HomeBrew Ranger, Including Two Subclasses
Level One
Hit Points-
Hit Dice: 1d10 per Ranger level
Hit Points at 1st l Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after level 1.
Natural Hunter:
You can spend eight hours and 50 gold to gain advantage when using int and wis skills on a certain creature type. You may start with a creature type of your choice including a language that they speak. Spending eight hours and 50 gold allows you to replace the creature type with a different one, but not the language. You can, however, pick two races instead of a creature type.
Natural Explorer:
You can spend eight hours and 50 gold to gain advantage when using int and wis skills in a certain landscape. You may start with a landscape of your choice. Spending eight hours and 50 gold allows you to replace that landscape with a different one. While traveling for an hour or more in your Favored terrain, you gain the following benefits:
- Difficult Terrain doesn't slow your group's Travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you Forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Starting Proficiencies:
You are proficient with the following items, in addition to any proficiencies provided by your race and background.
- Light Armor, Medium Armor, Shields.
- Simple Weapons, Martial Weapons.
- Trapper's Tools(A Homebrew Item)
- Saving Throws: Strength, Dexterity.
- Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Starting Equipment
You start with the following items, plus anything provided 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 Longbow and a Quiver of 20 Arrows
- Trapper’s Tools
Trapper's Tools
With these unique ranger’s tools, you can create traps such as: snares, bear traps, pit traps, and the classic “Scooby Doo” net trap. These tools include:
- a shovel
- 50ft of hempen rope
- 25ft of string
- a bell
- 10 stakes
- a net.
You can make your choice of either 1 pit trap, 3 snares, 2 bear traps, or 1 net trap. It costs 35 gold to replace everything except the shovel.
Level 2
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.
- 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.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Level 3
Ranger Archetypes
You can pick from one of four archetypes: Beast Master, Ambush Weaver, Gloom Stalker, and Swarm Master, and the other ones I’m really just covering Beast Master and Ambush Weaver.
Level 5
Extra attack: you can make two attacks instead of one on your action
Level 6
You can pick another favored enemy and terrain. To replace them it takes 8 hours and 50 gp per enemy and terrain. You gain +4 to bonus damage towards your favored enemies.
Level 8:
You can use your dash action as a bonus action on your turn. You gain +10 to your movement.
Level 10:
If you are not blinded or deafened you can sense invisible creatures within 30ft of you unless they are hidden. You cannot gain advantage against them, nor can you add any bonuses if they are your favored enemy, but you cannot get disadvantage on rolls made against them no matter the creature type.
Level 14:
You can add your wis mod to your damage rolls. Your bonus damage becomes a +6 to your favored enemies.
Level 20:
Your bonus damage becomes +12 to your favored enemies. You can move unhindered by any kind of difficult terrain. You gain +10 to your movement.
Archetypes:
The different Ranger Archetypes and paths.
Beast Master:
- Animal Companion: You gain an animal companion. You can determine what beast type creature you get with your DM. You spend 8 hours and 50 gold to either change this creature, bring it back to life even if you have none of the creature’s remains, or bring it into existence in the first place(You cannot just start with your companion when you turn level three). It adds your proficiency bonus to its rolls and AC. It gains hp each time you level up equal to 1d8 + your wis mod. You can see and hear through your companion the same as a wizard’s familiar by spending an action to do so, you are both blind and deaf when you do this. Your companion rolls for its own initiative and you can control its actions, movement, etc.
- At 5th level you and your companion can attack together if it can see you(when you make an attack your companion can use its reaction to make a melee attack).
- At 7th level your companion gets advantage on saving throws if it can see you.
- At 11th level your companion can make multiple attacks on chosen creatures within 5 feet of it using a different attack roll per attack.
- At 15th level your companion can use a reaction to half the damage it takes.
Ambush Weaver:
- Starting at level 3 you hide as a bonus action. Hiding for 10 minutes or more gives all creatures -10 to perception on finding you and you alone, you cannot hide party members. You can create traps and ambushes more effectively by gaining double proficiency to Trapper’s Tools and nets. You can see in dim light(if you already have dark vision you gain no sight-based benefits).
- At 5th level, your traps become more effective towards your favored enemies. Your favored enemies get disadvantage on discovering your traps. You can also camouflage objects that can fit in a 10ft cube(tent, cart, etc), being a DC of 10 + your wis mod + your proficiency bonus.
- At 7th level you can make traps more cost-effective, doubling the number of traps your Trapper’s Tools can make.
- At 11th level your favored enemies cannot escape your traps through magical means, creatures escaping your traps through magical means that are not your favored enemies must succeed on your trap DC using their spell modifier.
- At 15th level, you cannot be restrained. You add your dex modifier to your trap DC and add your wisdom modifier to stealth.
Ranger Point Spells/Abilities
Attacks
Ranged:
- 2 points-Multi shot: Can attack up to three fuckos with one bolt.
- 2 points-Exploding shot: Every creature in a 15ft radius makes a dex save or suffers the same damage as the guy you hit.
- 3 points-Elemental shot: Replace your damage with fire, acid, lightning, thunder, force, cold, poison and that should be it.
- 2 points-Piercing shot: Hit anything that is in a straight line of 30ft.
- 1 point-Grappling shot: Grappling hook as a bonus action(within 60ft of you that you can see)
- 3 points-Tangle shot: Slow enemies within a 20ft square to half movement, guy you hit makes a str save or is restrained.)
- 4 points-Taunt shot: Target gets disadvantage on all attacks made on creatures that aren't you.
- 4 points-Blink shot: It's blink but you hit the guy and come back next turn.
- 3 points-Blinding shot: Fuck off darkvision, you can't see until con save.
- 4 points-It's high noon fuckboy: add an extra damage dice.
- 4 points-Seeking shot: Only full cover works, now you know where the person is if you hit them for like 2 min.
Melee:
- 3 points-Elemental thing: Replace your damage with fire, acid, lightning, thunder, force, cold, poison and that should be it.
- 3 points-Spin thing: hit anything within 5ft of you(make an attack roll per creature)
- 2 points-Lunge: add 10ft to your melee attack
- 3 points-Tangle smack: Slow enemies within a 20ft square to half movement, guy you hit makes a str save or is restrained. You are not affected by this ability.)
- 3 points-make a melee attack, creature must make a con save or be poisoned(natural poisons only. Can also use same rules for common deadly plants)
Until dispelled abilities/timed abilities
- 1 point-Trip wire: It's just the spell alarm but you make a dex save or be prone if you pass through it.
- 2 points-Overgrowth: 50ft square leaves, half movement. 5 min.
- 1 point-Nature tent: Shelter for two until dispelled or cast again.
- 1 point or 8 hours-Prosper: Advantage on finding food or not getting lost in the woods. Can also make things grow like that one druid spell that makes things grow good in a mile radius for a year if you do the eight hours.
- 2 points-Bonfire: Fire but you don't use a spell or anything stupid like coal. lasts eight hours and has a 1.5 extra bright and dim light distance.
- 4 points-Grant Vision: Give up to one target creature 60ft of darkvision for 4 hours.
- 2 points-Cultivate: You can spend two points or 10 minutes and no points to create a 5ft square of one of three plants(Mushrooms, Bramble, Berry Bush). If a creature comes into contact with the Mushrooms they must make a con save against your spell dc or take 2d4 poison damage and be poisoned. Bramble counts as difficult terrain, if a creature of medium or small size enter the Bramble's square they must make a str save or be restrained. Berry Bush provides sustenance for up to two creatures.
Survival Points Per Level
| Level | Survival Points |
|---|---|
| 1st | - |
| 2nd | 4 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
| 6th | 8 |
| 7th | 9 |
| 8th | 10 |
| 9th | 11 |
| 10th | 12 |
| 11th | 13 |
| 12th | 14 |
| 13th | 15 |
| 14th | 16 |
| 15th | 17 |
| 16th | 18 |
| 17th | 19 |
| 18th | 20 |
| 19th | 21 |
| 20th | 22 |
Amount of Ranger Point Abilities
Wis mod attack based ones(min one), half wis mod(min 1) timed and until dispelled abilities.