The Ranger Remade
Contents
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Preface
This is my interpretation of the Ranger. If you think there could be an improvement made somewhere, 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)
Female Archer by Donglu Yu (p. 7)
Celestial by Johanna Rupprecht (p. 8)
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: 3.0
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, Ambuscade
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, Mentally Prepared
Rangers are the ultimate survivors. They have grit and can pull through most any situation. Their toughness and instincts keep them alive.
Key Features: Focus, Quick Healer
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 | 2 | d4 | 2 | — | — | — | — |
| 3rd | +2 | Polyglot, Ranger Archetype | 2 | d4 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | d4 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 3 | d6 | 4 | 2 | — | — | — |
| 6th | +3 | Agile Predator | 3 | d6 | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Archetype feature | 3 | d6 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | d6 | 4 | 3 | — | — | — |
| 9th | +4 | — | 4 | d6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Mentally Prepared | 4 | d6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Deft Warrior | 4 | d8 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | d8 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 5 | d8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Ambuscade | 5 | d8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Archetype feature | 5 | d8 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 5 | d8 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 6 | d10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Enhanced Senses | 6 | d10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 6 | d10 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Ranger Archetype feature | 6 | 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 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 simple weapons
Natural Explorer
You are a master of navigating the natural world. You ignore extra movement costs from difficult terrain, climbing, and swimming.
Additionally, you are particularly familiar with an archetypal natural environment and are adept at traveling and surviving in such regions. Choose a terrain archetype: air, earth, or water. You have advantage on Intelligence (Nature) and Wisdom (Survival) checks while in terrains matching your archetype.
- Air. Forest, grassland, and swamp.
- Earth. Cave, desert, and mountain.
- Water. Arctic, coast, and sea.
Quick Healer
You heal abnormally fast. At the end of a short rest, when you roll a Ranger 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
Starting 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, or affected by an impairing condition:
- You have advantage on Wisdom (Perception) checks and Wisdom saving throws.
- You can add 1d4 to the damage of a successful weapon attack once per turn. The damage die increases as you level.
- 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 is considered a spell and lasts for 1 minute. It doesn't count against the number of spells you can prepare each day. It ends early if you are incapacitated or if you choose to end it (no action required).
You can use this feature twice. The amount of times you can focus increases as you gain levels in this class. 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. 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
Polyglot
By 3rd level, your travels have exposed you to new cultures and peoples. You learn a language of your choice.
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, 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 prepared. 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.
Hunting Trance
Your archetype allows you to enter into a trance to use special techniques. Each Hunting Trance option provided by your archetype explains how to use it.
When you use your Hunting Trance, you choose which option to use. You must then finish a short or long rest to use your Hunting Trance again.
Some Hunting Trance effects require saving throws. When you use such an effect from this class, the DC equals your ranger spell save DC.
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.
Mentally Prepared
At 10th 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.
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 any successful weapon attack.
Ambuscade
At 14th level, you learn how to act swiftly and deal deadly strikes at unaware prey. You have advantage on initiative rolls, and you have advantage on attack rolls against creatures that have not yet acted.
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 your attack rolls against it or grant the creature's attacks 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.
Hunter
Emulating the Hunter archetype 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 beasts to unnatural monstrosities. You are skilled in restraining and maneuvering around your quarries, whittling their willpower down while overwhelming them with your own.
Hunter Expertise
You are an expert on beasts, monstrosities, and traps. You have advantage on Intelligence checks to recall information about them. You can use your spell save DC in place of any AC or DC related to hunting traps or nets.
Hunter Magic
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 | Hunter's Mark |
| 5th | Pass without Trace |
| 9th | Nondetection |
| 13th | Locate Creature |
| 17th | Commune with Nature |
Hunting Trance: Adrenaline Rush
As an action, you enter into an adrenaline fueled state, using your Hunting Trance. For 10 minutes, your ability checks to cling to suitably large creatures always succeed and you ignore the effects of exhaustion.
Hunting Trance: Focused Determination
As an action, you can achieve an unparalleled will to succeed, using your Hunting Trance. For 1 minute, you can re-roll a missed weapon attack once per turn.
Skirmisher
At 7th level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
Evasion
At 15th 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's Tenacity
At 20th level, your tenacity in hunting prey knows no bounds.
You can cast Hunter's Mark without expending a spell slot. The quarry of your Hunter's Mark spell remains under its effects until you cast it on a different creature.
Once you use this feature, you can't use it again until you finish a long rest.
Horizon Walker
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 celestials and elementals—that work to preserve life and the order of the planes.
Horizon Walker Expertise
You are an expert on celestials, elementals, and the inner and outer planes. You have advantage on Intelligence checks to recall information about them. You have advantage on Intelligence (Nature) and Wisdom (Survival) checks while in the inner and outer planes.
Horizon Walker Magic
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 |
| 5th | Blur |
| 9th | Sending |
| 13th | Banishment |
| 17th | Teleportation Circle |
Hunting Trance: Planar Sense
As an action, you can attune yourself to the planar realms, using your Hunting Trance. For 1 hour, you detect the distance and direction to the closest planar portal within 5 miles of you.
Hunting Trance: Planar Weapon
As an action, you can imbue one weapon or piece of ammunition that you are holding with planar energy, using your Hunting Trance. For 1 minute, you add your Wisdom modifier to attack rolls made with your planar weapon (with a minimum bonus of +1).
Any imbued weapon that is thrown or ammunition that is expended instantly teleports through the path it would have normally traveled. You can teleport your planar weapon back into your hand at any time (no action required). Your planar weapon deals force damage for the duration.
You can end this effect on your turn as part of any other action. If you are incapacitated, this effect ends.
Distant Strike
At 7th 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.
Spectral Defense
At 15th 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.
Seeing Beyond
At 20th level, your journeys through the planes has blessed you with sight to combat hidden forces.
You have truesight out to a range of 60 feet.
Appendix
Spell List
1st Level
- Absorb Elements
- Alarm
- Animal Friendship
- Beast Bond*
- Comprehend Languages+
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Ensnaring Strike
Fog Cloud- Goodberry
- Hail of Thorns
- Hunter's Mark*
- Jump
- Longstrider
- Purify Food and Drink+
- Revivify Beast*
- Silent Image+
- Snare
- Speak with Animals
- Thunderous Smite+
- Zephyr Strike
2nd Level
- Animal Messenger
- Barkskin
Beast Sense- Blindness/Deafness+
- Blur+
- Cordon of Arrows
- Darkvision
- Enhance Ability+
- Find Traps
- Gentle Repose+
- Healing Spirit
- Invisibility+
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Mirror Image+
- Pass without Trace
- Protection from Poison
- See Invisibility+
- Silence
- Spider Climb+
- Spike Growth
3rd Level
- Catnap+
- Conjure Animals
- Conjure Barrage
- Daylight
- Dispel Magic+
- Feign Death+
- Flame Arrows
- Lightning Arrow
- Major Image+
- Nondetection
- Plant Growth
- Protection from Energy
- Speak with Plants
- Tongues+
- Water Breathing
- Water Walk
Wind Wall
4th Level
- Conjure Woodland Beings
- Dominate Beast+
- Elemental Bane+
- Freedom of Movement
- Giant Insect+
- Grasping Vine
- Greater Invisibility+
- Guardian of Nature
- Hallucinatory Terrain+
- Locate Creature
- Stoneskin
5th Level
- Commune with Nature
- Conjure Volley
- Mislead+
- Steel Wind Strike
- Swift
QuiverStrike* - Tree Stride
- Wrath of Nature
Spell Additions and Revisions
Beast Bond (Revised)
1st-level divination
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (rare herbs and incense worth 10 gp, which the spell consumes)
- Duration: Instantaneous
You establish a link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's CR is 1/8 or higher.
The beast acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. The beast can't attack, but it can take other actions as normal.
While the beast is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through the beast's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the beast has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one beast bonded to you at a time.
Hunter's Mark (Revised)
1st-level divination
- Casting Time: 1 bonus action
- Range: 120 feet
- Components: V
- Duration: 10 minutes
You choose a creature within range and that you can see, mystically marking it as your quarry.
Until the spell ends or you cast it on a different creature, 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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's duration is extended: 1 hour (2nd level), 4 hours (3rd level), 8 hours (4th level), 24 hours (5th level).
Revivify Beast
1st-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (rare herbs and incense worth 50 gp, which the spell consumes)
- Duration: Instantaneous
You touch a beast that has died within the last 24 hours. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.
Swift Strike
5th-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You draw upon natural forces to fortify your combat speed.
Until the spell ends, you can use a bonus action on each of your turns to make two weapon attacks. These weapon attacks do not benefit from a Fighting Style. If engaged in two-weapon fighting, you can make these attacks as part of the same bonus action you use to make the attack with your other hand.