Keen ranger

by DarkLurker

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The Keen Ranger v.1.1

Ranger

Ranger Class Details

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 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, 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 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 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.

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 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.

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.

Keen Ranger Table
Level Proficiency Bonus Features Keen Die 1st 2nd 3rd 4th 5th
1st +2 Keen die, Explorer 1d4
2nd +2 Spellcasting, Keen Mark, Fighting styles 1d4 2
3rd +2 Ranger Archetype, Traveler 1d4 3
4th +2 Ability Score Improvement 1d4 3
5th +3 Extra Attack 1d6 4 2
6th +3 Roving 1d6 4 2
7th +3 Ranger Archetype feature 1d6 4 3
8th +3 Ability Score Improvement, Land stride 1d6 4 3
9th +4 1d8 4 3 2
10th +4 Tireless, Fade away 1d8 4 3 2
11th +4 Ranger Archetype feature, keen mark improvement 1d8 4 3 3
12th +4 Ability Score Improvement 1d8 4 3 3
13th +5 1d10 4 3 3 1
14th +5 Feral senses 1d10 4 3 3 1
15th +5 Ranger Archetype feature 1d10 4 3 3 2
16th +5 Ability Score Improvement 1d10 4 3 3 2
17th +6 1d12 4 3 3 3 1
18th +6 Roving Improvement 1d12 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 4 3 3 3 2
20th +6 Enemies Slayer 1d12 4 3 3 3 2

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 from Cartographer's tools, Herbalism Kit, Leatherworker's Tools, Navigator's Tools, Woodcarver's Tools

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




Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A ranged weapon and a quiver with 20 according ammunition

Keen die

1st-level ranger feature


Beginning at first level, you gain the keen die. This die changes as you gain ranger levels, as shown in the Keen die column of the ranger table. Your keen die enhances various abilities as a ranger, but you can never apply this die twice to the same roll.


Starting also at first level, choose one of your skill proficiencies, when you make a check using that skill, you can add your keen die to the roll.

You can change the skill chosen here anytime another feature gives you the ability to use your keen die to the same skill.

Explorer

You are a master of maneuvering the natural world. Starting at 1st level you gain the following benefits:

You add your keen die to any Nature or Survival and as part of naturaly beeing an explorer, you can do Wisdom (nature) checks instead of inteligence (nature) checks, also you choose one favored terrain, each providing the following benefits:


Arctic Mountains

You gain resistance to cold and fall damage.

Coastal Swamplands

You gain resistance to poison damage. Additionally, you can hold your breath for up to 10 minutes before you begin suffocating.

Arid Deserts

You gain resistance to fire damage. Additionally, you do not need to make Constitution saving throws to resist gaining levels of exhaustion caused by traveling long distances.

Wildwood

You gain advantage on Wisdom (perception) checks based on sight. Additionally, you can move stealthily while moving at a normal pace.

Underdark

You gain resistance to poison damage. Additionally, you gain darkvision to a range of 60 feet. If you already have darkvision, your darkvision range increases by 30 feet.

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 Spells Rules for the general rules of spellcasting and the Spells Listing 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 cure wounds, 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

Spellcasting Focus

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your ranger spells.

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Keen Mark

(The spell Hunter’s mark is modified as part of this ranger's revision)


Beginning at second level, you can call on your bond with nature to mark a creature, you cast the hunter’s mark spell as a bonus action, using a first level slot or higher and Wisdom is your spellcasting ability for it. You use it without requiring concentration and obeying the keen die table for damage, the duration is equal to your wisdom modifier in hours (minimum of 1 hour)


When you reach 11th level your Keen Mark improves, the range for to apply the mark is doubled, If there is no target marked by your keen mark, you can mark a target as part of your attack action and also, as a reaction, you can immediately transfer your mark to a different creature when the current one dies.

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.

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.


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.

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 +1 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.

Ranger Conclave

At 3rd level, you choose a Ranger Conclave that you strive to emulate. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.

Conclave Spells

Each conclave has a list of its conclave spells that you gain at the ranger levels noted in the conclave description. Once you gain a conclave spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a conclave spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Traveler


Beginning at 3rd level, you can take the dash action as a bonus action.

Also whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to 10 companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). Your ranger training allows you to guide others at a fast pace through every land.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.


Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Roving

6th-level ranger feature, you are an unsurpassed explorer and survivor.


Your walking speed increases by 5 feet and you gain a climbing speed and a swimming speed equal to your walking speed.

























Land’s Stride

Starting at 8th level, moving through any difficult terrain costs you no extra movement. You can also pass through non magical 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, your extensive wanders have trained your body to endure extreme feats, you gain proficiency in constitution saving throws and whenever you finish a short rest, your exhaustion level, if any, is decreased by one.

Fade Away

Starting at 10th level, you have mastered the art of staying hidden, when making dexterity (stealth) checks, you can add your Keen die to the roll.


Feral Senses

At 14th level, your connection to nature makes you aware of all life forms around you.


You gain blindsight and tremorsense, both with a range of 15 feet.


This makes you aware of the location of any creature within that radius, provided that you are not both blinded and deafened.

Roving Improvement

When you reach 18th level in this class, nothing can hold you back, even when magic is used.


Your walking speed increases by 5 feet and your movement becomes unaffected by spells and any other magical Effects that would reduce your speed or cause you to be Paralyzed or Restrained.

You can also use a bonus action to automatically escape from nonmagical restraints, such as Manacles or a creature that has you Grappled.

Enemies Slayer


20th-level ranger feature


At 20th level, you become an unparalleled hunter of your enemies. You add your wisdom modifier to attack and damage rolls against enemies marked with your keen mark feature.


Also, once per short rest, you can, as a reaction, make an attack that hits the target of your keen mark feature, to be a critical hit.




































































The following spells expand the ranger spell list:

Level Spell
1st Entangle, Purify Food and Drinks, Feather Fall
2sd Aid, Gust of wind, Magic weapon, Enhance ability, Warding bond
3rd Meld into stone, Tongues, Create Food and Water
4th Death ward, Dominate beast, Faithful Hound
5th Awaken, Greater restoration

Ranger Conclaves


Overwatcher Conclave

This conclave of Watchers and lurkers oversees entire regions and settlements, they specialize in scouting and recon without being seen or heard, and when they can’t get to places themselves, the use of their allied familiar gets the job done, experts in hidden knowledge about nature and it’s exploits they use everything they learn to their advantage.

Over watcher magic


You learn an additional spell when you reach certain levels in this class, as shown in the Overwatcher Spells table

Level Spell
3rd Find familiar, Alarm
5th Invisibility, Beast sense
9th Sending, Nondetection
13th Arcane Eye, Locate creature
17th Scrying, Commune with nature

Ranger Familiar


Beginning at 3rd level, the material components for the spell Find familiar can be substituted for 15 minutes gathering natural plants and herbs.

Also, while looking and hearing through your familiar, you use your Intelligence, Wisdom, and Charisma scores, and you still retain the benefits of any special senses that the familiar has.

Lurker

By 3rd level, your extensive lurking and watching have trained you to be the best at what you do.


You are able to take the stealth action as a bonus action and you gain proficiency in your choice of perception or stealth ability checks. You can add your keen die to checks using the chosen skill.

Precision

Starting at 7th level, you sight becomes keen and precise, distinguishing fine details and imperfections on enemies defenses.


You and your familiar can see up to 1 mile away with no difficulty, being able to discern even fine details as though looking at something no more than 100 feet away from you.

Also, once per turn, if your are hidden from a creature, the first attack you make against that creature, you can roll one extra damage die from the weapon you used, when you reach 11th level, you can roll two extra damage dies, and when you reach 15th level you can roll three extra damage dies.

Sentry

At 11th level, your bond to your ranger familiar deepens


The range to issue commands to your Ranger Familiar becomes 1000 feet, and it never has disadvantage on perception checks that rely on sight.

Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks, as you rely on your familiar to help you see.

Watcher’s gaze

When you hit 15th level, your vision and awareness expand to unnatural reaches


As an action, you can let yourself see into and through solid matter, invisible creatures and into the ethereal plane, for 1 hour, this vision has a range of 30 feet and can be used through your ranger familiar. Once you use this feature, you can not use it again until you finish a long rest.

Sharpshooter Conclave

The training of the ranged combat is not for all people, and sometimes even the best of archers and ranged combatants can achieve what the sharpshooter conclave can. This conclave of rangers specialize in various ways of ranged combat and its implications, using everything at their disposal to their advantage, even when something cannot be achieved via regular training, their skills allow them to dip into magic to even better their combat.

Sharpshooter spells

You learn an additional spell when you reach certain levels in this class, as shown in the Sharpshooter Spells table

Level Spell
3rd Faerie fire, Hail of Thorns
5th Spider Climb, Cordon of Arrows
9th Haste, Conjure Barrage
13th Dimension Door, Guardian of Nature
17th Hold Monster, Swift Quiver

Careful scout

Starting at 3rd level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action. You also gain proficiency in your choice of Perception, Investigation, or Survival skill, and you can add your keen die to checks using the chosen skill.

Unwavering Aim

Also at 3rd level, your aim becomes deadly and sharp.

On your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding and that is also marked by your keen mark feature. Once per turn as part of your first hit, the attack deals additional damage to the target equal to your current Keen Die.

Precise Aim

Starting at 7th level your aim becomes precise and true

Your ranged attacks ignore half and three-quarters cover, also attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Close-Quarters Shooting

At 11th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.

Muscle Memory

Starting at 15th level, the action to shoot becomes second nature to you.


If you hit two shots against the same target, you can immediately make a third shot, only against the same target, as your body is already set to hit and used to repetition.

Tempestuous Conclave

The wrath of nature can be devastating, and the storm is one of the purest forms of destruction it can weave. But not everyone fears it, some might even ally themselves with nature, but never really control it. The rangers at this conclave excels at allying themselves with the tempests and storms, using lightning magic, they can sometimes be as destructive as nature itself, and thus changing themselves to be the heart of the storm and the storm to be their hearts.

Tempestuous spells

You learn an additional spell when you reach certain levels in this class, as shown in the Tempestuous Spells table

Level Spell Gained
3rd Witch Bolt, Zephyr strike
5th Shatter, Pass Without trace
9th Lightning bolt, lightning arrow
13th Storm Sphere, Freedom of Movement
17th Control Winds, Steel Wind strike

Static electricity

Starting at 3rd level, your attacks build up static electricity on your foes.


After you hit a creature with any weapon attack in the last minute, when you hit that creature again, once per turn, you can choose to deal an extra 1d6 lightning damage. When you reach 11th level in this class, the extra damage increases to 2d6.

Tempest soul

Beginning at 3rd level, the essence of electricity is inherently buried within you, and you can rapidly harness its power.


You know the shocking grasp cantrip, also when you deal damage from your keen mark feature, you can choose to that damage be lightning damage, instead of the weapon's damage type, you declare your choice before you deal the damage.

Shocking conduct

When you reach 7th level the storm calls upon you to be its conductor.


Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra lightning damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8

Lightning step

By 11th level your magical connection to the primal aspects of nature has allowed you to exert certain control and resistance over it.


You gain resistance to lightning and thunder damage and also you have a flying speed equal to your walking speed, but this benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Split the sky

At 15th level, tempest and storm rage against your foes at your command, and your control


As an action, you can use your weapon to make an attack against the sky itself, as a lightning arcs from your weapon calling a cloud of vengeance against your enemies in a radius of 120 feet around you. Until the end of your next turn, when you or your allies are hit by an attack roll or suffer damage, within the radius, the enemy creature that made the attack gets hit by a bolt that deals 5d10 lightning damage if it fails a dexterity saving throw against your spell DC or half as much on a success, each creature can only get hit once by this feature during its turn, no matter how many targets it hits, doing multiple attacks or Area of Effects. When you use this action, you can’t do it again until you finish a long rest.

The Keen Ranger

Art credit in order

Cover Art: Kekai Kotaki

Figure Autor
Figures 1;2 and 3 Wizards of the Coast (PHB)
Figure 4 (pg6) Fantasy Pics Inc
Figure 5 (pg7) Pathfinder PFRPG d20 fantasy
Figure 6 (pg8) Fantasy Pics Inc
 

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