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# Ranger ###### As a Ranger, you get 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 Contitution Modifier per Ranger level after 1st. ## Starting Proficiencies * **Armor:** Light Armor, Medium Armor, Shields * **Weapons:** Simple Weapons, Martial Weapons * **Tools:** None * **Saving Throws:** Strength, Dexterity * **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival ## Starting 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 ranged weapon and 20 pieces of ammunition
## Table: The Ranger | Level | Prof. | Features | Hunter's Mark | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| |1|+2|Studied Enemy, Natural Explorer, Hunter's Mark|1d4|-|-|-|-|-|-| |2|+2|Fighting Style, Spellcasting|1d4|2|2|-|-|-|-| |3|+2|Ranger Archetype|1d4|3|3|-|-|-|-| |4|+2|ASI|1d4|3|3|-|-|-|-| |5|+3|Extra Attack|1d6|4|4|2|-|-|-| |6|+3|Studied Enemy Improvement, Vanish|1d6|4|4|2|-|-|-| |7|+3|(Archetype Feature)|1d6|5|4|3|-|-|-| |8|+3|ASI|1d6|5|4|3|-|-|-| |9|+4|Spellcasting Improvement|1d8|6|4|3|2|-|-| |10|+4|Land's Stride, Distracting Attack (x1)|1d8|6|4|3|2|-|-| |11|+4|(Archetype Feature)|1d8|7|4|3|3|-|-| |12|+4|ASI|1d8|7|4|3|3|-|-| |13|+5| |1d10|8|4|3|3|1|-| |14|+5|Studied Enemy Improvement|1d10|8|4|3|3|1|-| |15|+5|(Archetype Feature)|1d10|9|4|3|3|2|-| |16|+5|ASI|1d10|9|4|3|3|2|-| |17|+6| |1d12|10|4|3|3|3|1| |18|+6|Feral Senses, Distracting Attack (x2)|1d12|10|4|3|3|3|1| |19|+6|ASI|1d12|11|4|3|3|3|2| |20|+6|Foe Slayer|1d12|11|4|3|3|3|2|
\pagebreakNum ## Studied Enemy At **1st level**, choose a category of creature from this list to be your Studied Enemy: Beasts, Fey, Oozes, Plants, Undead, or a subcategory of Humanoid (e.g. orcs or gnolls). You learn the lore and the properties of your foes, and how to track them down. You have advantage when using the following skills to interact with a creature that is your Studied Enemy: Survival (to track), or an Intelligence Check to recall any useful information about the creature (including Arcana, History, Nature or Religion). If you spend 8 hours researching, 1 hour tracking, 10 minutes observing, or if you finish one combat with a creature of one of the categories available to you, you can change your Studied Enemy choice to be the category of the studied creature the next time you finish a long rest. At **6th level**, choose any single studied enemy that you have ever had and make it permanent. Then you can select a new studied enemy adding these to the list of available options: Aberrations, Constructs, Elementals, and Monstrosities. You learn the natural instincts of your foes. You now have advantage when using the following additional skills to interact with a creature that is your studied enemy: Investigation, Perception, and Stealth. At **14th level**, choose any single studied enemy that you have ever had and make it permanent. Then you can select a new studied enemy adding these to the list of available options: Celestials, Dragons, Fiends, and Giants. You learn the social tendencies of your more intelligent foes. You now have advantage when using the following additional skills to interact with a creature that is your studied enemy: Deception, Insight, and Intimidation. >### Alternate Option: Book of Foes > >As an alternative to the Studied Enemy feature which grants bonuses against whole categories of creatures, talk with your DM about keeping a Book of Foes, containing information on the specific creatures that you study. You gain the benefits of the Studied Enemy feature against each foe that you study (as in the Studied Enemy feature) and record in your Book of Foes as part of a short or long rest. > >Any creature that uses the same stat block is treated as the same for this feature, so once you've studied a Skeleton Warrior and recorded them in your Book of Foes, any future Skeleton Warrior will be treated as a Studied Enemy. The DM is encouraged to treat other similar creatures as being Studied Enemies if they are similar enough to enemies you have listed in your Book of Foes. A Skeleton Archer might be similar enough to a Skeleton Warrior, while a Zombie should not be. Final adjudication is up to the DM. \columnbreak ## Natural Explorer At **1st level**, when traveling for more than an hour, you gain the following benefits: * Difficult Terrain doesn't slow down your group's travel. * When you make a Survival or Nature check to perform another Activity While Traveling (such as foraging, navigating, or tracking), you are treated as proficient in the roll. If you are already proficient, add twice your proficiency modifier instead. * Even when you are engaged in another Activity While Traveling, you remain alert to danger. * You can move stealthily at a normal pace. * When one or more members in your group must make a saving throw to prevent a negative effect due to environmental conditions (e.g. rain, avalanche, cold, wind, dehydration), you may use your reaction to give advantage on the roll. You cannot use this ability again until you finish a long rest. ## Hunter's Mark At **1st level**, when you take the Attack Action, you may choose a creature you can see within 90 feet to mark for 1 hour. Once per turn when you hit the marked creature with a weapon attack, the creature takes 1d4 additional damage. Additionally, you have advantage on any Survival check made to track the marked creature. Whenever you mark a new creature, your previous marked foe becomes unmarked. The Hunter's Mark bonus damage increases to 1d6 at **5th level**, 1d8 at **9th level**, and 1d10 at **13th level**, and 1d12 at **17th level**. The spell of the same name is removed from the Ranger's list of spells (this feature replaces that spell for the Ranger). ## 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. \pagebreakNum ## Spellcasting At **2nd level**, you have learned to use the magical essence of nature to cast spells, much as a druid does. #### Spell Slots The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. #### 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 you know as a ritual if that spell has the ritual tag. #### Spellcasting Improvement At **9th level**, you can change one of your known spells during a long rest. ## Ranger Archetype At **3rd level**, you choose an archetype that you strive to emulate, such as the Slayer. Your choice grants features at **3rd level**, and again at **7th**, **11th**, and **15th level**. ## Extra Attack At **5th level**, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. ## Vanish At **6th level**, you can Hide as a bonus action. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. \columnbreak >### Alternate Option for Two-Weapon Fighting >**Twin Weapon Fighting Style:** >When you make a melee weapon attack while wielding a light melee weapon with which you are proficient in each hand, you may attack with both weapons together, dealing damage equal to the sum of each weapon's damage die plus your Strength bonus. If both weapons have the finesse property, you may add your Dexterity bonus instead. You score a critical hit on a roll of 19 or 20 when attacking in this way. Any spell or feature that applies bonus damage or any other effect on a hit applies only once to this attack. ## Land's Stride At **10th level**, you have a climb speed and a swim speed equal to your walking speed. Whenever you take the Dash or Disengage action, you do not need to spend additional Movement to move through difficult terrain this turn. ## Distracting Attack At **10th level**, you may use your reaction to make an Attack against a foe marked with your Hunter's Mark that you can see within your weapon range when that foe makes an Attack, uses an ability or casts a spell targeting you or your allies. If your Attack hits, choose one: that foe has disadvantage on their Attack roll, or all targets of their spell or ability have advantage on their saving throw. You must finish a short or long rest before you can use this ability again. You gain an additional use of this ability at **18th level**. ## 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. ## Foe Slayer At **20th level**, all enemies you can see within 30 feet of you are always considered marked with your Hunter's Mark, and you may add your Hunter's Mark die to damage up to twice on each of your turns. \pagebreakNum # Ranger Archetype: Slayer Rangers of the Slayer's Conclave are unparalleled hunters and trackers of dangerous creatures, and are trained to take advantage of their foes' movements. They can been seen using hawk familiars for scouting, and going toe to toe with Giants using their formidable martial skill empowered with nature's magic. ## Slayer Magic At **3rd level**, you learn additional spells when you reach certain levels in this class, as shown in the Slayer Spells table. The spells count as ranger spells for you. They do not count against the maximum number of spells you know. |Level|Spells| |:-:|:-----:| |3|Zephyr Strike, Find Familiar| |5|Pass Without Trace, Blindness/Deafness| |9|Plant Growth, Leomund's Tiny Hut| |13|Stoneskin, Freedom of Movement| |17|Steel Wind Strike, Hold Monster| ## On the Hunt At **3rd level**, when you find physical evidence that a creature was recently at your location (such as tracks or a fragment of a garment), you can apply your Hunter's Mark to that creature even if you cannot see it and it is not within range. When you later see the marked creature, you know it is your marked foe. After you roll initiative at the beginning of combat with a foe already marked with your Hunter's Mark, you may choose to change the initiative order so that you take your turn directly after it. Additionally, on your first round of combat with a marked foe, you have a special additional Action that can be used to make a single weapon Attack or to Dash, Disengage, Hide or Use an Item. ## Slayer's Riposte At **3rd level**, when a 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. ## Multiattack Defense At **7th level**, 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. \columnbreak ## Whirling Attacks At **11th level**, you can use your action to make a special melee Attack maneuver. Until the end of your turn, you may make a melee weapon attack against a number of creatures equal to your proficiency bonus. You may move between attacks, but you cannot attack the same creature more than once using this action. ## Stand Against the Tide At **15th level**, when you take the Dodge action, you get an additional reaction that you can use until the start of your next turn and you have advantage on Strength and Dexterity saving throws until the start of your next turn. \pagebreakNum # Ranger Archetype: Warden Ranger's of the Warden's Conclave have something that they need to protect. They employ the combined powers of druidic magic and martial skill to ward off harm, and to destroy that which endangers what they hold dear. ## Druidic Knowledge Choose 2 druid cantrips to learn. When your Spellcasting feature lets you learn a ranger spell, you can choose the new spell from the druid spell list or the ranger spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a ranger spell for you. ## Warden Magic At **3rd level**, you learn additional spells when you reach certain levels in this class, as shown in the Warden Spells table. The spells count as ranger spells for you. They do not count against the maximum number of spells you know. |Level|Spells| |:-:|:-----:| |3|Absorb Elements, Compelled Duel| |5|Lesser Restoration, Warding Wind| |9|Protection from Energy, Elemental Weapon| |13|Guardian of Nature, Elemental Bane| |17|Wrath of Nature, Conjure Elemental| ## Wrathful Mark At **3rd level**, when you apply your Hunter's Mark to a creature, choose fire, cold, lightning, acid, poison or thunder. Your Hunter's Mark damage is of that type when added to your weapon attacks. You can now also add your Hunter's Mark die to the damage you deal with a spell attack or a spell or ability that does damage of the chosen element to a foe marked with your Hunter's Mark. You may still only add this additional damage once per turn. Additionally, if you see a foe marked with your Hunter's Mark within 30 feet of you attack a creature other than you, you may use your Reaction to cause it to take damage equal to your Hunter's Mark die plus your Wisdom modifier (minimum 1). ## Nature's Vigor At **7th level**, when you cast a spell of first level or higher, you may choose one of the affected targets to gain temporary hit points equal to your Wisdom modifier (minimum 1) plus twice the spell level. These temporary hit points last for 1 hour. \columnbreak ## Sword and Sigil At **11th level**, when you cast a spell on Your Turn, you may make a single attack as a bonus action. You may use this attack before or after casting the spell, and you may apply your Hunter's Mark to the creature targeted by that attack if you can see them and they are within 90 feet of you. ## Mark of Warding At **15th level**, whenever you use your Wrathful Mark reaction ability to damage a creature that attacks an ally you can see within 30 feet, that ally takes only half damage from that attack. \pagebreakNum # Ranger Archetype: Sniper Rangers of the Sniper's Conclave are mostly loners by nature, and they thrive when hiding in the foliage and in the shadows. They focus on making ranged attacks that foes do not see coming. ## Sniper Magic At **3rd level**, you learn additional spells when you reach certain levels in this class, as shown in the Sniper Spells table. The spells count as ranger spells for you. They do not count against the maximum number of spells you know. |Level|Spells| |:-:|:-----:| |3|Hail of Thorns, Faerie Fire| |5|Animal Messenger, Spider Climb| |9|Lightning Arrow, Catnap| |13|Freedom of Movement, Mordenkainen's Faithful Hound| |17|Conjure Volley, Tree Stride| ## Sharpshooting At **3rd level**, you get the following benefits: * Your range with all ranged weapons doubles. * When you are hidden and you miss an attack, you may use your reaction to remain hidden, not giving away your location. * You can make an attack with a crossbow while prone without incurring disadvantage on the attack. ## Carefully Aimed Shot At **3rd level**, if you have not moved yet this turn, you may use your Action to make a single attack against a creature you can see within your weapon range. It is marked with your Hunter's Mark, and your movement is set to 0 until the end of your turn. If the attack hits and was not made with disadvantage, you deal additional damage equal to your ranger level. At **5th level**, add your weapon die and Hunter's Mark die an additional time when you hit with this attack. ## Slippery At **7th level**, when it is not your turn and any other creature is hit with a critical hit or is dropped to 0 hit points, or if a foe marked with your Hunter's Mark ends its turn without targeting you with a spell, ability, attack or other action, you may use your reaction to move up to half your movement and Hide. This movement does not trigger attacks of opportunity. \columnbreak >### Note to DMs >The Slippery feature aims to help the Ranger take advantage of distractions on the battlefield. If other distracting things not described above happen in combat, consider allowing them to use this reaction. Example: Reinforcements arrive with blaring trumpets, or the enemies are engulfed in a sleet storm spell, etc. ## Mystic Archer At **11th level**, when you cast a spell that involves a weapon attack or has Ammunition as a material component you may add your Wisdom modifier to the damage on each creature that takes damage from the spell. ## Deadeye Focus At **15th level**, when you miss with an attack, you can use your reaction to turn it into a partial hit. Roll damage, add modifiers and any other bonuses or abilities, and reduce the total damage by half before applying it to the creature. If any part of this attack requires the creature to make a saving throw, it automatically passes the saving throw. \pagebreakNum # Ranger Archetype: Ravager Rangers of the Ravager Conclave have learned to draw out the inherent magical energy of life to empower their spells and attacks. Many outsiders are uncomfortable with their methods, but they get results. ## Ravager Magic At **3rd level**, you learn additional spells when you reach certain levels in this class, as shown in the Ravager Spells table. The spells count as ranger spells for you. They do not count against the maximum number of spells you know. |Level|Spells| |:-:|:-----:| |3|Detect Magic, Inflict Wounds| |5|Spike Growth, Web| |9|Dispel Magic, Vampiric Touch| |13|Grasping Vine, Giant Insect| |17|Wrath of Nature, Insect Plague| ## Invigorating Focus At **3rd level**, you gain the ability to draw magical energies out from inconsequential small living things in the area. As an action, you become Invigorated for 1 minute. You can use this ability twice, and you regain any spent uses when you finish a short or long rest. You gain one additional use of this ability at **7th** and **11th level**. While Invigorated, you gain Darkvision with a range of 60 feet. If you already have Darkvision, its range is extended by 30 feet. You can expend your Invigoration for the following effects: * When you force a creature to make a saving throw to give it disadvantage on that saving throw, * To gain advantage on an attack roll, * To gain one additional reaction to use immediately. If you lose consciousness, you lose your Invigoration. >### Visible Effects of Invigoration >While Invigorated, you experience various cosmetic effects: > >* At **3rd level**, your eyes change to a vibrant color. >* At **7th level**, the pitch of your voice changes. >* At **11th level**, the veins under your skin swell and visibly pulse with energy. >* At **15th level**, your form trembles slightly. \columnbreak ## Siphoning Mark At **3rd level**, when a creature marked with your Hunter's Mark is reduced to 0 hit points within 90 feet of you, you become Invigorated for 1 minute. Additionally, when you see a marked foe within 90 feet of you miss with an attack, you can use your reaction to cause it to take necrotic damage equal to your Hunter's Mark die plus your Wisdom modifier (minimum 1). ## Sickening Strike At **7th Level**, once per turn when you hit a creature with a weapon attack, you can force it to make a Constitution saving throw against your Spell Save DC or be poisoned until the start of your next turn. ## Thrumming Power At **11th level**, if you have become Invigorated since the end of your last turn, you can make a single attack as a bonus action this turn. Additionally, you may expend your Invigoration to make a single attack as a bonus action. ## Tenacity of Life At **15th level**, if you would be reduced to 0 hit points while Invigorated but not killed outright, you instead drop to 1 hit point and your Invigoration is expended. Additionally, you become Invigorated for 1 minute whenever you roll initiative. \pagebreakNum # A Better Ranger Design Document ## Base Class ###### This class is a work in progress. The main design goals of the class are as follows: * **Stay true to the PHB, while fixing problems with the class.** * Change the **Natural Explorer** feature to be more broadly applicable, and more fun (favored terrain removed, many features give a bonus instead of being auto-win) * Maintain the essence of the controversial **Favored Enemy** feature (renamed **Studied Enemy**), but make it more useful, more flexible, and less vulnerable to the whims of the DM. * Make **Hunter's Mark** a class feature. * Have the Ranger make better use of **reactions**. * Make ranger a **known spells caster** with **ritual casting** and with **additional spells** available via every subclass. * Fix **Two Weapon Fighting** via a new fighting style. * The base class features should work with the following ranger weapon sets: melee weapon & shield, 2 melee weapons, and ranged weapons The Better Ranger's damage from class abilities is a little bit lower than the PHB Ranger using the Hunter's Mark spell. However, the Better Ranger is free to use other spells, and doesn't have to worry about concentration on Hunter's Mark. ### Appendix - ideas for the future * Provide additional flavourful Ranger spell options for things like traps. * Rebalance existing ranger spells to suck less. * New TWF feat. ## Planned Subclasses ###### Goals for each subclass: * Provide a **unique identity** for the subclass (shouldn't be just a bag of game mechanics, it should *feel* cool) * Should work with **all ranger weapon sets**, unless a certain choice of weapon is central to the subclass identity. * Provide **bonus spells** at all new spell levels (should contain both a basic ranger spell and subclass identity spell for each level) * Provide a **defining utility feature** (at level 3) * Provide a **damage feature** (at levels 3 and 11) * Provide a defensive feature (at levels 7 and 15) * Probably provide a unique **reaction** * Probably provide a **mobility** feature * Probably interact with the **Hunter's Mark** class features * Should usually NOT interact with the **Studied Enemy** feature (don't make the class's features more situational) * Should give all subclasses options, but more limited options than the Hunter. \columnbreak ### Slayer - Complete! Modified Hunter: a tracker and front-to-mid-line attacker. Gets stronger defensive bonuses, and tends towards attacks over spells. ### Warden - Complete! A druidic warrior, defending the wilds. Focuses on defense and elemental damage, and tends toward spells over attacks. ### Sniper - Complete! Some inspiration from Gloom Stalker: a hunter that thrives on attacking from hidden. Most abilities focus on increasing single-attack damage, and hiding from enemies. ### Ravager - Complete! Abilities are disruptive and debuffing, leans towards attacks, but makes good use of high Wisdom. ### Avenger - idea for the future A subclass specializing in fighting certain types of enemies - building on Studied Enemy mechanic. ### Lycan - idea for the future A subclass involving lycanthropy - werewolves, werebears, wererats. Focused on melee combat with natural attacks, and shapechanging. ### Guide - idea for the future A more party-focused ranger. Provides bonuses to allies? ### Beast Bonded - idea for the future Modified Beastmaster. An attempt at a better balanced beastmaster class. Intent is to bring it closer to the ideal of the ranger and beast sharing most of their resources (including hp?), so that they are effectively a single character in 2 locations, without actually making it feel that way. Will focus on a small number of companions: Bear, Wolf, Hawk. Will probably be scrapped when it doesn't work out. :-/