to the attack if you hit the target:
- You hit the creature in the eye and it must succeed on a Constitution saving throw. At the end of each of its turns, it if has more than one eye, the target can make another Constitution saving throw. On a success, the effect ends on the target.
- You strike at the creatures leg, hitting a tendon and reducing its speed by 10-feet until it finishes a long rest. If the creature regains hit points from a regeneration feature or healing from a magical effect, such as a healing potion or a spell, it can make a Constitution saving throw, regaining 10-feet of speed.
- You pierce the creatures armor, creating a weak point in its defenses and reducing its AC by 1. If the creature only has natural armor and regains hit points from a regeneration feature or healing from a magical effect, such as a healing potion or a spell, it can make a Constitution saving throw, regaining 1 AC.
Saving throws against this feature are made against your Trap save DC.
Ambush
At 17th level, you've learned how to set up the perfect ambush. You can spend 30 minutes to coordinate a plan with any number of friendly creatures that can understand a language you speak and each of them gain the following benefits during the next combat:
- Each of these creatures can use your Hide in Plain Sight feature on themselves.
- They add your Wisdom Modifier to their initiative rolls.
- They have advantage on all attacks against creatures that have not yet acted in combat.
- When they score a critical hit against a creature that is surprised is also stunned until the end of its next turn.
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 from you and you aren’t blinded or deafened.
Remorseless
Starting at 20th level, you become the consumate hunter and you how to exploit every advantage in combat. When you hit a creature with a weapon attack, you deal an extra 2d8 damage if the creature is blinded, charmed, exhausted, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned or unconscious.
Ranger Conclaves
Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.
Ranger’s Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Large and that has a challenge rating of 1/2 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals your character level plus your proficiency modifier, times five. Like any creature, it can spend Hit Dice during a short rest to regain hit points. It has the same number and type of hit dice as you do. The creature loses its Multiattack action, it it has one.
The beast obeys 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 to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. You can command your companion to attack in place of any number of your attacks.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you, itself, or any creature it recognizes as an ally. The beast never requires your command to use its reaction, such as when making an opportunity attack.
Your animal companion gains proficiency in two skills of your choice from the skills listed under you Class Features. It also becomes proficient with all saving throws.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your beast has been trained to recognize any trap placed by you and is unwilling to move into any area it has seen you place a trap. If it is forced to make a saving throw against a trap placed by you, it rolls with advantage. If it succeeds on its saving throw, the trap does not go off and remains set.
Exceptional Training
Starting at 7th level, your companion has advantage on saving throws to resist being charmed or frightened. Also, your beast has advantage on attack rolls against any target that you have hit with an attack during your turn.
Bestial Fury
Starting at 11th level, 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.
Beast's Fortitude
Starting at 15th level, when your Ranger's Companion is subjected to an effect that allows it to make a Constitution, Dexterity, or Strength saving throw to take only have damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
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.
Dread Ambusher
At 3rd level, you master the art of the ambush. You have advantage on your initiative rolls.
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.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Nocturnal Illusions
At 3rd level, you've learned how to use the shadows to trick the mind, causing a creature to mistake your identity. While you are in darkness, you can use an action to make a Charisma (Deception) roll against the the targets Wisdom (Insight) check. If you succeed, the target considers you non-threatening or uninteresting, and has disadvantage on any further Wisdom (Insight), Intelligence (Investigation), or Wisdom (Perception) checks against you while you remain in the shadows.
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
At 15rd level, whenever a creature hits you with a melee attack, you can blend into the darkness and force the creature to reroll the attack and take the new number rolled. If you do, you can also move up to half of your movement speed without provoking opportunity attacks from that creature against you as part of the reaction.
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.
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.
Planar Warrior
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. When you reach 11th level in this class, the extra damage increases to 2d8.
Astral Sight
At 3rd level, you gain the ability to see into the Ethereal Plane. As an action, you can cast the see invisibility spell with this feature, without expending a spell slot.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, 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 Fortitude
At 7th level, your time spent studying the boundaries between the planes has given you additional defenses against moving between them against your will or without your knowledge. You have advantage on saving throws against being sent to another plane of existence or being teleported. Additionally you know when you are about to transition from one plane to another.
If you are subjected to an effect that would send you to another plane of existence and it doesn't normally allow for a saving throw, you are instead allowed to resist the effect by making a Wisdom saving throw without advantage.
Distant Strike
At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take 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.
Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Hunter’s Prey
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer
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. You can deal this extra damage only once per turn.
Giant Killer
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker
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.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde
Opportunity attacks against you are made with disadvantage.
Multiattack Defense
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.
Steel Will
You have advantage on saving throws against being frightened.
Multiattack
At 11th level, you gain one of the following features of your choice.
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.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
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.
Stand Against the Tide
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.
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.
Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Knowledge of the Unnatural
You are deeply studied in the lore of unnatural beings. Starting at 3rd level, you gain advantage on Intelligence rolls to recall knowledge about aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosities, and undead.
Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.
Magic User's Nemesis
At 11th 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 to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. 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.