My Documents
Become a Patron!
PHB Ranger Reloaded
\pagebreakNum ## Core Class Design Notes The PHB ranger class thematic narrative lists the characteristics defining the identity “pillars” of the ranger, which can be summarized as follow: * A familiarity with natural environments and wildlife, allowing to live an independent and solitary life. * A predator-like hunter, with a focus on speed and stealth. To me, that’s what a ranger is, at least in the classical way. The PHB ranger attempts to do that, but the core class implementation of combat and exploration are too narrow and specific, and the stealth aspect come into play at later levels and in much limited ways. This variant thus tries to remain true to these pillars, while solving the issues. This variant is inspired from the discussions between the members of the subreddit [u/DnD5CommunityRanger](https://www.reddit.com/r/DnD5CommunityRanger/collection/c71bf10f-a47a-4441-ac1b-3b6f5a804ebe/), but not exclusively so. The design issues they identified with the PHB ranger have been taken into account into developing this variant, notably: * Natural Explorer can remain as a thematic feature but needs to be more versatile. Favored Enemy should be replaced with another combat feature. * The ranger should have a unique role in combat, different than the one of the fighter, paladin and rogue. That should be seen in a specific and unique core combat mechanic. * A greater number of known spells is needed if the ranger remains a known caster. * The ranger is a skill-intensive class and some help toward that could be beneficial. * The ranger is an adequate fighting class, but anincrease in damage output per round is needed in the second/third tier to maintain parity with other martial classes. * The other current feature have good elements, but most need to be reworked or combined together with new ones to make the class a worthwhile one until 20th level. Lastly, rather than being a tank with significant single-hit damage dealing ability, the ranger is seen as a reliable hitter who focuses on dispatching a single target at a time. This aligns nicely with the idea of the predator, and forms the backbone reasoning for developing this variant. ### Basic Class Features Changed longbow to any kind of ranged weapons, to account for ranger characters of small stature who may want to use a shortbow, or even a sling. Added one tool proficiency of the player's choice, as well as the corresponding tool kit among the starting equipment. ### Hunter's Quarry This feature replaces Favored Enemy. Along with Pressing the Attack (10th level) and Slaying Strike (20th level), it sets the fighting identity of the ranger as a predator and mimics the idea of "marking a target": tracking, use of stealth to get close, "pouncing" on the unsuspecting quarry to get an advantage early in the fight and **focusing on it until dispatched**. The attack bonus it grants is calibrated with the *magic weapon* spell. ### Changes to Natural Explorer The changes proposed reflect the major complaints about the original feature, i.e. that it trumps the environmental pillar too much while being limited too limited in its application. The proposed list of benefits apply to all terrain types and even to other situations. Includes a variant of the Canny feature of the [UA Class Features Variants](https://dnd.wizards.com/articles/unearthed-arcana/class-feature-variants), with which the ranger gets two additional languages as well as proficiency in up to two more skills (to a maximum of 5), closing the gap with the rogue's Scout archetype (who has 6 skills). ### Changes to Fighting Style It is proposed to have Great Weapon Fighting replace Dueling, since the former gives a fighting style compatible with spears and quarterstaff, weapons that are suitable for rangers from more humble origins. Furthermore, Dueling is applicable only when using weapons with the finesse property, which does not correspond well with the classical ranger identity. ### Changes to Spellcasting The complains about the ranger spellcasting feature are the fact that he is a known caster (thus with a locked set of spells) and the reduced number of known spells (up to 16 spells at 20th level) compared to the paladin (a prepared caster with 21 to 25 spells at 20th level). One change often proposed is to make the ranger a prepared caster. However, the classical ranger is not perceived as a wood priest; rather, his spells are like tools and skills he picked up along the way. Another possible change is to give 5 more spells to each archetype (like for the paladin), but only grants an even greater list of locked spells. Consequently, this homebrew rather proposes to: 1. Make the ranger a ritual caster. 2. Grant him an additional set of five ritual spells of his choosing (see the Primeval Connection feature). Furthermore, the Hunter and Beast Master archetypes also receive 5 spells each, to have those archetypes equal to the XGtE archetypes. Thus, this ranger variant has a total of 21 known spells. ### Primeval Connection This feature replaces Primeval Awareness, and is somewhat based on the Primal Awareness features found in the [UA Class Features Variants](https://dnd.wizards.com/articles/unearthed-arcana/class-feature-variants). Of the 7 spells proposed for the UA variant, five are rituals, but the list is fixed. The proposed feature offer greater flexibility, since it lets the ranger choose up to any five rituals, and not necessarily one per spell level. ### Feral Swiftness This proposed feature exemplify the natural quickness of motion of predators. The basic speed is increased by 5 feet (like the **Fleet of Foot** benefit of the wood elves). And a bonus action can be taken to swiftly move in and out of combat. \pagebreakNum ### Changes to Hide in Plain Sight The original feature is basically rewritten in a simplified way. It combines the bonus action to Hide from the original Vanish with the **Mark of the Wild** benefit of the wood elves. While this again duplicates a benefit of the wood elves, it makes sense for a ranger used to live in the wilds. ### Pressing the Attack This feature adds a reaction to make an additional attack against a target you have previously hit, enhancing the ability of the ranger to dispatch a "marked" target. Thus, this feature grants a third attack in a round (or even a fourth attack, when fighting with two weapons), increasing the damage output per round in the third tier. ### Changes to Vanish The bonus action to Hide of the original feature is replaced with a magical power to become invisible for a short period of time, boosting the feature's usefulness. ### Changes to Feral Senses The original feature is modified to make a direct reference to blindsight, rather than imply the ability through a description. The ability to detect the presence of invisible creature is also clarified. \columnbreak ### Slaying Strike This feature replaced For Slayer as the class capstone. It grants the ability to turn any weapon attack that hits into a critical hit, with an added bonus when the target has already been hit in the current round. ### Changes to Hunter's Mark In the RAW, HM is deemed an absolute must to all rangers, used as the main damage dealing source. Due to it requiring concentration, very few other spells end up being selected and used. This suggests that HM is overpowered, or fill an important feature niche of the ranger. Hunter's Quarry (and related features) are designed to help fill that niche. Other damage dealing concentration spells from the ranger list last for short period of time. *Hail of thorns* last until damage has been dealt, while *ensnaring strike* deals damage for no more than 1 minute. With its very long duration and its transferability to other targets, HM is a unique outlier. The spell description specify a use for tracking, which suggest that the long duration should rather be tied to tracking and reaching the quarry. The spell could them provide a short combat benefit. The modified HM still apply the extra damage to all your successful attacks, but is limited to single round.
\pagebreakNum ## PHB Ranger Reloaded v1 Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales. Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. ### Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization – humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. ### Independent Adventurer Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first – and possibly the last – line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways. \columnbreak ### Creating a Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain – perhaps by the some monster that you then started to hunt? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer? #### Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background. ## Class Features As a ranger, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per ranger level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st #### Proficiencies *(revised)* ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** Herbalism kit, or one artisan's tools. ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival #### Equipment *(revised)* 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 set of tools in which you are proficient. - A simple or martial ranged weapon and 20 pieces of ammunition with container. \pagebreakNum
##### PHB Ranger Reloaded | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Hunter's Quarry, Natural Explorer | — | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — | | 3rd | +2 | Ranger Archetype, Primeval Connection | 3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — | | 5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — | | 6th | +3 | Hunter's Quarry improvement, Feral Swiftness,
Natural Explorer improvement | 4 | 3 | 2 | — | — | — | | 7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | — | — | — | | 9th | +4 | — | 6 | 4 | 3 | 2 | — | — | | 10th | +4 | Hide in Plain Sight, Pressing the Attack | 6 | 4 | 3 | 2 | — | — | | 11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — | | 13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Hunter's Quarry improvement, Feral Senses | 8 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — | | 17th | +6 | — | 10 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Vanish | 10 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Slaying Strike | 11 | 4 | 3 | 3 | 3 | 2 |
### Hunter’s Quarry *(new)* ***Replaces Favored Enemy*** Your experience hunting prey and fighting against various creatures taught you how to put pressure on a target and strike decisively in a fight. Beginning at 1st level, you gain a +1 bonus to any weapon or melee attack roll against a surprised creature. At 6th level, once per round you may add the attack bonus to your attack roll when you make a weapon or melee attack against a creature you hit during the previous round. You may use this benefit a number of times equal to your Wisdom modifier (minimum of once). You regain the expended uses after you finish a short or long rest. At 14th level, the attack bonus increases to +2. ### Natural Explorer *(rewritten)* You are exceptionally skilled at navigating and surviving in the wilds, and have extensive experience wandering the world. You gain the following benefits. \columnbreak #### Canny You gain proficiency in one of the skills listed in the **Proficiencies** section above. If you are already proficient in the chosen skill, your proficiency bonus is doubled for any ability check you make using that skill. You also gain proficiency in one additional language. At 6th level, you may select another proficiency from the above list in which to gain proficiency (or for which to double the proficiency bonus), as well as select another language. #### Explorer You gain advantage on saving throws or ability checks against weather, wilderness and dungeon hazards. And when foraging, you always find at least enough food and water to sustain yourself. #### Tracker You may attempt to move silently when moving or traveling at a normal pace. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. \pagebreakNum #### Look-out You remain alert to danger even when you are engaged in another activity (such as tracking). Futhermore, you do not suffer from the -5 penalty to your Passive Wisdom (Perception) score when moving or traveling at a fast pace. ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You cannot 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 *(replacement)* When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### 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. The general rules of spellcasting govern the spellcasting by the rangers and the ranger spell list indicates which ones are available. #### Spell slots The PHB Ranger Reloaded table shows how many spell slots you have to cast your ranger 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 slots available, you can cast animal friendship using either slot. #### Spell Knowns 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 PHB Ranger Reloaded 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. \columnbreak #### 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
#### Ritual Casting *(added)* You can cast a ranger spell as a ritual if that spell has the ritual tag. ### Ranger Archetype At 3rd level, you choose to emulate the ideals and training of a ranger archetype. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. #### Archetype Spells *(added)* Each archetype has a list of associated spells. You learn these spells at the levels specified in the archetype description. If you learn an archetype spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you. That spell doesn't count against the number of ranger spells you know. ### Primeval Connection *(new)* ***Replaces Primeval Awareness*** Your experience in the wilds gradually evolve in a deeper connection with your environment and nature itself. When you reach 3rd level, and again at 5th, 9th, 13th and 17th level, you learn one additional spell which you must select among the ranger spells having the ritual tag. Each of these spells must be of a level for which you have spell slots. You may cast those spells as a ritual or using a spell slot. When you gain a level in this class, you can choose one of those rituals and replace it with another ritual from the ranger spell list. Those spells don't count against the number of ranger spells you know and must be of a level for which you have spell slots. ### 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. \pagebreakNum ### Feral Swiftness *(new)* At 6th level, your reflexes have been honed through survival in the wilds and now you can move and act swiftly in combat. You gain the following benefits: * Your speed is increased by 5 feet. * As a bonus action, you may take the Dash or Disengage action during your turn. ### Land's Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. ### Hide in Plain Sight *(revised)* Starting at 10th level, you have honed your ability to hide and sneak in almost any conditions and now have the following benefits. * You may add your Wisdom modifier to your Stealth checks. * You can chose to Hide as a bonus action on your turn. * You can attempt to hide even when you are only lightly obscured by dim light, foliage, heavy rain, falling snow, mist, and other natural phenomena. > ##### Note for wood elven rangers > This feature duplicates the wood elven racial benefit Mask of the Wild. To compensate, DMs may consider giving to these characters advantage to hide when using this class feature. ### Pressing the Attack *(new)* When you reach 10th level, you have learned how to effectively maintain the pressure on your opponent during a fight. You can use your reaction to make a weapon or melee attack against a creature you hit during the current round. ### Feral Senses *(revised)* At 14th level, you gain preternatural senses that help you fight creatures you can't see. As long as you aren't deafened, you have blindsight with a range of 30 feet. As long as you aren't both blinded and deafened, 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. ### Vanish *(revised)* When you reach 18th level, you can use a bonus action to magically become invisible along with any equipment you are wearing or carrying until the start of your next turn. You can't use this benefit again until you finish a short or long rest. \columnbreak Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. ### Slaying Strike *(new)* ***Replaces Foe Slayer*** At 20th level, you instinctively know how to make killing strikes against any opponent. Once each round, when you hit a creature with a weapon attack, you may choose to inflict a critical hit instead. If you previously hit the creature with a weapon attack at least once during the current round, you can roll one additional weapon damage die when determining the extra damage for this feature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. ## Archetypes ### Hunter #### Hunter Magic *(added)* Starting at 3rd level, you learn an additional spell when your each certain levels in this class. For each level, you may choose one spell among the options shown in the Hunter Spells table. ##### Hunter Spell List | Ranger Level | Spell | |:------------:|:--------------------------------------------:| | 3rd | *entangle* or *shield* | | 5th | *blur* or *magic weapon* | | 9th | *elemental weapon* or
*protection from energy* | | 13th | *confusion* or *grasping vines* | | 17th | *hold monster* or *swift quiver* | ### Beast Master #### Beast Master Magic *(added)* Starting at 3rd level, you learn an additional spell when your each certain levels in this class, as shown in the Beast Master Spells table. ##### Beast Master Spell List | Ranger Level | Spell | |:------------:|:-----------------:| | 3rd | *beast bond* (1) | | 5th | *enlarge/reduce* | | 9th | *conjure animals* | | 13th and
17th | *dominate beast* and
*death ward* (2) | | 17th | *awaken* (3) |
(1) You can command the beast you bond to without taking an action. (2) At 13th level, select one of the spell. At 17th select the other. (3) An awaken companion can act on its own. \pagebreakNum ## Revised Spell #### Hunter's Mark *(revised, changes highlighted)* *1st-level divination* ___ - **Casting Time:** 1 bonus action - **Range:** 90 feet - **Components:** V - **Duration:** Concentration, up to 1 hour ___ You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. ~~If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.~~ *The spell terminates at the end of the round during which you first hit your target.* ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. \pagebreakNum
YES, this in another Ranger Variant
Like many others, I find the PHB ranger class to be lacking in features and the "fun factor" to play it. A lot of much better homebrewers than myself have prepared variants to the class, many of which are very creative and well thought. So, why spend the time, the effort and the risk of bad criticism to prepare this ranger variant, you might ask? Well, for the pleasure of flexing my creative muscle, for one. But also because I'm not overly seduced by any of them. So please, read, comment, criticize and playtest this variant, and [let me know](https://www.gmbinder.com/profile/phixium) how it turns out.
[WWW.GMBINDER.COM](https://www.gmbinder.com)
\columnbreak
##### Credits Various sources have been used to prepare this ranger variant. Thanks to the [r/DnD5CommunityRanger](https://www.reddit.com/r/DnD5CommunityRanger/) subreddit members for in-depth analysis on the ranger class issues and the recorded brainstorming sessions on how to solve them, as well as on their work to prepare the [Community Ranger](https://homebrewery.naturalcrit.com/share/ryMPs5KjB). The [Unearthed Arcana Class Features Variants](https://dnd.wizards.com/articles/unearthed-arcana/class-feature-variants) and the [Unhearthed Arcana Revised Ranger](https://dnd.wizards.com/articles/features/unearthed-arcana-ranger-revised) have also been sources of contemplation and inspiration, as well as various other homebrewed ranger variants too numerous to list here. Covert art: [dnd.wizards.com](https://dnd.wizards.com/dungeons-and-dragons/what-is-dnd/classes/ranger) Page 4 art: [wordpress](https://scruffygrognard.wordpress.com/2015/05/05/a-spell-less-ranger-for-5th-edition/)