The Spark of Creation
I am currently playing a Ranger, and I have noticed that some features seem...lacking. Underwhelming. Even with the new UA Class features coming out as official soon, it didn't fix what I felt were issues with the core class. So I started looking around, and found some ideas from homebrews.
This is a Ranger Rework that borrows ideas from two major sources, the Community Ranger and the Tweaked Ranger, as well as abilities from the Gloom Stalker subclass.
In short, I have made this a very customisable class, allowing players to create a unique Ranger suited to their ideas. Main focuses were on semi-druidic abilities as well as martial senses relating to exploration.
In my mind, Rangers are Martial Druids in two parts. One, they use a lot of nature based spells, and some players enjoy being able to have their Ranger throw spells around. Two, they are the best at exploration, at survival, and tracking down powerful prey. Unpopular opinion, I actually like Primeval Awareness -- who else will tell the party there are fiends and undead beyond the Paladin's senses? So I left it mostly unchanged from the "Tweaked Ranger".
You will find as you read through the abilities, it caters to both parties; those who like to use spells, and those who prefer to use their natural prowess.
This idea has given birth to the Primeval Guardians. Find their lore here
Find the Druids of the Primeval Circle here
Find magic items for the Primeval Guardians here
Links to the origin of the Idea
Here is the link the to the "Tweaked Ranger" https://www.gmbinder.com/share/-MDDysnDKpt1t89l4d-e https://www.gmbinder.com
And the Community Ranger https://www.reddit.com/r/DnD5CommunityRanger/
Primeval Guardian Ranger
Ranger
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Favoured Enemy and Terrain | — | — | — | — | — |
| 2nd | +2 | Slayer's Mark, Fighting Style, Spellcasting | 2 | — | — | — | — |
| 3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
| 6th | +3 | Greater Favoured Enemy and Additional Terrain | 4 | 2 | — | — | — |
| 7th | +3 | Archetype Feature | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement, Fleet Footed, Ranger Invocation | 4 | 3 | — | — | — |
| 9th | +4 | ——— | 4 | 3 | 2 | — | — |
| 10th | +4 | Tremorsense, Final Favoured Terrain, Additional Invocation | 4 | 3 | 2 | — | — |
| 11th | +4 | Archetype Feature | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | ——— | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Vanish, Druidic Arcanum, Final Favoured Enemy | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Archetype Feature | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ——— | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 2 | 2 |
| 20th | +6 | Master of the Land, Foe Slayer | 4 | 3 | 3 | 3 | 2 |
Class Features
Hit Points
Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields-
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
-
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Tools: None
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 longbow and a quiver of 20 arrows
FAVOURED ENEMY:
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy
Choose one option from: Beasts, Fey, two Humanoids (such as knolls and orcs), Monstrosities, or Undead.
You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.
Additionally, you have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence (History) checks to recall information about them.
You learn one language that they speak. If they don't have one, you may choose one to learn
FAVOURED TERRAIN:
You are a master of navigating the natural world, you react with swift and decisive action when attacked. Choose one of the following:
Artic: You no longer suffer from extreme cold conditions, and develop Cold Resistance.
Coast: You gain a swimming speed equal to your walking speed.
Desert: You no longer suffer from extreme heat conditions, and develop Fire Resistance.
Forest: You gain Expertise in Stealth or Perception.
Grasslands: You gain Expertise in Stealth or Investigation.
Mountains: You gain a climbing speed equal to your walking speed.
Swamp: You gain advantage on saving throws against poisons and disease, and develop Poison Resistance.
Underdark: You gain a burrowing speed equal to your walking speed.
While in your favoured terrain, you gain the following benefits:
You ignore difficult terrain.
When making an Intelligence or Wisdom check relating to this terrain, your proficiency bonus is doubled when using a skill you are proficient in.
In addition, you gain the following benefits when traveling for an hour or more:
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.
SLAYER'S MARK:
At 2nd level, you are able to magically mark a creature as your prey.
As a bonus action, you can target one creature you can see. 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 feature ends, you can use a bonus action on a subsequent turn of yours to mark a new creature without expending an additional use.
Alternatively, you can use an action to mark a creature, thereby extending the duration to 1 hour.
You can expend two uses of this feature to mark a creature for 8 hours, or three uses of this ability for 24 hours.
You can use this feature a number of times equal to your Wisdom modifier, and regain expended uses after a long rest.
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.
Defence:
While you are wearing armour, you gain a +1 bonus to AC.
Duelling:
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.
SPELLCASTING:
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much like a druid does.
You can prepare a number of spells to cast equal to half your ranger level + your Wisdom modifier.
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.
Preparing spells:
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.
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
PRIMEVAL AWARENESS:
Beginning at 3rd level, you can use your bonus action to focus your awareness on the region around you.
For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favoured Terrain): Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, and Undead, or if it’s a creature of your Favoured Enemy.
You know the general number of the creature types when you use this ability.
If the creature is a Favored Enemy, you know their general threat level (what their CR or level they are) and the general direction they are, relative to you.
You can use this feature a number of times equal to your Wisdom modifier.
You regain all expended uses after a long rest.
HUNTER ARCHETYPE:
At 3rd level, you choose an archetype that you strive to emulate. (I have only included the Hunter Archetype.)
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. These will be detailed at the end.
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.
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.
ADDITIONAL FAVOURED TERRAIN:
At 6th level you have begun exploring more of the world.
You can choose another Favoured Terrain from the list.
Try choose one that you have travelled in the campaign.
GREATER FAVOURED ENEMY:
At 6th level, you learn to hunt deadlier prey.
Choose between: Fey, Humanoids, Monstrosities, Undead, Aberrations, Celestials, Constructs, Dragons, Elementals, Fiends, or Giants.
You gain all the benefits against this chosen enemy that you normally gain against your Favoured Enemy, including an additional language.
Your bonus to damage rolls against all your Favoured Enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a Greater Favoured enemy.
FLEET FOOTED:
At 8th level, you can now Dash and Hide as a bonus action.
RANGER INVOCATIONS:
At 8th level, you have become so attuned to nature, you can choose between one of the following options:
Bond of the Beast:
Choose two spells from this list: Animal Friendship, Animal Messenger, Beast Bond, Locate Animals or Plants, Speak with Animals.
You can cast these two spells at will, without expending a spell slot, and you can replace your chosen spell with another from this list after finishing a long rest.
When you target a beast type creature with a spell or ability to charm it, it has disadvantage on its saving throw.
One with the Green:
Choose two spells from this list: Entangle, Goodberry, Barkskin, Locate Animals or Plants, or Speak with Plants.
You can cast these spells at will, without expending a spell slot, and you can replace your chosen spell with another from this list after finishing a long rest.
When a plant type creature targets you with an attack or saving throw before you have attacked it, the creature must make a Wisdom saving throw against your Spell Save DC, and choose a different target on a failure.
TREMORSENSE:
At 10th level, you become so attuned to the earth and ground upon which you travel.
You can gain Tremorsense in a 15ft radius sphere centred on yourself.
You can detect and pinpoint the origin of vibrations within the given radius. You and the source of the vibrations must be in contact with the same ground or substance.
Tremorsense cannot be used to detect flying or incorporeal creatures.
(NOTE: Tremorsense does not negate a creatures' stealth, it still requires a stealth check vs your perception check.)
As an Action, you can empower your senses to extend your Tremorsense to a 30ft radius sphere centred on you. This lasts for one hour, until your hit points are reduced to 0, or you use an Action to activate this effect again. If you are Incapacitated, the radius is reduced to 15ft.
You can use this feature a number of times equal to your Wisdom modifier (min 1) and regain all uses after a long rest.
FAVOURED TERRAIN:
At 10th level, you have explored new lands and have learned much.
You can choose one final option from the list, gaining the benefits listed.
ADDITIONAL INVOCATION:
At 10th level, you can choose one more Invocation.
Choose one between the following.
Inner Grove of Peace:
You gain the ability to channel natural energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equal half your ranger level.
As a bonus action, you can heal one creature you touch, spending dice from the pool. The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
When you heal a creature with this ability using three or more d6's, it can also end one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralysed, or Poisoned.
Your pool regains all expended dice when you finish a long rest.
Eyes of the Night:
You can cast the Darkvision spell on yourself at will, without expending a spell slot. If you already have darkvision, you can see through magical darkness as if it were normal darkness when you cast this spell, and have advantage against blinding effects for the duration of the spell.
VANISH:
By 14th level, you can no longer be tracked by nonmagical means.
DRUIDIC ARCANUM:
Starting at 14th level, your connection to the natural and spiritual world grants you a druidic boon, called an Arcanum.
Choose one 5th-level, 6th-level or 7th-level spell from the Druid or Ranger spell list as this Arcanum. After you finish a long rest, you can exchange the Druid or Ranger spell for another one of 5th, 6th, or 7th level.
You can cast your Arcanum spell once, without expending a spell slot.
You must finish a long rest before you can do so again.
If the spell is 6th or 7th level, you gain 1 level of Exhaustion as the energy required taxes your body.
FAVOURED ENEMY:
At 14th level, you have fought numerous types of creatures, learning from each of them.
You can choose one final Greater Favoured Enemy option from the list, gaining the benefits listed at 6th level.
FERAL SENSES:
By 18th level, you have honed your senses to a fine point.
Being unable to see a target no longer imposes disadvantage on your attack rolls against it.
Additionally, you gain one of the following abilities:
Blindsight: You gain blindsight to a range of 30ft, 15ft if you are Deafened or Incapacitated.
Blindsense: You are aware of any Invisible creatures within 15ft of you, provided that you aren't Incapacitated, Blinded or Deafened.
Primordial Warden:
You can cast the Absorb Elements spell a number of times equal to your Wisdom modifier without expending a spell slot, and regain all expended uses after a long rest.
You also learn the Conjure Minor Elemental and the Conjure Elemental spells. These spells count as Ranger spells and are always prepared, but do not count against the number of spells you can prepare.
Will of the Wild:
You gain proficiency in either Charisma, Intelligence, or Wisdom saving throws.
Additionally, as a Reaction, you can add or subtract your Wisdom modifier to any creature's saving throw or attack roll if they are within 60ft of you and you can see them.
Once you use this ability you can't use it again until you finish a long rest.
MASTER OF THE LAND:
At 20th level, you have become a master of all terrain.
You have become an expert in travel, and gain the following ability:
After travelling in a new terrain for one hour, it counts as your Favoured Terrain while you are in it, granting you the abilities or effects that the Favoured Terrain offers.
FOE SLAYER:
At 20th level, you are an unparalleled hunter, feared by creatures around the world – especially your Favoured Enemies. You gain the following abilities:
Focused Strike:
Once per turn, you can add your Wisdom modifier to an attack and damage roll.
You may do this a number of times equal to your Wisdom modifier (min 1), and regain expended uses after a long rest.
Nemesis Blow
Once per turn, when you deal damage against a Favoured Enemy, the damage dealt by your Greater Favoured Enemy feature is doubled.
You can use this effect a number of times equal to your Wisdom Modifier (min 1), regaining expended uses after a long rest.
Sharpened Attack:
Your attacks now score a critical hit on a 18-20.
Experienced Combatant:
In addition, you learn another fighting style from the fighting style options.
HUNTER ARCHETYPE:
HUNTER'S SENSE:
Whenever you mark a creature with your Slayer's Mark, you can choose to learn 1 of the following about that creature:
Their damage resistances, damage immunities or vulnerabilities.
If the target has multiple resistances, immunities, you learn 1 at random.
You can use this feature a number of times equal to your wisdom modifier, and regain expended uses after a long rest
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.
Dread Ambusher: At the start of your turn of each round, your walking speed increases by 10 feet, which lasts until the end of that turn. On your first turn of any combat, if you take the Attack Action on your turn, you can make one additional weapon attack as part of that action.
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.
Multi-attack Defence: When a creature hits you with an attack, you gain a +4 bonus to your 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 frightened.
Iron Mind: You gain proficiency in Wisdom saving throws.
Fade in Darkness: Enemies that rely on Darkvision to see you suffer disadvantage on Perception and Investigation checks to locate you while you are in darkness.
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 melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Stalker's Flurry: Once, on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. This does an extra 1d8 of the weapon's damage.
SUPERIOR HUNTER'S DEFENCE:
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 a 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.
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.
Primal Senses: As a reaction when forced to make a strength or dexterity saving throw, you can give yourself advantage on the roll.