Nerd Immersion Ranger Fix

by NerdImmersion

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Nerd Immersion Ranger Fix

Nerd Immersion Ranger Fix
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer
2nd +2 Beast Companion, Fighting Style, Spellcasting 2 2
3rd +2 Ranger Archetype, Nature's Sanctuary 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Favored Enemy Improvement, Land's Stride 4 4 2
7th +3 Ranger Archetype Feature, Evasion 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Vanish 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 Favored Enemy Improvement, Natural Fortitude 8 4 3 3 1
15th +5 Ranger Archeytpe 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 Foe Slayer 11 4 3 3 3 2

Class Features

See the Players Handbook.

FAVORED ENEMY

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of Favored Enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead.

You double your proficiency bonus for any ability checks based on tracking or recalling information about your Favored Enemy.

You add your proficiency bonus to any damage you deal to your Favored Enemy.

You choose one additional Favored Enemy at 6th and 14th level. At 6th level you can change one of your Favored Enemy types after you complete a long rest. At 14th level, you can change one of your Favored Enemy types after you complete a short rest.

NATURAL EXPLORER

You have advantage on Survival checks. Additionally you can move at a normal pace while following a trail and you can cut the time needed to find a lost trail in half (5 minutes in a dungeon, 30 minutes outdoors).

While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

BEAST COMPANION

At 2nd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower. You add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in (your beast companion is proficient in the same saving throws and skills as you). Its hit point maximum is equal to your Hit Point maximum. Like any creature, it can spend Hit Dice during a short rest to regain hit points (it has a number of Hit Dice equal to your level in this class for the purposes oh healing on a short rest).

In combat, the beast shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take that Attack, Dash, Disengage, Help, Hide, or Search action. The beast cannot benefit from the Multiattack feature if it has it.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself.

If the beast dies, you can spend 8 hours communing with nature to restore your beast companion to life.

FIGHTING STYLE

See the class feature in the Player’s Handbook.

SPELLCASTING

See the class feature in the Player’s Handbook.

RANGER ARCHETYPE

See the class feature in the Player’s Handbook.

NATURE'S SANCTUARY

When you reach 3rd level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your ranger spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

ABILITY SCORE IMPROVEMENTS

See the class feature in the Player’s Handbook.

EXTRA ATTACK

See the class feature in the Player’s Handbook.

LAND’S STRIDE

Starting at 6th 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.

EVASION

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.

VANISH

Starting at 10th 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.

NATURAL FORTITUDE

By 14th level, your prolonged exposure to the elements has boosted your physical endurance. You gain proficiency in Constitution saving throws.

Additionally, you can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march.

FERAL SENSES

See the class feature in the Player's Handbook.

FOE SLAYER

At 20th level, you consider all creature types to be your Favored Enemy.

RANGER ARCHETYPES

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

HUNTER

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 Entangle
5th Magic Weapon
9th Haste
13th Greater Invisibility
17th Hold Monster

HUNTER’S PRAY

See the class feature in the Player's Handbook.

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.

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.

MULTIATTACK

See the class feature in the Player's Handbook.

SUPERIOR HUNTER’S DEFENSE

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

Hunter’s Ward. You are immune to poison and disease and the poisoned condition.

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.

Iron Will. You cannot be charmed or frightened.

BEAST MASTER

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 Warding Bond
9th Aura of Vitality
13th Dominate Beast
17th Awaken

IMPROVED COMPANION

Starting at 3rd level, you can bond with a beast with a challenge rating of 1 or lower.

EXCEPTIONAL TRAINING

When you choose this archetype at 3rd level, you teach your beast companion tricks that are fueled by special dice called trick dice.

Tricks. You teach your beast companion three tricks of your choice, which are detailed under “Tricks” below. Many tricks enhance an attack in some way. You can use only one trick per attack.

You learn 1 additional trick of your choice at 7th, 11th, and 15th level.

Trick Dice. You have four trick dice, which are d6s. A trick die is expended when you use it. You regain all of your expended trick dice when you finish a short or long rest.

You gain another trick die at 7th level and one more at 15th level.

Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick’s effects. The saving throw DC is calculated as follows:

Trick save DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice)

SHARE SPELLS

Beginning at 3rd level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 10 feet of you.

POTENT ALLY

Starting at 7th level, you can bond with any Large or smaller beast with a challenge rating as high as 2.

In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

PET'S PROWESS

Starting at 11th level, your trick dice increase to d8s.

Additionally your beast companion is treated as having the Evasion ability.

STRENGTH OF THE PACK

Startins at 15th level, your beast companion benefits from your Favored Enemy and Natural Explorer features.

Additionally the range of your Share Spells feature extends to 30 feet.

TRICKS

The tricks are presented in alphabetical order.

Body Slam! When your beast companion hits a creature with a melee attack, you can expend one trick die to attempt to drive the target back. You add the trick die to the attack's damage roll and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, your beast companion pushes the target up to 15 feet away from it.

Fetch! When your beast companion hits a creature with a melee attack, you can expend a trick die to attempt to have your beast companion take an item of your choice that the target is holding. You add the trick die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, your beast companion successfully takes the object you chose.

Go For The Eyes! When your beast companion hits a creature with an attack, you can expend one trick die to attempt to blind the target. You add the trick die to the attack’s damage roll, and the target must make a Constitution saving throw. On a failed save, it is blinded until the end of your next turn.

Go For The Throat! When your companion hits a creature with a melee attack, you can expend a trick die and add the result of the die to the attack's damage roll. When you do so the creature must make a Constitution saving throw. On a failed save, the creature is incapable of forming speech or casting spells with a verbal component until the end of your next turn.

Guard! As a reaction when an ally is hit by an attack, you can expend a trick die to have your beast companion use its reaction to move to an ally within 30' and take the damage for them, causing that ally not to take the damage. Instead, your beast companion takes the damage. The damage taken is reduced by the roll of the trick die.

On My Mark! When you take the Attack action on your turn, you can forgo one of your attacks aiding your beast companion's strike. When you do so, you expend one trick die. Your beast companion's next attack is made with advantage, adding the trick die to the attack's damage roll.

Protect Me! If you are the target of a melee attack and your beast companion is within 5 feet of you, you can use your reaction and expend a trick die. Your beast companion uses its reaction and you add the roll of the trick die to you AC until the start of your next turn.

Search and Rescue! On your turn, you can use a bonus action and expend one trick die to have your beast companion revive an ally. When you do so, choose a friendly creature within 30 feet of your beast companion that is at 0 hit points. Your beast companion moves to that creature and that creature gains hit points equal to the trick die roll + your Wisdom modifier.

Sic 'Em! When your beast companion hits a creature with an attack, you can expend two trick dice and then add to the damage roll.

Take Down! When your beast companions hit a creature with a melee attack, you can expend one trick die to attempt to knock the target down. You add the trick die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, your beast companion knocks the target prone.

Track! As a bonus action, you can expend one trick die. Your beast companion adds the roll to their next Survival check to find or follow a trail.

Watch Out! When your beast companion is damaged by an attack, you can use your reaction and expend one trick die to reduce the damage it takes by the number rolled on the trick die + your beast companion's Dexterity modifier.

We Heal as One! As a bonus action on your turn you can expend a trick die if your beast companion is within 30 feet. You and your beast companion regain hit points equal to the trick die roll + your Wisdom modifier.

Baldur's Gate 3 Update / Variant

With the early access of Baldur's Gate 3 being upon us, the team behind it made some interesting changes to the Ranger class for the purposes of the game. I'm not sure if I prefer what I've provided here or the concepts I have based on Baldur's Gate 3's ranger, so I present a variant that based on your feedback, might become the new "Nerd Immersion Ranger"

Pursuit

(This replaces Favored Enemy at level 1).

You have focused your skills into a specific area of study and your skills reflect that. Choose from 1 of the following:

  • Beast Tamer: Gain proficiency in Animal Handling and you can cast the Find Familiar spell as a Ritual.
  • Bounty Hunter: Gain proficiency in Investigation and you learn Thieves' Cant. Creatures have disadvantage to escape your grapple checks.
  • Dragonslayer: Gain proficiency in Nature and you have advantage on saving throws against being frightened.
  • Greenspeaker: Gain proficiency in Nature and you can cast Entangle once a long rest. Wisdom is your spellcasting ability for this spell.
  • Keeper of the Veil: Gain proficiency in Arcana and you can cast Protection from Evil and Good once a long rest. Wisdom is your spellcasting ability for this spell.
  • Mage Breaker: Gain proficiency in Arcana and when you damage a creature concentrating on a spell, they have disadvantage on their Constitution saving throw.
  • Ranger Knight: Gain proficiency in History and heavy armor.
  • Sanctified Stalker: Gain proficiency in Religion and you can cast Shield of Faith once a long rest. Wisdom is your spellcasting ability for this spell.

I'm still unsure if there should be additional choices at later levels, similar to Favored Enemy, but given that this seems stronger than Favored Enemy overall I'm not sure. I didn't add in any flavor text yet, as I'm not sure if this should be expanded or not. If I was going to expand it, I'd make it clearly tied to a specific type of creature (beasts, humanoinds, dragons, etc.) but I'd need to remove some options that don't have a direct correllation like Ranger Knight or Mage Breaker. If I did that, I'd add advantage on all checks made to track and recall information about them. Possibly add proficiency bonus in damage as well.

Natural Explorer

(This replaces the existing Natural Explorer feature at level 1.)

  • Mariner (oceans/coast): You gain proficiency with navigator's tools and vehicles (water).
  • Moutaineer (mountains): Gain resistance to fall damage and climbing doesn't cost you extra movement.
  • Trailblazer(forest/grasslands): You gain proficiency with cartographer's tools and herbalism kit.
  • Wasteland Wanderer: Desert - You have resistance to fire damage.
  • Wasteland Wanderer: Swamp - You have resistance to poison damage.
  • Wasteland Wanderer: Tundra - You have resistance to cold damage.

Again, not sure if like the standard Natural Explorer from base ranger you should gain additional options as you level up. Seems a little much as you could gain potentially 3 damage resistances, which seems like a lot. Also not sure if this should be more like standard Natural Explorer (adding things like bonuses to tracking, movement, etc. through these areas).

Foe Slayer

(this replaces the existing Foe Slayer feature at level 20.)

At level 20, you add your Wisdom modifier to your attack and damage rolls.