The Ranger Remade
Contents
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Major Changes
- Removed shield proficiency to attain more of a skirmisher feel and separate the class from the fighter.
- Natural Explorer has been buffed and decoupled from traveling. Your features will work anywhere now. Favored Terrain was buffed to include groupings of three terrains, so you gain the benefits of your favored terrain more often.
- Added a core combat feature in Focus.
- Changed and buffed some fighting style options.
- You no longer have a core class level 20 capstone, that is handled by your archetype.
- Added new features and buffed old ones.
Preface
This is my interpretation of the Ranger. If you don't like it, please let me know and I'll do my best to address the issue or explain my position. And thank you in advance for taking the time to do so.
Credits
Cover Art:
Lone Ranger by Sylvain Coutouly
Interior Art:
Orithyia and Hannibal by Ina Wong (p. 3)
Ranger II by Tom Parrish (p. 4)
Jungle / ACIV by Raphael Lacoste (p. 6)
Ready to Riposte by Taylor Payton (p. 7)
Female Archer by Donglu Yu (p. 8)
Witcher by Piotr Foksowicz (p. 9)
Kelpie by Jakub Rozalski (p. 10)
Bjorn & Huntress by Fesbra ✵ (p. 11)
A Dark Glance by Sam Hogg (p. 12)
Assassin by Russell Dongjun Lu (p. 13)
Celestial by Johanna Rupprecht (p. 14)
Aragorn the Ranger by Adam J. Middleton (p. 15)
Beyond the Path by Sylvain Sarrailh (p. 16)
Rya Mood Painting by Sarah Jones (p. 17)
Big Eagle vs Small Knight by Darek Zabrocki (p. 18)
Aloy exploratory painting by Mike Azevedo (p. 20)
Song Lyrics:
Rime of the Ancient Mariner by Iron Maiden
Special Thanks:
u/DracoDruid
u/Akaineth
u/kirby163
u/Koolnu
u/seanpeery
u/Aydis
u/zipperondisney
u/SteelFalcon0131
Copyright:
The Ranger Remade is unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Version: 2.5.1
Ranger
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, and strike their prey hard and true. Their ability to find respite in any situation affords them a tenacity in their pursuits day in and day out.
Masters of the ambush, rangers are swift and deadly. Moving through the wilds and hiding themselves in brush and rubble, rangers scout out and stalk their target. Few enemies are able to catch a ranger off guard.
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, fortitude, and the hunt.
With sword and spell, skill and sense, rangers stand guard on the untamed frontier. A ranger’s 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 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.
Class Themes
Rangers are skirmishers. They avoid direct confrontation in favor of sudden, deadly attacks that leave an opponent without the chance to make an effective counterattack.
Key Features: Agile Predator, Focus
Rangers are vigilant. They are always are on guard and they have a sixth sense for danger. Its hard to get the drop on a ranger.
Key Features: Enhanced Senses, Mental Preparedness
Rangers are the ultimate survivors. They have grit and can pull through most any situation. Their toughness and instincts keep them alive.
Key Features: Quick Healer, Tenacity
Rangers are masters of the wild. They can wander a barren wilderness alone for months, living only on what they find. Their link to nature gives them supernatural abilities.
Key Features: Natural Explorer, Spellcasting
The Ranger Remade
| Level | Proficiency Bonus | Features | Focuses | Focus Die | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Natural Explorer, Quick Healer | — | — | — | — | — | — | — |
| 2nd | +2 | Focus, Fighting Style, Spellcasting | 1 | d4 | 2 | — | — | — | — |
| 3rd | +2 | Tenacity, Ranger Archetype | 1 | d4 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 1 | d4 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 2 | d6 | 4 | 2 | — | — | — |
| 6th | +3 | Agile Predator | 2 | d6 | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Archetype feature | 2 | d6 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 2 | d6 | 4 | 3 | — | — | — |
| 9th | +4 | — | 3 | d6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Ranger Archetype feature | 3 | d6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Deft Warrior | 3 | d8 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 3 | d8 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | d8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Mental Preparedness | 4 | d8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Archetype feature | 4 | d8 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | d8 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 5 | d10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Enhanced Senses | 5 | d10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | d10 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Ranger Archetype feature | 5 | d10 | 4 | 3 | 3 | 3 | 2 |
-Spell Slots per Spell Level-
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
- Weapons: Simple weapons, martial weapons
- Tools: One set of tools of your choice
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival.
Starting Equipment
You start with the following equipment, plus anything provided by your background:
- (a) Scale mail or (b) leather armor
- (a) Two light melee weapons or
(b) a martial melee weapon - (a) A dungeoneer's pack or (b) an explorer's pack
- (a) A simple or martial ranged weapon with 20 pieces of ammunition or (b) two thrown weapons
Natural Explorer
You are particularly familiar with one archetypal natural environment and are adept at traveling and surviving in such regions.
Choose one favored terrain archetype: air (forest, grassland, swamp), earth (cave, desert, mountain) or water (arctic, coast, sea). You have advantage on Intelligence (Nature) and Wisdom (Survival) checks while in your favored terrains.
Additionally, your travels give you deeply ingrained experience. Choose one of the following benefits:
Outdoorsman. You can use your Wisdom ability modifier in place of your Intelligence ability modifier on Nature checks.
Polyglot. You learn an additional number of languages equal to half your proficiency bonus.
Rugged. You can ignore the effects of first level exhaustion if you don't have additional exhaustion levels.
Quick Healer
You heal abnormally fast.
At the end of a short rest, when you roll hit dice to recover hit points and roll a 1 or a 2, you can re-roll the die and must use the new roll.
Focus
At 2nd level, you can stabilize your mind even in the most hostile situation. You can enter a heightened state of focus as a bonus action.
While focusing, you gain the following benefits if you aren't wearing heavy armor, holding a shield, raging, or affected by an impairing condition:
- You can add 1d4 to the damage of a weapon attack once per turn. The damage die increases as you level.
- Your speed increases by 10 feet.
- You have advantage on Wisdom (Perception) checks and Wisdom saving throws.
- You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Wisdom modifier.
Your focus lasts for 1 minute. It ends early if you are incapacitated. You can also end your focus at any time you choose (no action required).
You can use this feature once. The amount of times you can focus increases as you gain levels in this class, as shown in the Focuses column of the Ranger table. When you finish a long rest, you regain all expended uses.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Great Weapon Fighting
When you roll a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll 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 bonus attack. Also, when you draw or stow a weapon using your object interaction, you can draw or stow an additional weapon at any time during your turn.
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 for the general rules of spellcasting and chapter 11 for the ranger spell list.
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 animal friendship, 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 prayer and meditation: 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 +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Tenacity
At 3rd level, you traverse nature with ease and conviction.
Moving through nonmagical difficult terrain — including climbing and swimming — costs you no extra movement.
Ranger Archetype
When you reach 3rd level, you choose to emulate the ideals and training of a ranger archetype, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 20th level.
Archetype Spells
Each archetype has a list of associated spells. You gain access to these spells at the levels specified in the archetype description. Once you gain access to an archetype spell, you always have it known. Archetype spells don't count against the number of spells you can prepare each day.
If you gain an archetype spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
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.
Agile Predator
At 6th level, you have the reflexes, speed, and senses of a wild beast.
You can use the Dash, Disengage, or Search action as a bonus action on your turn.
Deft Warrior
Starting at 11th level, focusing enhances your coordination to an exceptional level.
While focusing, you can add your Focus Die to the damage of a weapon attack twice per turn.
Mental Preparedness
At 14th level, you learn how to think swiftly and maintain composure in difficult situations.
At the beginning of combat, if you aren't incapacitated, you can enter into a state of focus without the use of your bonus action. If you are surprised, you can act normally on your first turn when you focus in this way.
Enhanced Senses
At 18th level, you gain preternatural senses that cumulatively act as a sixth sense.
Your inability to see a non-hidden creature does not impose disadvantage on or create advantage against you. You are aware of the location of any creature within 30 feet of you, provided you aren't incapacitated.
Ranger Archetypes
Across various terrains, rangers emulate archetypes whose members share a common set of abilities and outlooks on their place in nature and society. These members generally form a loosely organized conclave, the degree to which the ranger is involved varies depending on the archetype.
Nomadic Curator
Hear the rime of the ancient mariner See his eye as he stops one of three Mesmerizes one of the wedding guests Stay here and listen to the nightmares of the sea
And the music plays on, as the bride passes by Caught by his spell and the mariner tells his tale
Wandering from tribes to towns to civilizations, the Nomadic Curator observes and records history in the making, so that others might be protected from repeating the follies of today. However, this nomad is also a daring plunderer, delving into ruins in search of long-lost culture or ancient artifacts. In light of this, the Nomadic Curator is not above theft, petty or pivotal. They are part of a larger if not loosely affiliated conclave, each member carrying out their own mission.
Nomadic Curator Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nomadic Curator Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Nomadic Curator Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Comprehend Languages, Identify |
| 5th | Knock |
| 9th | Tongues |
| 13th | Fabricate |
| 17th | Legend Lore |
Eye for Detail
At 3rd level, you have a knack for picking out items that may be of significance to your objective.
As an action, you can learn the location of the most relevant object to you within 30 feet.
Once you use this feature, you must finish a long rest before you can use it again.
Redirection
At 7th level, you can see and manipulate a creature's flow of power.
If you have a free hand and a creature attempts and fails an unarmed attack, grapple, or shove against you, you can use your reaction to shove the creature prone. The creature must be your size or smaller.
Discerning Knowledge
At 10th level, you have a demanding interest in cultures past and present.
You can learn where a humanoid creature is from and what languages they can speak just by looking at them.
Thieving Strike
At 15th level, your attacks have pinpoint precision and accuracy. When you hit a creature with a weapon attack, you can force it to drop one item of your choice in its possession. The target must make a Strength or Dexterity saving throw against your spell save DC. On a failed save, it drops the object you choose.
As part of the same attack, if you have a free hand you can make a Dexterity (Sleight of Hand) check of DC 20. If you succeed, you can immediately grab the object and stow it. Otherwise the object lands at the creature's feet.
Once you use this feature, you must finish a short or long rest before you can use it again.
Master Appraiser
At 20th level, your experience identifying historical artifacts has reached a pinnacle.
You can now attune to up to four, rather than three, magic items at a time.
Nomadic Curator Background
Skill Proficiencies: History, Sleight of Hand
Tool Proficiencies: Disguise kit, forgery kit
Equipment: A forgery kit, a leather-bound diary, a bottle of ink, an ink pen, one trinket of special significance, and a set of traveler's clothes
Features and Characteristics: Choose one of Anthropologist, Archaeologist, or Charlatan
Hunter
Driven south to the land of the snow and ice To a place where nobody's been Through the snow fog flies on the albatross Hailed in God's name, hoping good luck it brings
And the ship sails on, back to the North Through the fog and ice and the albatross follows on
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the wilderness. As you walk the Hunter's path, you become adept at techniques to track and find your prey. With bow in hand, you learn to bring down the toughest of marks with unbridled relentlessness and clever positioning. Hunters have been known to band together into conclaves to form hunting parties.
Hunter Magic
Starting at 3rd level, you learn 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 can prepare.
Hunter Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Alarm, Faerie Fire |
| 5th | Invisibility |
| 9th | Clairvoyance |
| 13th | Mordenkainen's Faithful Hound |
| 17th | Swift Quiver |
Hunter's Mark
At 3rd level, you are a master of navigating the natural world.
You choose a creature within 120 feet and that you know the exact location of, mystically marking it as your quarry. Alternatively, you can mark a creature by studying its tracks for at least 10 minutes.
You always know the exact distance and direction towards your mark as long as it's on the same plane of existence as you, and your mark cannot be hidden from you except by divination magic. The mark lasts for 8 hours.
Once you use this feature, you must finish a long rest before you can use it again.
Quick Trap
At 7th level, you learn to infuse your traps with magic.
Whenever a hostile creature is within 10 feet of you, you may use your reaction to magically throw and set a hunting trap in an attempt to ensnare them. When used this way, your hunting trap uses your spell save DC for the Dexterity saving throw and Strength checks.
You must use your action to retrieve the hunting trap before you can use this feature again.
Swift Maneuver
At 10th level, you are an agile occupant of forests.
Your Dexterity (Acrobatics) checks to see if you can perform acrobatic stunts, including dives, rolls, somersaults, flips, etc., always succeed.
Fearless Hunting
At 15th level, you bow to no foe.
While wielding a ranged weapon, you can make opportunity attacks with a piece of ammunition as if it were a melee weapon. Its damage die for this attack is a d4, and the attack deals your ranged weapon's damage type.
Additionally, choose one of the following:
Close Quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
No Quarter. Your ranged weapon attacks ignore half cover and three-quarters cover.
Evasion
At 20th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm 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.
Hunter Background
Skill Proficiencies: Acrobatics, Survival
Tool Proficiencies: One type of artisan's tools
Languages: One common language of your choice
Equipment: A set of artisan's tools (one of your choice), a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Features and Characteristics: Choose one of Guild Artisan or Outlander
Monster Slayer
The mariner kills the bird of good omen His shipmates cry against what he's done But when the fog clears, they justify him And make themselves a part of the crime
Sailing on and on and north across the sea Sailing on and on and north 'til all is calm
You have been mutated, formed and trained to hunt down creatures of the night and wielders of grim magic. A Monster Slayer seek out aberrations, evil fey, fiends, monstrosities, and other creatures that would threaten decent people, typically in exchange for a promised fee. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. They belong to moderately sized conclaves, represented by a beast, that produce mutants for the greater good of civilization.
Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Monster Slayer Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Thunderwave |
| 5th | Aganazzar's Scorcher, Darkvision |
| 9th | Slow |
| 13th | Death Ward |
| 17th | Hold Monster |
Preparation
At 3rd level, your knowledge of rare and forgotten creatures is prodigious.
You can learn about a non-humanoid creature when you succeed on an Intelligence (Investigation) check into any traces it has left or inquire about it from someone who can give an accurate description of its characteristics.
You learn the following about the creature: its general name, type, size, alignment, resistances, immunities, vulnerabilities, and any special traits.
Once you use this feature, you must finish a long rest before you can use it again.
Pirouette
At 7th level, your motions and positioning in combat resemble a dance.
Using your reaction, you can add +2 to your AC when a creature attacks you. This bonus lasts for the rest of its turn.
Meditation
At 10th level, you find yourself in quiet meditation before the slaying begins.
When you take a short rest, you remain alert to danger and you can change an amount of prepared spells equal to your Wisdom modifier.
Two Swords
At 15th level, you are known for carrying two swords, using one or the other depending on the foe.
Your attacks with silvered weapons now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, when you use the Attack action and attack with a melee weapon, you can use a bonus action to attack with a hand crossbow you are holding. Being within 5 feet of a hostile creature doesn't impose disadvantage on this attack.
Decoctions
At 20th level, you can make powerful potions from the bodies of non-humanoid creatures you have slain.
You can spend 10 minutes after slaying a creature harvesting materials to make a decoction. The creature must have flesh, teeth, blood, or some other corporeal matter in order to harvest.
At the end of a long rest, you can spend 10 minutes preparing a decoction, selecting one special trait and a resistance or immunity from the creature that you want it to bestow.
You can use your action to drink a decoction. Its effects last for 1 hour. You can have two decoctions prepared at once. You can only be under the effect of one decoction at a time.
Monster Slayer Background
Skill Proficiencies: Investigation, Insight
Tool Proficiencies: Alchemist's supplies, playing card set
Equipment: A set of alchemist's supplies, a set of playing cards, a medallion representing your conclave, a set of traveler's clothes, and a belt pouch containing 10 gp
Features and Characteristics: Choose one of Far Traveler or Mercenary Veteran
Beast Master
The albatross begins with its vengeance A terrible curse a thirst has begun His shipmates blame bad luck on the mariner About his neck, the dead bird is hung
And the curse goes on and on at sea And the curse goes on and on for them and me
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. A Beast Master has no conclave, relying solely on their companion for assistance.
Beast Master Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Beast Master Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Beast Bond |
| 5th | Animal Messenger, Beast Sense |
| 9th | Catnap |
| 13th | Polymorph |
| 17th | Awaken |
Companion's Bond
At 3rd level, while wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend.
You can spend 1 hour and use gathered herbs to summon a primal beast from the wilderness. Through this encounter, friendship can arise from successful use of the Animal Handling skill, the Animal Friendship spell, or through some other means at your discretion.
If the resulting bond is strong enough, you gain a primal beast companion that accompanies you on your adventures and is trained to fight alongside you. You decide whether it is a Beast of the Air or the Earth, and you determine its appearance. You can change these characteristics at the end of a long rest. The beast shares your alignment and you can give it personality characteristics of your choice.
Ranger's Companion
Your animal companion gains a variety of benefits while it is linked to you.
Companion's Ability. Add your Wisdom ability modifier to the beast's AC and attack rolls, as well as to any saving throws and skills it is proficient in.
Companion's Health. The beast's hit point maximum is equal to five times your ranger level. The beast can spend your hit dice during a short rest.
Companion's Insurance. If the beast has died within the last hour, you can use your action to touch it and expend your highest level spell slot or an equivalent amount of spell slots in level. The beast returns to life after 1 minute with all its hit points restored. You must finish a long rest before the beast can accompany you into combat again.
Companion's Action. The beast obeys your commands as best as it can.
- It takes its turn on your initiative.
- On your turn, you can verbally command the beast where to move (no action required by you).
- You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action.
- If you don't issue a command, the beast takes the Dodge action.
Companion's Reaction. If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. You and your beast companion share your reaction.
Companion's Focus. While you are focusing, the beast also receives its benefits.
Beasts in Arms
At 7th level, whenever an attacker that you and your companion can see hits you or your companion with an attack, you can use your reaction to halve the attack's damage against yourself or your companion.
Alternatively, whenever you or your companion must make a saving throw and can see the other, you or your companion can use your reaction to gain advantage on the saving throw.
Pet Pal
At 10th level, your understanding of animals attains a mystical quality.
You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
Strength in Numbers
At 15th level, your companion can repeat the same action you verbally commanded it to take last turn (no action required by you).
Wonder Twins
At 20th level, when you cast the Polymorph spell targeting yourself, you can also affect your companion with the spell if you are within 5 feet of each other. Your companion must also make concentration checks, and if either you or your companion fails their check, the other fails as well.
You and your companion must select different forms when you cast the Polymorph spell. Your companion can make two attacks or multiattack when you use your bonus action to command it to attack.
Once you use this feature, you must finish a long rest before you can use it again.
Beast Master Background
Skill Proficiencies: Animal Handling, Performance
Tool Proficiencies: One type of musical instrument
Languages: All monstrous languages
Equipment: A musical instrument (one of your choice), a lucky rabbit foot, a set of common clothes, and a belt pouch containing 10 gp
Features and Characteristics: Choose one of Entertainer or Folk Hero
Mariner
"Day after day, day after day We stuck nor breath nor motion As idle as a painted ship upon a painted ocean Water, water everywhere and All the boards did shrink Water, water everywhere nor any drop to drink."
The Mariner archetype embodies a life of hardship and exploration. They scour the open seas, looking to do battle with danger that lies in depths unfathomable. While the Mariner is most comfortable thrill-seeking in endless water, they are no stranger to life on land. The Mariner can be part of a conclave, though they tend to act independently of others, as self-reliance is the greatest virtue in tumultuous waves.
Mariner Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mariner Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Mariner Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Create or Destroy Water |
| 5th | Misty Step, Silence |
| 9th | Tidal Wave |
| 13th | Control Water |
| 17th | Maelstrom |
Nor Any Drop to Drink
At 3rd level, your time spent on seafaring ships has honed your physique and senses.
You gain a swimming and climbing speed equal to your normal speed and you can hold your breath for up to 10 minutes.
Additionally, magically created or manipulated water does not affect or damage you.
See His Eye
At 7th level, you can cast a curse with your eye.
As a reaction, if a creature is within 5 feet of you, you can force it to make a Wisdom saving throw using your spell save DC. The target must succeed on the Wisdom saving throw or become restrained until the end of your next turn.
Once you use this feature, you must finish a short or long rest before you can use it again.
On a Painted Ocean
At 10th level, the unpredictability of the sea has reinforced your balance.
You cannot be knocked prone while on a solid surface, and you cannot be grappled while in water.
Water, Water Everywhere
At 15th level, you have a strong affinity to the element of water.
Any magically created water within 100 feet of you does not vanish after the spell it is created by ends. You can dismiss the water as a bonus action.
Nor Sigh Nor Groan
At 20th level, you know speech to be a luxury underwater. You can ignore the verbal component of your ranger spells.
Mariner Background
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator's tools, vehicles (water)
Equipment: A set of navigator's tools, a fishing tackle, a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp
Features and Characteristics: Choose one of Fisher or Sailor
Dark Knight
"One after one by the star dogged moon Too quick for groan or sigh Each turned his face with a ghastly pang And cursed me with his eye Four times fifty living men (And I heard nor sigh nor groan) With heavy thump, a lifeless lump They dropped down one by one."
Dark Knights are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Dark Knight ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. Other Dark Knights are distrustful of each other and thus only cooperate or exchange information very rarely.
Dark Knight Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dark Knight Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Dark Knight Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Cause Fear, Feather Fall |
| 5th | Darkness |
| 9th | Feign Death |
| 13th | Greater Invisibility |
| 17th | Mislead |
Covert
At 3rd level, to conquer fear you must become fear. You can use the Hide action as a bonus action on your turn.
Impression
At 7th level, as a symbol you can be incorruptible.
As a reaction, if a creature is within 5 feet of you, you can force it to make a Wisdom saving throw using your spell save DC. The target must succeed on the Wisdom saving throw or become frightened of you. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you must finish a short or long rest before you can use it again.
Secret
At 10th level, it's not who you are underneath, but what you do that defines you.
You can magically appear as a noble to everyone except for those you choose. You cannot change the appearance of your illusion once you decide on it. This disguise can only be seen through with divination magic.
Ambuscade
At 15th level, you have the drive to do great or terrible things.
You have advantage on initiative rolls, and you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
Imperceptible
At 20th level, you are reborn and molded in the darkness.
You can attempt to hide even while being observed.
Additionally, while in darkness, you are invisible to any creature that relies on darkvision, tremorsense, or blindsight to locate you in that darkness.
Dark Night Background
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Poisoner's kit
Languages: Undercommon
Equipment: A poisoner's kit, a bag of caltrops, a set of dark common clothes including a hood, and a belt pouch containing 10 gp
Features and Characteristics: Choose one of Criminal or Smuggler
Horizon Walker
The curse it lives on in their eyes The mariner he wished he'd die Along with the sea creatures But they lived on, so did he
And by the light of the moon He prays for their beauty not doom With heart he blesses them God's creatures all of them too
Then the spell starts to break The albatross falls from his neck Sinks down like lead into the sea Then down in falls comes the rain
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Horizon Walker Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Protection from Evil and Good, Sanctuary |
| 5th | Mirror Image |
| 9th | Sending |
| 13th | Dimension Door |
| 17th | Teleportation Circle |
Thinking with Portals
At 3rd level, you are knowledgeable about environments in the planes.
You have advantage on Intelligence (Nature) and Wisdom (Survival) checks while in the inner and outer planes.
Spectral Defense
At 7th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle.
When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Detect Portal
At 10th level, you gain the ability to magically sense the presence of a planar portal. You detect the distance and direction to the closest planar portal within 1 mile of you.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
Distant Strike
At 15th level, you gain the ability to pass between the planes in the blink of an eye.
Once per turn when you take the Attack action, you can teleport up to 10 feet before your attack to an unoccupied space you can see.
Seeing Beyond
At 20th level, your journeys through planar realms has blessed you with sight to combat the forces hidden in them.
You have truesight out to a range of 30 feet.
Horizon Walker Background
Skill Proficiencies: Arcana, Intimidation
Languages: Celestial, Primordial
Equipment: A component pouch, a signet, banner, or seal representing your conclave, one set of traveler's clothes, and a pouch containing 10 gp
Features and Characteristics: Choose one of Far Traveler or Knight of the Order
Heralded Scion
Now the curse is finally lifted And the mariner sights his home Spirits go from the long dead bodies Form their own light and the mariner's left alone
And then a boat came sailing towards him It was a joy he could not believe The pilot's boat, his son and the hermit Penance of life will fall onto him
And the ship it sinks like lead into the sea And the hermit shrives the mariner of his sins
Heralded Scions are the product of humans intermingling with elvish blood across millennia. Eventually, a descendant is produced that is bound by fate to lead men out of darkness in a time of great crisis. A Heralded Scion's ancestry produces virtuous yet subtle abilities that grants them longevity and the command of nations. Due to the exceptional circumstances of their birth, Heralded Scions have no conclave, though they have the aegis of kindred elves.
Restriction: Humans Only
Only humans and half-elves can choose the Heralded Scion archetype. Such a lineage is bounded only to the fates of men.
Heralded Scion Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Heralded Scion Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Heralded Scion Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Command |
| 5th | Find Steed, Warding Bond |
| 9th | Spirit Guardians |
| 13th | Aura of Life |
| 17th | Scrying |
Athelas
At 3rd level, you know blessings forgotten by time immemorial.
Using your action, you can heal another creature by using up to half your current amount of hit dice.
Once you use this feature, you must finish a long rest before you can use it again.
Foresight
At 7th level, you have visions of the future.
As a reaction, you can ignore all advantage against you and disadvantage you have until the end of your next turn.
Once you use this feature, you must finish a short or long rest before you can use it again.
Ancestral Will
At 10th level, you can resist the influence of the greatest of evils. You can't be frightened.
Anduril
At 15th level, you receive a legendary heirloom possessed by your ancestors.
You can choose to deal radiant damage instead of your weapon's regular damage type when you attack with a longsword.
Additionally, when you successfully attack a creature with a longsword, instead of doing damage you can choose to cast Banishment on it without expending a spell slot.
Once you use this feature, you must finish a long rest before you can use it again.
Return of the King
At 20th level, your fateful majesty has manifested and is apparent to all.
You can project a protective aura. Whenever a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Heralded Scion Background
Skill Proficiencies: Persuasion, Religion
Languages: Elvish, Halfling
Equipment: A component pouch, an ornate silver ring, a set of traveler's clothes, and a pouch containing 10 gp
Features and Characteristics: Choose one of Inheritor or Noble
Warden
The mariner's bound to tell of his story To tell this tale wherever he goes To teach God's word by his own example That we must love all things that God made
And the wedding guest's a sad and wiser man And the tale goes on and on and on
Those who emulate the Warden archetype are protectors and conservators of nature. A Warden gives service to powerful druids to protect places of power and observe a given territory. They are generally more passive than other rangers, though being blessed by nature, they are still very capable fighters. A Warden is cooperative towards others in their conclave, though they are still territorial to one degree or another.
Warden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Warden Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Entangle, Find Familiar |
| 5th | Moonbeam |
| 9th | Plant Growth |
| 13th | Blight |
| 17th | Wrath of Nature |
Imbued
At 3rd level, magical essence from a druidic place of power imbues your life force.
You can meditate on a quarterstaff for an hour. Upon finishing, the quarterstaff has a permanent Shillelagh effect unless the quarterstaff is out of your possession for an hour. You can use your quarterstaff as a spellcasting focus.
Additionally, any pebbles you touch have a Magic Stone effect until touched by another creature.
Elemental Distraction
At 7th level, you can command natural forces such as wind, vines, mud, or water to assist your allies.
As a reaction, you can use the Help action up to 30 feet away from your target. Once you use this feature, you must finish a short or long rest before you can use it again.
Warden Talk
At 10th level, you have a deep connection with the domain you are tasked to ward.
You can magically communicate with plants as if you shared a common language, asking them about events in their area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
Forest's Blessing
At 15th level, you can call on natural forces to heal a creature in need.
Using a bonus action, you can attempt to stabilize a downed creature you can touch by making a Intelligence (Nature) check of DC 15. If you succeed, the creature is stabilized and any amount in excess of the DC gives the creature hit points equal to that amount.
Once you use this feature, you must finish a short or long rest before you can use it again.
Natural State
At 20th level, your mind has become acclimated to the poise of nature.
You can concentrate on up to two different spells at once. Concentration for both spells are lost on a failed save throw. You can voluntarily end concentration on one spell without ending concentration on the other.
The combined level of the spells cannot exceed 5th level. For example, you can concentrate on a 3rd level spell and a 2nd level spell but not on two 3rd level spells.
Once you use this feature, you must finish a long rest before you can use it again.
Warden Background
Skill Proficiencies: Medicine, Nature
Languages: Druidic, Sylvan
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, and a pouch containing 10 gp
Features and Characteristics: Choose one of Hermit or Sage
Appendix A: Beasts
Beast of the Air
Small Beast, Neutral
- Armor Class 13
- Hit Points equals five times your ranger level
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
- Saving Throws Dex +3, Con +1, Wis +2
- Skills Perception +2, Stealth +3
- Senses darkvision 60 ft., passive Perception 12
- Languages understands the languages you speak
- Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Shred. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 +3 slashing damage.
Beast of the Earth
Medium Beast, Neutral
- Armor Class 12
- Hit Points equals five times your ranger level
- Speed 40 ft.; climb or swim 40 ft. (your choice when you bond with the beast)
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
- Saving Throws Dex +2, Con +2, Wis +2
- Skills Perception +2, Stealth +2
- Senses darkvision 60 ft., passive Perception 12
- Languages understands the languages you speak
- Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Actions
Maul. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 +2 slashing damage.
Appendix B: Revisions
Feats
Dual Wielder (optional)
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You can draw a second weapon after you take the Attack action with a different weapon and still engage in two-weapon fighting.
Spells
Swift Strike
5th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (two melee weapons)
- Duration: Concentration, up to 1 minute
You transmute two melee weapons so they weigh almost nothing.
On each of your turns until the spell ends, when you engage in two-weapon fighting, you can use your bonus action to attack twice.
You can use two-weapon fighting even when the one-handed melee weapons affected by this spell aren't normally light.
If either of the weapons leaves your possession, the spell ends.
The
Ranger
Remade