Ranger Rework

by DubiumEstInitiumSapientiae

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Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th Hunter's Mark Damage
1st +2 Hunter's Instinct, Natural Explorer 1d6
2nd +2 Fighting style, Spellcasting 2 2 1d6
3rd +2 Ranger Archetype 3 3 1d6
4th +2 Ability Score Improvement 3 3 1d6
5th +3 Extra Attack 4 4 2 1d6
6th +3 - 4 4 2 2d6
7th +3 Archetype feature 5 4 3 2d6
8th +3 Ability Score Improvement 5 4 3 2d6
9th +4 Fleet of Foot 6 4 3 2 3d6
10th +4 Extra Attack, Hide in Plain Sight 6 4 3 3 3d6
11th +4 Archetype feature 7 4 3 3 3d6
12th +4 Ability Score Improvement 7 4 3 3 3d6
13th +5 - 8 4 3 3 1 4d6
14th +5 Vanish 8 4 3 3 1 4d6
15th +5 Archetype feature 9 4 3 3 2 4d6
16th +5 Ability Score Improvement 9 4 3 3 2 4d6
17th +6 Draining Attacks 10 4 3 3 3 1 4d6
18th +6 Feral Senses 10 4 3 3 3 1 4d6
19th +6 Ability Score Improvement 11 4 3 3 3 2 4d6
20th +6 Foe Slayer 11 4 3 3 3 2 4d6

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 Constitution 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

Tools: None

Saving Throws: Strenght, Dexterity

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

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 longbow and a quiver of 20 arrows

Hunter's Mark

Starting 1st level, you can use your bonus action to imprint single creature in your short-term memory, where it stays for 1 hour, or until you fall unconscious. This grants you following benefits:

  • For the duration, you remember exactly the creature's appereance, it's style of movement (including possible oddities, such as limp) and it's smell, granting you advantage to all Wisdom (Perception) or Wisdom (Survival) checks made to track it.

  • For the duration, you are also aware of weaknesses in it's defense, increasing the damage dealt by your weapon to that creature, by amount shown in your Ranger table.

You can use this feature a number of times equal to your Wisdom modifier, and then again, after you complete short rest.

You can only hold a number of creatures in your memory at a time, equal to half of your proficiency bonus (minimum of 1). Adding any more will remove the oldest imprint of a creature currently held in your memory.

Natural explorer

Starting your 1st level, you managed to master certain aspects of the hunt, that are useful no matter what the quarry is:

  • You ignore difficult terrain.

  • You have advantage on initiative rolls.

  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

  • While tracking other creatures,you also learn their exact number, their sizes, and how long ago they passed through the area.

  • Unless moving at fast pace, you are always considered moving stealthily.

Fighting style

At 2nd level, you already have some combat experience, which crystalized into a specific fighting style. Choose one fighting style from the list below.

You can choose one fighting style only once, even if some feature allowed you to choose again later.

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.

Tooth and Claw. Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier, and additional 1 slashing damage. If you strike with two free hands, the d6 becomes a d8, and the extra damage is 2 instead of 1.

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.

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

Ranger archetype

By the time you reach 3rd level, you became specialist in hunting certain type of enemies, shaping you into one of the following ranger archetypes: Headhunter, Monster slayer, Colossus slayer, Demon hunter, or Beastmaster. Your chosen archetype gives you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level in this class.

Fleet of Foot

Beginning at 9th level, you can use the Dash action as a bonus action on your turn. Additionaly, any opportunity attacks against you are made with disadvantage.

Hide in Plain Sight

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, you gain bonus +10 to all your Dexterity (Stealth) 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

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Draining Attacks

Begining your 17th level, your attacks blows wear down your enemy and drain their defenses. Once per turn, when you hit a creature with your weapon attack, the creature has to succeed in DC 10 Constitution saving throw, or it will suffer disadvantage to all Strenght and Dexterity saving thows and have it's speed halved, until the end of your next turn.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. You can choose to add your Wisdom modifier to up to three weapon attacks you make on your turn. You can add it before or after the roll, but before any effects of the roll are applied. If you do, and you hit, you also add your Wisdom modifier to the damage roll.

Ranger Archetypes


Headhunter

Headhunters are hunters that specialise on humanoids. Some may track down criminals in the underbelly of grand cities, while others might stalk borderlands, sniping any orcs, or goblinoids that dare to approach, and yet others might choose to pray upon undead. As diferent as those enemies can be, they all share a few common traits, the most prominent of which is their tendency to form mobs, and that they, more often then not, die after the head is cut of the body.

Horde breaker

Starting your 3rd level, when you choose this archetype, 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. If you are making attack against swarm, or mob of enemies, you double your damage instead.

Slayer of Men

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20, provided the target is humanoid or undead and your weapon attacks deal extra damage to those creatures, equal to your proficiency bonus.

Crowd thinner

At 7th level, you managed to engineer a simple, yet effective bomb. As an action, you can throw it up to 40 ft. away from you. Any creature standing within 20ft. of the point of impact has to succeed in Dexterity saving throw with the DC equal to your spell save DC. On failure, the creature suffers 5d6 fire damage, on sucess the damage is halved. You can use this feature a number of times equal to half your proficiency bonus, and then again after you complete long rest.

Stunning strike

As you reach 7th level, you learned how to prevent your prey from escaping. When you hit a creature with a weapon attack on your turn, you can use your bonus action to expand one of your spell slots. If you do, the target has to succeed in Constitution saving throw against your ranger spell save DC, or be stunned for 1 minute. At the end of each of it's turn, the creature can make a new saving throw. If it suceeds, the effect ends.

Street brawler

Thughs in the streets, or undead in catacombs, your prey more often then not lures you in places with limited movement, and attempts to pommel you down. Luckily, you are no stranger to good old tavern brawl. Begining your 11th level, you gain following benefits:

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. You regain your reaction if that attack misses.

When you miss a creature with a melee attack, you may use your bonus action, to suckerpunch it, making single melee improvised weapon attack you are considered to be proficient in. On hit, you deal 1d4 + your Dexterity modifier bludgeoning damage.

Visceral attack

To err is human, and by 15th level, you became quite adept at exploiting your enemy's mistakes and weakenses to your benefit. When you hit a creature you have advantage against with a melee attack, you can choose to automaticaly score critical hit. Once you use this feature, you can't use it again until you finish a short or long rest.

In the Eye of the Storm

Begining your 15th level, for each different creature that hits you with an attack, you gain a +2 bonus to your AC until the beginning of your next turn.

Monsterslayer

Monster slayers kill creatures that are from this world, yet are far from being anything you would like in your immediate vicinity. Colonies of tiny organisms, colloquially known as oozes, plants awakened by accident, or by melevolent purpose, and quite a range of monstrosities, from beasts that can turn you to stone, to beasts that pretend to be stone to attack you when unguarded, and anything in between, those are the prey of monster hunters.

Lightfooted

You are adept at hiding against the special senses so many monsters employ. Any creature that relies on blightsight, tremorsense or darkvision to percieve their surroundings must succeed in Wisdom (Perception) check against your spell save DC at the begining of each of it's turns, or you will be invisible to it till the start of it's next turn.

Slayer of Monsters

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20, provided the target is monstrosity, plant or ooze and your weapon attacks deal extra damage to those creatures, equal to your proficiency bonus.

One eyed among blind

Your trained eye can see through even the best of mimicry. Usually. Starting 7th level, as an action, you may focus your attention to your surrounding area, trying to find what is just part of nature, and what is merely pretending to be. Make Wisdom(Perception) check against Dexterity(Stealth) check of any creature with False Appereance trait that is within 50 ft of you. If there is such a creature in the area, and you win the contested roll, you recognize it as such. Additionaly, you get Perception proficiency, if you don't have it already.

Experienced hunter

By the time you reach 7th level, you had seen your fair share of various monsters, was subject to various poisons those creatures bear in their teeth, claw and breath. As a result, you gained advantage to all constitution saves. Furthermore, you studied mind-shielding techniques to protect yourself from creatures such as Harpies, granting you advantage to all checks against being charmed. Lastly, some monsters are best fought unseen, and so you trained in combat using all senses except sight, granting you 10ft. of blindsight.

Monsterslayer's potions

Hunting monsters is complicated task, and mortal's own strengh is sometimes not enough. Thus, those who hunt them down usually employ use of potions. Begining 11th level, you have learned how to prepare simple conconations to bolster your capabilities. As part of your short or long rest, you may prepare two conconations, each with one of the following effects:

  • You get resistence to slashing and piercing damage and vulnerability to bludgeoning damage. Alternatively, you can get resistance to bludgeoning damage, and gain vulnerability to slashing and piercing damage.

  • You get darkvision to 60ft. If you already have darkvision, it is extended by 60ft instead. Aditionally, you gain the Sunlight sensitivity trait, unless you already have it.

  • You gain +2 bonus to one Ability score of your choice, and -2 to one other ability score of your choice.

These conconations are crafted specially for you, and won't work for anybody else. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest .

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Hunter's Instinct forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects

Colossus slayer

Colossus slayers are named such, as they speecialized in slaying the largest of beasts, such as giants and dragons. For coin, for trophies, and even just for the thrill of fighting something to which they are no more then lonely ants, colosus slayers are perhaps the most mad of them all.

In shadow of the gigants

At 3rd level, you figured that if you are ant against the monster, you might as well climb the monster to hit it somewhere else then to it's ankles. As a result, You have advantage on ability checks made to climb on or cling to a larger creature. In addition, the creature you are clinging to has disadvantage on its attacks against you. (See Dungeon Master's Guide p. 271).

You also realised that being swallowed is great opportunity to get behind the monster's tough hide, and shifted your preparation from avoiding such event, to welcoming it. While you are swallowed or engulfed by a creature, you have resistance to the damage it deals to you, and any damage you deal while inside deals maximum possible damage.

Giant slayer

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20, provided the target is Large size or larger and your weapon attacks deal extra damage to those creatures, equal to your proficiency bonus.

Dance with gigants

By the time you reach 7th level, you are accustumed to fighting between the legs of gigantic monsters, and evading attacks of their many heads, arms, and other methods of squishing you. This grands you following benefits:

  • When a creature hits you with an attack, you gain a +5 bonus to AC against all subsequent attacks made by that creature for the rest of the turn

  • While you are within 5 feet of a creature that is at least one size larger than you, its first attack on a turn against you is made with disadvantage.

  • You can Disengage as bonus action.

Ankle strike

Big monsters tend to be big, and strong, but ungainly and slow, which is something you can use to you advantage in more then one way. Begining your 11th level, when a Large or larger creature hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that the creature isn't hidden from you.

Additionaly, you may attempt to shove a creature that is larger then you by one and more categories, and have advantage on the Strength (Athletics) check to shove a creature, if the creature is Large or smaller.

Master of evasion

When it comes to it, it doesn't matter if a gigantic monster tries to squish you intentionaly, or just isn't careful where it steps. And so, you learned to dodge and leap to protect yourself from most of the damage.

Starting 15th level, when you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Additionaly, 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.

Demon hunter

Demon hunters are rangers that specialised in erradicating what shouldn't be in the mortal realm in the first place. Fiends, fey and abberations of all kind that found their way into the Prime Material, are their foes and their quarry.

Outsider slayer

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20, provided the target is fey, fiend or abberation.

Quickened Exorcism.

When you reduce fiend, fey or aberration to 0 HP, you may utter ancient spell, and expand one of your ranger spell slots. If you do, the creature is prevented from reforming in it's home plane, or coming back through any of traits it might posses. Additionally, for the purposes of overcoming resistances, you are considered to be of good alignment, no matter what your actual alignment is.

Detect Portal

At 7th level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Additionaly, no creature can use telepathy to access your mind, unless you allow it.

Magic-User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell, using spell-like action or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

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

The Exterminator

Nobody walks in the presence of fiends, fey and abberations without their mind and body being severly affected. However, your desire to end such beasts guided your transformation to nightmare of a hunter. Starting 15th level, you no longer need to sleep, eat, or drink, as long as you killed fiend, fey, or abberation within the last 24 hours. Additionaly, your weapon attacks made against those creatures ignore resistance, and treat immunity as resistance.

Moreover, you refuse to let yourself die at the hands of those foul creatures. When you are reduced to 0 HP, you may instead choose to drop to your proficiency bonus + your Constitution modifier. You can do this once, and then after you take long rest.

Beastmaster

Beastmasters are simple hunters, more at home in the wilds then in the homes of man. They hunt beast, both for food and for sport, and while rarely doing so with other humanoids, they are known to have animal companions that they train with, hunt with, and live with. It is whispered that they also speak with them os one would with humans, and that the best of them join the wild hunt.

Animal companion

At 3rd level, you acquired faithful animal companion, that has been by your side ever since. The companion can be any beast of medium size, or smaller. Once you have decided on the form, give your companion a name. Your companion understands it's its name, and will start paying attention whenever it's spoken. As for the statistics: Distribute following array among your companion's ability scores: 4 5 10 12 13 14

  • It's hit die is d4. The number of hit dice it posses is equal to half your Ranger level (minimum of 1)

  • It's maximum hitpoints are equal to XdY + X times the companion's Constitution modifier, where X is the total number of hit dice the companion has and Y their size.

  • Your companion uses your proficiency bonus in all relevant formulas.

  • Your companion also has (depending on your choice):

    • a) speed 30 ft and +1 to all ability scores; or b) speed 10 ft, flying 50ft, or c) speed 20ft, burrow 10 ft.

    • keen a) smell b) hearing c) sight

    • a) mimicry; or b) flyby (only if companion can fly); or c) pack tactics

    • a) darkvision to 60 ft.; or b) tremorsense 20ft.; or c) expertise in Perception

    • Proficiency in one of the following skills: Perception, Insight, Athletics, Acrobacy or Stealth

  • Your companion has one natural weapon, such as bite or talons. This weapon is considered meelee weapon attack with reach of 5ft, the companion is proficient with. On hit, it deals 1d2 + your companion's Strength or Dexterity modifier slashing, piercing or bludgeoning damage (depending on your choice). Starting your 7th level, this weapon is considered magical, for purpose of overcoming resistances.

  • It's AC is Equal to 10 + your companions Dexterity or Constitution modifier (your choice) + your proficiency bonus, however, it can't wear armor.

Whenever you get Ability Score Improvement feature, you may increase two ability scores of your companion by +1, or one by +2. Additionally, at your 5th, 10th and 20th level, your companion's damage die and hit die increase each by one size. Your companion understands commands spoken in any language you know, though it lacks understanding of concepts not found in nature. For example, if you were looking for a band of renegade knights, you might ask your animal companion to „look for men in iron shells". It is capable of communicating simple messages to you, through a series of bodily movements, noises, and postures, only you can understand.

Your companion can travel on it's own, and will always find its way to you, as long as you are at the same plane of existence as you left it. While separated, the companion will uphold any commands you gave it, and take care of it's own needs by any means it has at its disposal.

In combat, your companion has its own turn that immediately follows yours. When you take the Attack action on your turn, you can forgo one of your attacks and command your Companion to attack target of your choice. It will do so, as action on it's turn. You can give it any other commands as free action on your turn. If no commands are given, the beast will do it's best to stay out of harm's way.

Should your companion die, you may resurrect it as any other mortal being, or you can get a new one. If you choose the latter option, you must spend 1 week in appropriate environment, and at the end of this period, you must make DC 15 Wisdom (Survival) check. On success, you managed to acquire and train yourself new companion. Make a companion with the guidelines above. If your previous companion benefited from your ASI's, this one does so as well.

You can only have one animal companion at a time.

Slayer of Beast

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20, provided the target is beast and your weapon attacks deal extra damage to those creatures equal to your proficiency bonus.

Beast speaker

Beginning at 7th level, you have figured how to apply what you learned from communicating with your companion to other beasts as well. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you are now capable of communicating telepathically with your animal companion, provided, it's within 30 ft of you. Thanks to the mental link

One mind, one heart

By the time you reach 7th level, your link with your animal companion strengthened enough, that for limited time, you can become one. As an action, you may attune yourself to the senses of your companion. For the next minute, each of you perceives world around simultaneously through their own, and the other one's senses. This has following benefits:

  • Each of you have advantage on rolls to resist charms and discern illusions.

  • If either of you attacks a creature, the other one can use their reaction to make single attack against it as well.

  • When flanking, you can coordinate your attacks to grant one of you bonus +2 to hit.

The effect ends after one minute, after one of you is reduced to 0 HP, or after one of you is charmed or becomes unconscious. You can do this a number of times equal to your Wisdom modifier, and then again after you complete long rest.

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. It can do so once, and then again after completing short or long rest.

Master of the hunt

Beigining at 15th level, you can cast the Conjure Animals once per long rest, at any level you have unspent spell slots for, without components.

Additionaly, as an action, you can bless all of your allies, granting each of them d4 that they can add to one attack roll, or saving throw of their choice they make in the next minute. You can do this once, and then again after completing short or long rest.





























Note for use

If you are using this version of Ranger, remove "Hunter's mark" from the Ranger spell list, as the feature of the same name replaces it.

 

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