Ranger Patch

by EmpyrealWorlds

Search GM Binder Visit User Profile

Ranger Patch v0.1 by Empyreal Worlds

Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Quarry, Natural Explorer
2nd +2 Fighting Style, Spell Casting 5 2
3rd +2 Ranger Conclave, Primeval Awareness 6 3
4th +2 Ability Score Improvement 6 3
5th +3 Extra Attack 7 4 2
6th +3 Favored Quarry and Natural Explorer improvements 7 4 2
7th +3 Ranger Conclave feature 8 4 3
8th +3 Ability Score Improvement, Land's Stride 8 4 3
9th +4 9 4 3 2
10th +4 Natural Explorer Improvement, Hide in Plain Sight 9 4 3 2
11th +4 Ranger Conclave feature 10 4 3 3
12th +4 Ability Score Improvement 10 4 3 3
13th +5 11 4 3 3 1
14th +5 Vanish 11 4 3 3 1
15th +5 Ranger Conclave feature 12 4 3 3 2
16th +5 Ability Score Improvement 12 4 3 3 2
17th +6 13 4 3 3 3 1
18th +6 Feral Senses 13 4 3 3 3 1
19th +6 Ability Score Improvement 14 4 3 3 3 2
20th +6 Ranger's Avatar 14 4 3 3 3 2

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, the Underdark or urban. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. You gain bonuses relevant to your natural terrain:

  • Arctic. Cold damage dealt to you is reduced by an amount equal to your proficiency bonus + 1.
  • Coast. Your movement costs while swimming are halved.
  • Desert. Fire damage dealt to you is reduced by an amount equal to your proficiency bonus + 1.
  • Forest. You can make one jump each turn without expending movement.
  • Grassland. Your walking speed increases by 10 feet.
  • Mountain. Your movement costs while climbing are halved.
  • Swamp. Poison damage dealt to you is reduced by an amount equal to your proficiency bonus + 1.
  • Underdark. You gain a 30 foot bonus to darkvision.
  • Urban. Your movement cost for crawling and standing from prone are halved.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • You gain advantage on Intelligence and Wisdom checks to find your bearings, food, water and shelter.
  • Even when you are engaged 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.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • When you forage, you find twice as much food as you normally would.
  • Your group can’t become lost except by magical means.

You choose additional favored terrain types at 6th and 10th level.

Favored Quarry

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of creature.

Choose a type of creature: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored quarry.

You have advantage on Wisdom (Survival) checks to track your favored creatures, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored creatures, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Each time you choose a favored creature type, select one Favored Quarry feature from its list. If you choose the same creature type multiple times, take two features from its list each time after the first. When you gain a level in the ranger class, you may replace a feat under a Favored Quarry category with another feat from the same category, reflecting the shifting relations you have with those creatures.

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.

Pack Fighting

You and one close ally you choose after a long rest gain +1 to attack rolls when you are within 15 feet of one another.

Spellcasting (Bonus)

While you are in your favored terrain, you can omit spell components without a gold cost, and you can cast a Ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus (found in chapter 5) as a spellcasting focus for your ranger spells.

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one Ranger spell slot to attune your focus on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Ranger Conclave

Unchanged.

Ability Score Improvement

Unchanged.

Extra Attack

Unchanged.

Land's Stride

Unchanged.

Hide In Plain Sight (Revised Ranger)

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.

You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Vanish

Unchanged.

Feral Senses

Unchanged.

Ranger's Avatar

At 20th level, you become a fearsome avatar of the hunt, granting you uncanny prescience in battle. Once per round, you may perform one of the following Avatar Actions at any time:

  • Make one attack against a creature in range.
  • Move up to half your speed.
  • Attempt to hide.
  • Cast or activate a spell of 1st level.

Hunter Conclave

Hunter Magic

Ranger Level Spells
3rd hunter's mark
5th pass without trace
9th feign death
13th locate creature
17th commune with nature

Beast Master Conclave

Beast Master Magic

Ranger Level Spells
3rd animal friendship
5th warding bond
9th conjure animals
13th dominate beast
17th awaken

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 medium or smaller beast that has a chaIlenge rating of 1/2 or lower. You can only have one bonded animal companion at a time.

The beast is friendly to you and your companions. It acts on your initiative, obeying any verbal commands that you issue to them (no action required by you). If you don't issue any commands, they defend themselves and your party from hostile creatures, and take the Dodge action otherwise.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. You can bond to a different non-hostile beast by spending 1 hour training, caring for or magically bonding with it, either the same type of beast as before or a different one.

Your companion adds your proficiency bonus to its AC and two saving throws of your choice, and its hit point maximum equals its normal maximum or five times your ranger level, whichever is higher. Your beast companion also gains all of the benefits of your Favored Enemy and Natural Explorer features, and adds your proficiency bonus to any skills it is proficient in.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Beast Command

At 3rd level, your command over beasts allows you to guide them decisively in combat. Whenever you take the Attack action, you can use one attack to command a friendly beast that can perceive you to make one trained attack. On a trained attack, add your proficiency bonus to the beast's attack and damage rolls. A trained attack otherwise counts as an attack you made with a light melee weapon.

Exceptional Training

Beginning at 7th level, you and your beasts can move through and share one another’s space with no penalty.

Whenever you are within 10 feet of your beast, either one of you can use a reaction to move next to and intercept up to half of any damage dealt to the other.

Bestial Fury

Starting at 11th level, your beast companion attacks twice when you command it to use a trained attack, and your trained attacks are considered magical for the purpose of overcoming resistances to non-magical damage.

Enchanted Bond

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

While you bear magical equipment, your beast companion gains its bonuses to AC, attack and damage rolls if it has none of its own.

Favored Quarry Features

Aberrations

  • Restorer. You gain a +2 bonus to attack or damage rolls against aberrations. This bonus increases to +4 if you take this feature twice.
  • Resilient Mind. You gain a +1 bonus to Wisdom saving throws. You can take this feature twice.
  • Awakened Mind. Your Intelligence score increases by 1. You can take this feature twice.
  • Third Eye. Using an action, you gain blindsense up to 30 feet until the end of your next turn. You can use this once per long rest.

Beasts

  • Apex Predator. You gain a +2 bonus to attack or damage rolls against beasts. This bonus increases to +4 if you take this feature twice.
  • Watcher of the Wilds. You gain a +1 bonus to Dexterity saving throws. This feature can be taken twice.
  • Beast Trainer. Your charmed, conjured or companion beasts gain proficiency in one saving throw of your choice when recruited, summoned or bonded. This feature can be taken multiple times.
  • Wild Speech. You have advantage on ability checks to encourage beasts along a desired course of action.

Celestials

  • Angelslayer. You gain a +2 bonus to attack or damage rolls against celestials. This bonus increases to +4 if you take this feature twice.
  • Silencer of the Heavens. Whenever you kill a creature that has a challenge rating of 0 or greater, you gain hit points equal to your proficiency score.
  • Heavenly Pathos. When a creature you can see within 60 feet of you takes damage, you can pull the target 10 feet toward you if it is willing, and it regains 1d6 hit points. You can use this feature once per long rest.
  • Lightblood. The first time you are struck or take damage after finishing a rest, you heal creatures of your choice that you can see within 10 feet of you for 1d4 hit points.

Constructs

  • Breaker. You gain a +2 bonus to attack or damage rolls against constructs. This bonus increases to +4 if you take this feature twice.
  • Thunderer. Once on each of your turns when you strike an enemy with a weapon attack, you can push the target 5 feet away.
  • Animated Servitor. You gain the assistance of an animated quiver or stand. The construct’s walking speed is 30, has AC 10, 5 hit points and can pass, load and hold ammo or weapons. If destroyed, it can be repaired with materials worth 5 gold in 10 minutes.
  • Scavenged Body. You have an enchanted limb made from a scavenged construct, granting you a +2 bonus to Athletics checks or a one step increase in your unarmed strike damage dice. This feature can be taken twice.

Dragons

  • Dragonslayer. You gain a +2 bonus to attack or damage rolls against dragons. This bonus increases to +4 if you take this feature twice.
  • Dragon's Charm. Your Charisma score increases by 1. You can take this feature twice.
  • Dragon Tamer. For the purpose of all of your ranger feats and spells, dragons are considered beasts.
  • Dragonsguard. You gain a +1 bonus to AC.

Elementals

  • Antipode. You gain a +2 bonus to attack or damage rolls against elementals. This bonus increases to +4 if you take this feature twice.
  • Elemental Ward. The first time you take acid, cold, heat, lightning or poison damage after a rest, you have resistance to the damage.
  • Planeshifter. You learn one cantrip from the following list: acid splash, fire bolt, gust, mold earth, ray of frost. You can take this feature multiple times.
  • Elemental Gift. You have a pool of elemental energy equal to your ranger level that replenishes on a long rest. When you strike an enemy with an attack, you can expend up to half of your pool, dealing extra acid, cold, heat, lighting or poison damage (your choice) to your target equal to the amount of points spent.

Fey

  • Warder. You gain a +2 bonus to attack or damage rolls against fey. This bonus increases to +4 if you take this feature twice.
  • Fey Sentinel. You gain advantage on saving throws against being charmed.
  • Fey Contract. You hold the upper hand in a contract with a fey creature. Once per long rest, you can change your movement type to teleport until the beginning of your next turn.
  • Fey Friend. You have won the favor of a sprite. Refer to the monster manual for its statistics. The sprite acts on its own initiative and cannot attack, but obeys all of your commands to the best of its ability. If its hit points are reduced to 0, it flees to a fey realm, returning after a long rest.

Fiends

  • Fiendslayer. You gain a +2 bonus to attack or damage rolls against fiends. This bonus increases to +4 if you take this feature twice.
  • Castigator. Whenever you land a critical hit, you are healed for an amount equal to your proficiency score.
  • Fiendish Wrath. As an attack, you can summon burning chains to bind a creature that you can perceive within 60 feet of you. On a success, the creature is restrained and takes 1d6 fire damage at the start of each of its turns. A creature restrained by the chains or one that can touch the creature can use its action to make a Strength check against your spell save DC, taking 1d6 damage on an attempt. On a success, the target is freed. This feature can only be used once per long rest.
  • Blood Pact. You can sacrifice 1d8 hit points to replenish a level one spell slot. Once you use this feature, you cannot use it again until you finish a rest. You can take this feat twice, granting you the option to sacrifice 2d8 in order to replenish up a level two spell slot or two level one spell slots.

Giants

  • Giantslayer. You gain a +2 bonus to attack or damage rolls against giants.This bonus increases to +4 if you take this feature twice.
  • Nimbleness. You gain a +1 bonus to Dexterity saving throws. You can take this feature twice.
  • Giant Might. Your Strength score increases by 1. You can take this feature twice.
  • Runic Blessing. You learn a rune that you can inscribe on an object over 10 minutes. The first time it comes in contact with a hostile creature, it detonates, dealing 1d4 damage to it. You can inscribe up to two runes a day, and have at most three runes deployed at any time, maximum.

Humanoid

  • Avenger. You gain a +2 bonus to attack or damage rolls against the humanoid types of your choice. This bonus increases to +4 if you take this feature twice.
  • Enforcer. When a creature within your melee attack range makes an attack against any creature other than yourself, you can use a reaction to make an unarmed strike, grapple or shove attack against the attacking creature.
  • Whisper in the Darkness. Your spell save DCs are increased by 2 against creatures you are hidden from, or that have not yet acted in combat.
  • Champion of the People. So long as you have the required physiology, you may swap one of your racial features other than ability scores with one feature belonging to your chosen humanoid types. This feature can be taken more than once.

Monstrosities

  • Monster Slayer. You gain a +2 bonus to attack or damage rolls against monstrosities. This bonus increases to +4 if you take this feature twice.
  • Fend Monstrosity. You gain advantage on saving throws against being frightened.
  • Monstrous Dominance. You gain a +2 bonus to Intimidation. You can take this feature twice.
  • Mutation. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.

Oozes

  • Purifier. You gain a +2 bonus to attack or damage rolls against oozes. This bonus increases to +4 if you take this feature twice.
  • Hardened Skin. All damage dealt to you is reduced by 1. You can take this feature twice.
  • Cultivator. You gain a tiny ooze companion that can fit into a small bottle. The tiny ooze has a movement and climb speed of 5 feet and can move through a space as narrow as a millimeter wide without squeezing, but will not voluntarily leave your sight. You can use an action to place your ooze on a weapon or piece of ammuniation, granting a +1 bonus to attack and damage rolls on a single attack. Your ooze can also use its movement to move back onto your equipment if it is nearby, requiring one move to enter your space, and an action to attach itself. If your ooze is reduced to 0 hit points or destroyed, you can recultivate it after 8 hours by feeding minute amounts of matter to an ooze starter.
  • Oozegut. You gain a +1 bonus to Constitution saving throws. You can take this feature twice.

Plants

  • Living Wildfire. You gain a +2 bonus to attack or damage rolls against plants. This bonus increases to +4 if you take this feature twice.
  • Harvester. You gain advantage on saving throws against diseases and poison.
  • Natural Defenses. You finish each rest with temporary hit points equal to your proficiency score.
  • Symbiote. A living plant has bonded with you. You regain 1 more hit point whenever you are healed by any means. You may take this feature twice.

Undead

  • Sanctifier. You gain a +2 bonus to attack or damage rolls against undead. This bonus increases to +4 if you take this feature twice.
  • Hallowed Ward. You can leave behind wards comprised of crushed gemstones or minerals, spending 1 minute and 2 silver per tile you cover. If any creature of a type and disposition (hostile or neutral) of your choice crosses your ward, they receive 1 psychic damage and you are alerted to their presence (as through blindsense) if you are anywhere within 1 mile of your ward. Your wards can be destroyed by willful dispersion or weather away after 10 days otherwise.
  • Mortal Coil. You gain a +2 bonus to death saving throws.
  • Eternal Rest. You learn the spare the dying cantrip, and can cast it as part of an attack.

Additional Ranger Spells

Cry of the Wild

2rd-level necromancy (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (50 gp worth of rare herbs and fine food, which is consumed)
  • Duration: Instantaneous

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

Blessing of the Wind

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A wind-blown leaf)
  • Duration: Concentration, up to 1 hour

You implore the spirits of the wind to give a lightness to your step and sweep away obstructions. For the duration, the speed of each creature you choose within 60 feet of you increases by 10 feet, and all such creatures ignore non-magical difficult terrain.

The effect temporarily ends for one minute for a creature that attacks or casts a spell. While traveling this way, a creature does not tire.

Nature's Oferring

2nd-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (A morsel of excellent food worth 25 gp, which the spell consumes)
  • Duration: 8 hours

You conjure forth four offerings of the most preferred foods of up to four beasts, upon the ground before you. Each offering takes 10 minutes to consume and disappears at the end of that time, and the beneficial effects don’t set in until this time is over. You create a menu of four items, chosen from the following list:

Pristine Waters. Any diseases or poisons afflicting the beast are cleansed. If the beast is not suffering from either condition, it is instead healed for 1d8 hit points.

Hearty Feast. Each portion consumed by a beast increases its current hit points and hit point maximum by 5. A beast can consume only two such portions in a day.

Medicinal Herbs. Each batch of herbs consumed by a beast will protect it from death one time. If the beast drops to 0 hit points, it instead drops to 1 hit point, and one such effect ends. If an effect is still active when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the beast, and the spell ends.

While a beast is consuming an offering, it is charmed by you, and you have advantage on Animal Handling checks to calm or encourage it on a course of action.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose to add one more item to be summoned for each slot level above 2rd.

Wildsight

3nd-level divination (ritual)


  • Casting Time: 10 minutes
  • Range: 1,000 feet
  • Components: S, M (A bit of fur, a feather, or a scale from a beast)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Ranger

Attuning closely to nature around you, you see in your mind’s eye the form of every beast within range.

As an action while concentrating on this spell, you can project your senses into one such beast of your choosing, allowing you to use their senses to perceive the world.

During this action, you are deaf and blind with regard to your own senses. Before this effect ends, you can repeat this action multiple times, your senses leaping to a different beast within 1,000 feet.

Additional Feats

Gifted

Pre-requisite: 10th level or higher
You have a preternatural talent that manifests as you hone your skills.

  • Add +1 to your proficiency bonus.

Beast Tamer

Your affinity with beasts allows you to better handle them in dire situations.

  • Your Wisdom score increases by 1.
  • You gain proficiency on Animal Handling checks. If you are already proficient in Animal Handling, your proficiency bonus is doubled.
  • As a bonus action, you can instill one friendly beast with calm and resolve. The creature gains temporary hit points equal to twice your level, and an additional action to use freely and immediately. This ability can be used once per short or long rest per beast.
Art Credit

Barawa, Hideo Minaba/Cygames
White Dragon, William O'Connor/Wizards of the Coast

Design

Empyreal

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.