Butler's Ranger
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.
Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Deadly Hunters
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, 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 civilization's foes 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.
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? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? 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 survival.
The Ranger
| Level | Proficiency Bonus |
Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Expert Hunter, Favored Enemy, Natural Explorer | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | — | — | — | — |
| 3rd | +2 | Expertise, Ranger Conclave | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement, Fleet of Foot | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Favored Enemy Improvement | 4 | 2 | — | — | — |
| 6th | +3 | Predator's Instincts | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Conclave Feature | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
| 9th | +4 | Land Stride | 4 | 3 | 2 | — | — |
| 10th | +4 | Endurance, Expertise | 4 | 3 | 2 | — | — |
| 11th | +4 | Hunter's Focus, Ranger Conclave Feature | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Favored Enemy Improvement, Hide In Plain Sight | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Conclave Feature | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ─ | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Force of Nature | 4 | 3 | 3 | 3 | 2 |
———Spell Slots per Spell Level———
What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change?
What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
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 two-weapon fighting make Strength higher than 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: 10 + your Consitution Modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, Survival, and Stealth.
- Tools: Herbalism Kit
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) A longbow and a quiver of 20 arrows or (b) any martial weapon
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A herbalism kit
Expert Hunter
Starting at 1st level, you learn the spell Hunter's Mark, Wisdom is your spellcasting ability for it. You no longer need to physically see a creature to cast Hunter's Mark on it, you only need traces of it, meaning you can cast it on their footprints, hair, clothing, lingering smells, etc.
If you have the Two-Weapon Fighting Fighting Style and you reduce a creature to 0 hit points while two weapon fighting, you can mark a new target as part of the same bonus action used to make the attack.
You can cast Hunter's Mark as a 1st-level spell without spending a spell slot two times. You regain all expended uses of it when you finish a long rest.
Hunter's Mark is always prepared for you, and does not count against the number of spells you can prepare.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: 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 enemies.
You have advantage on Wisdom skill checks related to your favored enemies, 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 enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 5th and 14th level.
Natural Explorer
Starting at 1st level, your experience in the wild grants you the following features:
- Over the course of a long rest, you can befriend a wild beast from the terrain around you. The DM chooses the beast, which regards you as a friendly acquaintance for the next 24 hours, and can help you forage or scout, but will not fight for you.
- You can forage the terrain around you to craft a healing salve when you finish a long rest. Preparing a salve requires 1 hour spent gathering and mixing components. As an action, you can apply the salve to a creature within 5 feet of you. The creature can immediately spend one hit die to heal itself. The creature rolls the die, adds its Constitution modifier, and regains a number of hit points equal to the total (minimum of 1). The salve loses its potency after 24 hours.
- Other creatures have disadvantage on checks made to track your group.
- When you take a long rest, you can spend 1 hour to prepare a camp. Each creature that rests in your camp regains one additional hit die and loses one additional level of exhaustion when it finishes a long rest. Hit dice gained in this way can't exceed a creature's maximum number of hit dice.
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.
Close-Quarters Shooter
When making a ranged attack while you are within 5 ft. of a hostile creature, you do not have disadvantage on the attack roll. You gain a +1 bonus to attack rolls 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.
Druidic Warrior
You learn two cantrips of your choice from the Druid spell list. They count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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 in the Player's Handbook for the general rules of spellcasting and the table at the end of
this document for the ranger spell list.
Spells 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.
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.
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 cure wounds, you can cast it using a 1st-level or a 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires
time spent in practice and preparation: 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 +
Spell Attack Modifier = your proficiency bonus +
Ritual Casting
You can cast a hunter spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Expertise
At 3rd Level, choose two of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
At 10th level, you can choose another two of your skill Proficiencies to gain this benefit.
Ranger Conclave
At 3rd level, you choose an archetype that you strive to emulate: Hunter, Beast Master, Deepwood Sniper, or one from another source (any subclass designed for the original class works, see page 12 on how to fully integrate). 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Fleet of Foot
Beginning at 4th level, your training in the woods allows you to skillfully hide and run at higher speeds than normal. You can now Dash and Hide as a bonus action.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Predator's Instincts
At 6th level, your instincts become not unlike a wild predator's. You gain the following benefits:
- You gain advantage on initiative rolls.
- On your first turn during combat, you have advantage on the first attack roll you make against a creature that has not yet acted.
Land Stride
Starting at 9th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Endurance
At 10th level, you have trained your body, to the point where your body can easily take on many natural dangers. Whenever you make a constitution saving throw, you can choose to reroll the save. You can use this ability after you roll the die, but before the outcome is determined. If you choose
to reroll, you must use the new roll.
You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses of it when you finish a long rest.
Hunter's Focus
Beggining 11th level, you can concentrate on both Hunter's Mark and one other spell at the same time. You cannot concentrate on two Hunter's Mark spells at once, if you attempt to do so, the initially casted Hunter's Mark ends.
Hide In Plain Sight
Starting at 14th level, you become a master of camouflage. You can attempt to hide even under observation as long as you are in any sort of natural terrain.
Additionally, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Force of Nature
At 20th level, you gain what most rangers can only dream for. Your accumulated experience and skill as a ranger allows you to make an attack that could easily take down most foe.
On a critical hit, if the creature you're attacking has 80 hit points or fewer, you can choose to make it make a constitution saving throw against your ranger spell save DC. On a failed save it instantly falls to 0 hit points. On a successful save you do your attack as normal. You then can't make any attacks afterwards.
Ranger Conclaves
The ideal of the ranger has classic expressions. At third level, you choose one of these. Below, the Hunter, Beastmaster, and Deepwood Sniper are detailed.
Hunter
Emulating the Hunter conclave 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 ores to towering giants and terrifying dragons.
Hunter Magic
Starting at 3rd level, you gain access to an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you prepare.
| Ranger Level | Spell |
|---|---|
| 3rd | Compelled Duel |
| 5th | Shadow BladeXGTE |
| 9th | Feign Death |
| 13th | Freedom of Movement |
| 17th | Hold Monster |
Bonus Proficiency
At 3rd level, you gain proficiency in the Survival skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses Survival.
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 ld8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer. 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. If the creature is medium or smaller, you make this attack with disadvantage.
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.
Defensive Marking. As a bonus action, choose a creature that hasn't dealt damage to you, all of its attacks now have disadvantage against you. This feature lasts until you take damage from the target or you use this feature again.
Escape the Horde. You can use the disengage action as a bonus action.
Steel Will. You have advantage on wisdom saving throws.
Multiattack
At 11th level, you gain the following features.
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 melee attacks 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. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect 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 of your choice. If the creature is large or smaller, you cannot force it to repeat the attack on itself.
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.
Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
Beast Master Magic
Starting at 3rd level, you gain access to an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you prepare.
| Ranger Level | Spell |
|---|---|
| 3rd | Command |
| 5th | Beast Sense |
| 9th | Aura of Vitality |
| 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 Beast that is no larger than Medium and has a challenge rating of 1/4 or lower. Beginning at 7th level the maximum challenge rating your beast can have increases to 1/2, and at the 15th level your beast can have a maximum of challenge rating 1 and be no larger than Large.
Add your proficiency bonus to the beast's AC, any DCs it has, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.
If the beast does not already have saving throw proficiencies, it becomes proficient in the saving throws of its two highest ability scores.
Its hit point maximum equals its normal maximum + your wisdom modifier or five times your ranger level + your wisdom modifier, whichever is higher. Your beast companion has a number of 1d6 hit dice equal to your ranger level. You add your beast's constitution modifier to its own hit die, unless the constitution modifier is negative.
The beast makes death saving throws following the normal rules. You can only have one beast at a time. If the beast dies or you let it go, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you.
Exceptional Training
The beast obeys your commands as best it can. It takes its turn on your initiative, though it doesn’t take action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you).
You can use your action to command your beast to take the Attack action. Once you have the Extra Attack feature, when you take the Attack action the beast can make a single attack as one of your attacks. When you use your action to command your beast companion to attack, your action is considered an Attack Action for the purposes of Two Weapon Fighting.
As a bonus action you can command the beast to take the Dash, Disengage, Dodge, or Help action. It takes attacks of opportunity and other reactions without needing your command.
On any of your turns when you do not make an attack or cast a spell, you can use your bonus action to command your companion to make a single attack.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself.
Magical Link
Beginning at 7th 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. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Back to Back
Starting 7th level, as long as your beast is within 5 feet of you, if either of you are attacked with a melee or ranged attack, the other can swap places and take damage in place of the one being attacked as a reaction.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Deepwood Sniper
A deepwood sniper is a patient, careful, quiet, and deadly accurate individual. They are a stealthy, long-range terminator whose arrows sail accurately from much longer ranges than those of other archers.
Deepwood Sniper Magic
Starting at 3rd level, you gain access to an additional spell when you reach certain levels in this class, as shown in the Deepwood Sniper Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you prepare.
| Ranger Level | Spell |
|---|---|
| 3rd | Fog Cloud |
| 5th | Misty Step |
| 9th | Clairvoyance |
| 13th | Greater Invisibility |
| 17th | Far StepXGTE |
Flawless Vision
At 3rd level, your keen eyesight gives you insight into your target's location and defenses. You are able to see into lightly obscured areas without disadvantage on your Wisdom (Perception) checks. Additionally, if you have not moved on your turn, you can use your bonus action give yourself advantage on your next ranged attack roll. When you use your bonus action in this way, your speed is reduced to 0 until the end of your turn.
Sniper's Intuition
Starting at 3rd level, your shots are more effective at picking off targets from a distance. While you are wielding a ranged weapon with the two handed property, the normal and long range of that weapon increases by 20 ft. This benefit increases as you gain levels in this class, increasing by an additional 20 ft. at 7th, 11th and 15th level. For example, a 7th level Deepwood Sniper using a longbow can shoot it at a normal range of 190 ft, instead of just 150 ft.
Additionally, when you hit a creature that is surprised or is unable to see you with a ranged weapon attack, the creature takes an additional 1d8 damage, or 3d8 damage on a critical hit.
Distracting Shot
At 7th level, your quick reflexes let you protect your allies with suppressing fire. As a reaction to a creature you can see within your normal range making an attack, you can make a ranged weapon attack against that creature with disadvantage. Whether or not your attack hits, you also impose disadvantage on the target creature's attack roll.
You must then finish a short or long rest to use your Distracting Shot again.
Steady Aim
At 11th level, when you make a ranged weapon attack roll, you can choose to reroll the attack. You can use this ability after you roll the die, but before the outcome is determined. If you choose to reroll, you must use the new roll.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.
Headshot Tactics
At 15th level, you now find it easier to aim for the head. Whenever you do a ranged attack roll with advantage, if both rolls were to hit the target, it counts as a critical hit for the purpose of increasing the 1d8 additional damage of Sniper's Intuition and the target must also make a Constitution saving throw (ranger spell DC) or be blinded until the end of your next turn. This feature does not affect gargantuan, nor headless creatures or creatures with similar anatomy.
In addition, when attacking with advantage, you score a critical hit on a roll of 19 or 20.
Ranger Spells
1st Level
- Absorb ElementsXGTE
- Alarm
- Animal Friendship
- Beast BondXGTE
- Companion RevitalizationRA
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Ensnaring Strike
- Entangle
- Fog Cloud
- Goodberry
- Hail of Thorns
- Jump
- Longstrider
- Purify Food and Drink
- SnareXGTE
- Speak with Animals
- Starving ParasiteDDBS
- Zephyr StrikeXGTE
2nd Level
- Animal Messenger
- Barkskin
- Beast Sense
- Cordon of Arrows
- Darkvision
- EarthbindXGTE
- Find CompanionBRR
- Healing SpiritBRR
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Melf's Acid Arrow
- Moonbeam
- Pass without Trace
- Protection from Poison
- SkywriteXGTE
- Silence
- Spider Climb
- Spike Growth
3rd Level
- Bee StormDDBS
- Conjure Animals
- Conjure Barrage
- Daylight
- Elemental Weapon
- Feign Death
- Flame ArrowsXGTE
- Lightning Arrow
- Nondetection
- Plant Growth
- Protection from Energy
- Speak with Plants
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Charm Monster
- Conjure Woodland Beings
- Dominate Beast
- Freedom of Movement
- Giant Insect
- Grasping Vine
- Guardian of NatureXGTE
- Locate Creature
- Sticks to SnakesBRR
- Stoneskin
5th Level
- Awaken
- Commune with Nature
- Conjure Volley
- Hold Monster
- Steel Wind StrikeXGTE
- Swift Quiver
- Tree Stride
- Wrath of NatureXGTE
Keys:
- BRR = Butler's Ranger Remake Original
- DDBS = Dr. Doctor's Biological Spells
- MM = Monster Manual
- RA = Ranger Accounting
- XGTE = Xanathar's Guide to Everything
New/Tweaked Spells
Bee Storm
3rd-level conjuration
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (Bee wax)
- Duration: Instantaneous
- Classes: Druid, Ranger
Choose three creatures within range with orifices. A bee swarm sprouts from their orifices. The creatures must then make constitution saving throws. On a failed save, the bee swarm deals 2d8 piercing damage, 4d6 poison damage and the creature is poisoned. On a successful save, they take half as much damage. The bee swarm occupies a space adjacent to the creatures, or take the up the same space as the creatures. It uses the same statistics as the Swarm of Wasps (MM pg.338). This spell does not cause the swarm to obey your commands.
At Higher Levels. When you cast this with a spell slot of 4th level or higher, you may target one additional creature for every spell slot above 3rd.
Companion Revitalization
1st-level evocation (ritual)
- Casting Time: 1 minute
- Range: Touch (Beast Companion Only)
- Components: S
- Duration: Instantaneous
- Classes: Ranger
Through a magical bond between you and your beast companion, you share your vitality. Expend any number of your own Ranger hit dice to heal your companion for 1d10 + your wisdom modifier for each hit die spent.
Find Companion
2nd-level conjuration (ritual)
- Casting Time: 1 hour
- Range: 10 feet
- Components: V, S, M (50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
- Duration: Instantaneous
- Classes: Ranger
You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you, though it is not as disciplined as a Beast Master's. Within range, choose a beast in the area you are in that is no larger than Medium and has a challenge rating of 1/4 or lower. Meditate with it for the duration of this spell.
Add half your proficiency bonus (rounded up) to the beast's
AC, any DCs it has, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.
If the beast does not already have saving throw proficiencies, it becomes proficient in the saving throw of its highest ability score.
Its hit point maximum equals its normal maximum + your wisdom modifier or five times your ranger level + your wisdom modifier, whichever is higher. Your beast companion has a number of 1d6 hit dice equal to your ranger level. You add your beast's con mod to its own hit die healing, unless the con mod is negative.
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 action to command your beast to take the Attack action. Once you have the Extra Attack feature, when you take the Attack action the beast can make a single attack as one of your attacks. When you use your action to command your beast companion to attack, your action is considered an Attack Action for the purposes of Two Weapon Fighting.
As a bonus action you can command the beast to take the Dash, Disengage, Dodge, or Help action. It takes attacks of opportunity and other reactions without needing your command.
If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
You can only have one beast at a time. If you cast this spell while you already have a beast, it leaves you, allowing you to get a new beast.
Healing Spirit
2nd-level conjuration
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S,
- Duration: Concentration, up to 1 minute
- Classes: Druid, Ranger
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). The spirit has a pool of healing. With the pool, it has 10 charges of healing.
Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to expend a charge and restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. Once the spell ends, or the spirit's healing pool becomes empty, it vanishes.
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spirit gains 1 more charge in it's healing pool.
Starving Parasite
1st-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (Dried leech husks)
- Duration: Concentration, up to 1 minute.
- Classes: Artificer, Druid, Ranger, Wizard
You shoot out a tiny leech which flies and latches onto creatures, with enough sustenance, it grows into a larger size and sprouts appendages. Make a ranged spell attack on a creature. On a hit, the leech latches onto the creature and deals 1d8 piercing damage. If the creature has blood, or any blood like substances running through it's body, the leech starts absorbing the blood/substance,
At the end of your next turn, the leech finishes absorbing and unlatches itself, dealing 1d4 necrotic damage to the creature. It then immediately grows and becomes a creature. It either occupies a space adjacent to the creatures, or take the up the same space as the creature it was attached to.
It uses the fed leech stat block provided in this document and initiative must be rolled for it by the DM. The leech will not attack you or your allies. You may command the leech, but it is controlled by the DM.
When the spell ends or the leech reaches 0 hit points, the leech becomes a dry husk and dies. If the spell ends before the leeches finishes absorbing, it simply falls off the creature it's attached to and dies.
At Higher Levels. When you cast this with a spell slot of 2nd level or higher, your attack shoots one additional leech for every spell slot above 1st.
Sticks to Snakes
4th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (Sticks)
- Duration: 1 minute
- Classes: Cleric, Druid, Ranger
Choose up to eight 2-4 feet long wooden sticks within range. Any wooden pole counts as a wooden stick, as long as it is not attached to anything, this includes staffs, walking sticks and fallen branches. Each of the chosen sticks turn into Poisonous Snakes (MM pg.334). If you choose a stick that's about 8-12 feet long, it turns into a Constrictor Snake (MM pg.320) instead.
The snakes turn back into sticks when they drop to 0 hit points or when the spell ends. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the snakes’ statistics.
At Higher Levels. When you cast this with a spell slot of 5nd level or higher, you may choose two additional sticks for every spell slot above 1st.
Fed Leech
Tiny Beast, Unaligned
- Armor Class 13 (natural armor)
- Hit Points fed leech's constitution modifier + your character level
- Speed 30 feet, swim 30 feet
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 15 (+2) 5 (-3) 10 (+0) 6 (-2)
- Saving Throws Con +4
- Skills Stealth +3
- Condition Immunities Blinded, Prone
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
- Languages understands the meaning of its master's words but cannot speak it
Amphibious. The fed leech can breathe air and water.
Salt Susceptibility. For every handful of salt thrown onto the fed leech, it takes 3 (1d6) acid damage.
Actions
Bite. Melee Weapon Attack: +2, Reach 5 ft, one creature. Hit: 1d4 piercing damage.
Brisk Blades
1st-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, M (two light melee weapons)
- Duration: Concentration, up to 1 minute.
- Classes: Ranger
As part of the action used to cast this spell you can take the Dash or Disengage action and unsheathe two light melee weapons. These blades become wreathed in a sharp wind, which extend beyond the end of the blade. Until the spell ends the damage die for these weapons become 1d10 and these weapons become magical, if they weren't already.
More Spells:
Metabot's Magical Manuevers: Link
I quite like these, and I think they give more on the Ranger's attacking prowess, giving you more options than just Hunter's Mark or Hail of Thorns.
Dr. Doctor's Biological Spells: WIP
My own creation. It involves gross/creepy spells which may make you feel sick, but are still fun to play with. Great for evil characters, but works for normal ones too. I already have two listed here including Bee Storm and Starving Parasite.
Intergrating Subclasses
Perhaps you'd like to play the Gloom Stalker, or the Horizon Walker, or the Monster Slayer, or some other wacky subclass out there designed for the original player's handbook ranger. Well you can easily use those with this ranger in a few simple steps.
Step One:
If the subclass has magic, it will often have the wording: "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Deepwood Sniper Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know."
Change this to: ""Starting at 3rd level, you can prepare an additional spell when you reach certain levels in this class, as shown in the Deepwood Sniper Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you prepare.
Step Two:
You're done!
Changes
Proficiencies
- Now can choose martial weapon rather than longbow (cause not all rangers are archers)
- Many more skill options (all of the dexterity and wisdom skills)
Base Class
Hunter's MarkExpert Hunter which gives hunter's mark now a feature. You can cast it on creature's trails, it works better with two weapon fighting, and you can cast it 23times a day for free.- Natural explorer made more interesting, no longer favoured terrain.
- Spells are now prepared rather than learned, and rangers can now do ritual casting.
- Expertise is given for more versatility.
- Archetype renamed to Conclave because Conclave sounds cooler.
- Fleet of foot is moved down, and now allows dash and hide as a bonus action.
- Predator's Instincts now exists.
- Landstride moved to 9th level.
- Endurance for prolonged concentration.
- Hunter's focus for a reason to go to 11th level.
- Hide in Plain sight made useful.
- Foe Slayer replaced by Force of Nature.
Subclasses
- Hunter now gives spells.
Critical PrecisionBonus Proficiency is added for more desirability.- Giant Killer buffed.
- Multiattack Defense replaced by Defensive Marking. Defensive marking reworded as of v1.5.3.
- Escape the Horde buffed.
- Steel Will buffed.
- Stand Against the Tide buffed.
- Beast Master now gives spells.
- Ranger's Companion majorly buffed.
- Exceptional Training brought to 3rd level and added extra wording
- Magical Link now at 7th level and does more stuff.
- Back to Back added for more umph.
- Shared Spirit added.
Spells
- Hunter's Mark removed from spell list (because of obvious reasons).
- Remade Healing Spirit because of how op that spell was. I don't like the errata either.
- Find Companion added because it makes sense.
- More spells added for extra umph.
Credits
Mechanics
From Silverbass' (/u/aeyana) Hunter Class
- Natural Explorer feature
- Ranger Spell format (spells too)
- Idea for the Find Companion spell
From /u/phaoinix and /u/aenrisulf's The Essential Ranger
- Hunter's Critical Precision feature (renamed from Hunter's Precision)
- Some spell ideas for Hunter spells as well
From /u/Leuku's What the Beast Master Needs is Accounting
- Most of their Beast Master changes are here (except how they did health). Big thank you to them.
From /u/ZIPPERONDISNEY's Ranger
- I basically took most of their text and combined it with Leuku's. Big thank you to them as well.
Images
In order of appearance:
- Homebrewery Full Page Stains by /u/flamableconcrete
- Landscape by HeliacWolf
- Pawns Marislova by Rilez75 (Yes. My png version sucks.)
- Ranger Symbol from the Player's Handbook
- Feralas by Jorge Jacinto
- Guild Wars 2 Fan Art - Ranger and Raptor by SkavenZverov
- Ranger by k-atrina
- Gnoll Scout by BenWootten
- Ranger by BBeaton
- Ranger General by kairuiz
- Mortal and Pestle Unknown Source, Perhaps Xanathar's Guide to Everything. But its something by Wotc.
- Iris. Commission. by TattiArt
- Hachiman Slavic Ranger by JordanKerbow
Butler's
Ranger Remake
v1.5.6
I've seen some people do this backpage thing, so I thought I'd do it as well. This is probably one of my biggest creations, I think, even though this isn't my first time making a class. Strangely enough, it took me around three weeks to release this thing's first version. But yeah, I think it came out nicely. I made this ranger specifically to fix some of the stuff I found personally found irritating, and to add some cool stuff in general, I think I've accomplished that.
If you would like to copy any of my original content, you're allowed to but please tell me on Discord or Reddit, and of course you must give me credit.
Reddit: /u/Thebutler3000
Discord: TheButler3000#2567 over at The Home Pub