Tasha's Ranger

by dracodruid

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Tasha's Ranger

Version 6.0

Compiled and revised by DracoDruid [@GMBinder | @Reddit]

Format: DIN A4

Class Features

As a ranger, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one type of artisan's tools, one musical instrument, or the herbalism kit
  • Languages: Two languages of your choice; check with your DM before choosing an exotic language

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor, (b) chain shirt, or (c) scale mail
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • two melee weapons
  • a ranged weapon and a fitting container with 20 pieces of ammunition

Canny Explorer

You have a natural talent to roam the world and safely guide others through its deep forests and forgotten ruins. You gain the following benefits:

Canny. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Forager. When you forage, you find twice as much food and water as you normally would. Even if you fail, you still find enough food and water to sustain one person for one day.

Look-out. You don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace, and even when you are engaged in another activity while traveling — such as foraging, navigating, or tracking — you remain alert to danger.

Pathfinder. Difficult terrain doesn't slow your travel, and you have advantage on Intelligence (Nature) checks to identify Wilderness and Dungeon Hazards (such as Quicksand, Thin Ice, or Brown Mold).

Scout. You can move stealthily while traveling at a normal pace.

Swift Tracker. You can track while traveling at a fast pace, and finding a trail only takes 1 minute in a confined area such as a dungeon, or 10 minutes outdoors.

Guide. You can guide the travel for a group of up to six creatures. While guided by you, your group can move stealthily while traveling at a normal pace and difficult terrain doesn't slow your group's travel.

Favored Foe

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.


Design Notes

This compilation is based on the new optional feature from Tasha's Cauldron of Everything.

However, I took some of the community's comments into consideration as well as addressing a few feature issues not touched by either Tasha's or previous UA revisions (2nd paragraph of Feral Senses, Foe Slayer being utterly underwhelming), and also merged Canny with my version of Natural Explorer instead of completely replacing it, as I still think that it is a great thematic feature (even if many groups don't bother with travel)

I also revised both Hunter and Beastmaster as they are still missing archetype spells, and the new Primal Beast Companions basically gutted 7th level Exception Training. And to top it off, I added "+ PB" to the Primal Beast Companions' passive Perception as it was clearly forgotten by WotC.

Finally, I made a few additions of myself here and there to round out the class – mainly starting proficiencies and equipment, as well as a new capstone feature.

I didn't add feature enhancements such as Martial Versatility, as those should be included for all corresponding classes not just the ranger.

If you like this revision, feel free to check out my full Ranger revision The Focused Ranger as well as my other homebrews on GMBinder.

Tasha's Ranger v6.0 | by DracoDruid (@GMBinder | @Reddit)

— Spell Slots per Spell Level —

The Focused Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Canny Explorer, Favored Foe
2nd +2 Fighting Style, Foe Slayer, Spellcasting 2 2
3rd +2 Primeval Awareness, Ranger Archetype 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Roving 4 4 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 Tireless 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 Vanish 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 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Apex Predator 11 4 3 3 3 2

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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. On your turn, you can draw or stow an additional weapon.

Foe Slayer

At 2nd level, you have learned to spot and exploit weaknesses in your enemy's defense.

Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Tasha's Ranger v6.0 | by DracoDruid (@GMBinder | @Reddit)

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.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells known of 1st level and higher

You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier


Spell attack modifier = your proficiency bonus +
your Wisdom modifier

Primal Awareness

Beginning at 3rd level, you can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
Ranger Level Spell
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Ranger Archetype

Also at 3rd level, you choose to emulate the ideals and training of a ranger archetype. Many rangers of the same archetype form so called Conclaves, loose organizations aimed to focus, guide, and further the knowledge and training of their shared philosophy.

Your archetype choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement

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

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Roving

At 6th level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

In addition, you can take the Dash or Disengage action as a bonus action on 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.

Tireless

Starting at 10th level, you can use an action to give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Vanish

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

In addition, as a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tasha's Ranger v6.0 | by DracoDruid (@GMBinder | @Reddit)

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see.

You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Apex Predator

At 20th level, you learned how to act with incredible speed.

Once per round, after another creature has taken its turn, you can take a special action. You can use this special action to move up to half your movement speed and take either the Attack (one weapon attack only), Cast a Spell, Dash, Disengage, Hide, Search, or Use an Object action.

If you are surprised at the start of an encounter, you are not surprised but you do not gain this extra action in the first round of combat.

Ranger Archetypes

The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.

Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.

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 know.

Beast Master Spells
Ranger Level Spell
3rd find familiar
5th healing spirit
9th conjure animals
13th guardian of nature
17th insect plague

Primal Beast Companion

Beginning at 3rd level, you can magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block — Beast of the Land, Beast of the Sea, or Beast of the Sky — which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Mythic Bond

Beginning at 7th level, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Bestial Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks.

Superior Beast Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

In addition, when the beast is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Tasha's Ranger v6.0 | by DracoDruid (@GMBinder | @Reddit)



Beast of the Land

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses Darkvision 60 ft., passive Perception 12 + PB
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

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. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.


Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.



Beast of the Sea

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 5 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses Darkvision 60 ft., passive Perception 12 + PB
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.


Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.



Beast of the Sky

Small beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to 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)

  • Senses Darkvision 60 ft., passive Perception 12 + PB
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.


Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

Tasha's Ranger v6.0 | by DracoDruid (@GMBinder | @Reddit)

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 ogres and hordes of orcs to towering giants and terrifying dragons.

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 know.

Hunter Spells
Ranger Level Spell
3rd heroism
5th enhance ability
9th protection from energy
13th death ward
17th greater restoration

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being charmed, frightened, or possessed.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

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

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

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Tasha's Ranger v6.0 | by DracoDruid (@GMBinder | @Reddit)

 

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