The Ranger Nobody Asked For

by crazyfuton

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The Ranger nobody asked for
Image by EVentrue, Through the Woods

The Ranger nobody asked for


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 mutters an incantation as he becomes vivified with mystic speed. 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.


Crouching behind a ledge, holding his hand high, a half-elf signals to his team to hold. The marching band of dragon cultists have been spotted, while they lay and wait, their ambush prepped. He readies his bow, while the rest wait for his signal.


Each of these characters is a ranger, a diverse class of skilled wilderness survivalists. Rangers do whatever they can to survive in even the harshest of conditions. Whether that entails mastering martial techniques, medicine, befriending animals, or using druid magic, rangers know what is needed to survive in the bitter world they call home.

Deadly and Independent

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, humanoid hordes, or otherworldly beings that press in from the wild. Many rangers 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.

Adept wanders, rangers traverse the landscape with ease thanks to their familiarity with the wilds. It it through such familiarity that rangers learn to survive through brutal necessity. They adapt to use terrain to their advantage. They 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. They learn ranger magic—a practical magic steeped in ritual and born from the divine reverence of nature and the application of arcane techniques and enhancements to whatever tools and materials are available.

This fierce independence makes rangers well suited to exploration, 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 the 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—perhaps by the same kind of monster that became your favored enemy? 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.

Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Image Credit to WotC, PHB
The Ranger
Level Proficiency Features Spells Known 1st 2nd 3rd 4th
1st +2 Natural Explorer, Huntsman
2nd +2 Ranger Archetype, Fighting Style
3rd +2 Spellcasting, Primal Awareness 3 2
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 4 3
6th +3 Archetype Feature 5 3
7th +3 Natural Explorer (update) 6 4 2
8th +3 Ability Score Improvement, Tireless 7 4 2
9th +4 Huntsman (update) 7 4 2
10th +4 Archetype Feature, Vanish 8 4 3
11th +4 Improved Weaponry 9 4 3
12th +4 Ability Score Improvement 9 4 3
13th +5 Natural Explorer (update) 10 4 3 2
14th +5 Archetype Feature 11 4 3 2
15th +5 Sturdy 11 4 3 2
16th +5 Ability Score Improvement 12 4 3 3
17th +6 Huntsman (update) 12 4 3 3
18th +6 Archetype Feature 13 4 3 3
19th +6 Ability Score Improvement 14 4 3 3 1
20th +6 Unfailing 14 4 3 3 1

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, shield
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, 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) scale mail or (b) leather armor
  • (a) two shortswords or (b) one martial weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • one ranged weapon and a carrier with 20 ammunition

Multiclassing

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.


The Ranger class must have ability scores of Dexterity 13 or greater, and Wisdom 13 or greater.

Natural Explorer

Your adventures have taken you to sundry terrains. Your edge to survive derives from your adventures, and the terrain you've traversed. You gain survival traits at various levels in the Ranger class based on these terrains. Starting at 1rst level, you gain 1 of the following traits.

You gain 1 additional trait at 7th level, and again at 13th level.

Fjords

High ledges and long dives have not slowed your step. Your speed increases by 5ft. Climbing and swimming do not cost you extra movement.

Oasis

Long travels across vast desert has required extreme self reliance. Choose one of the skill from the ranger skill list that you do not already have proficiency in. You gain proficiency with that skill.

Polar

Biting winds fended off with a warm fire restores your body and spirit. When you spend Hit Dice as part of a short rest, regain additional hit points equal to your wisdom modifier (minimum 1) for each Hit Die spent.

Feywild

A quick wit and a jolly step earned the trust of some fascinating friends. You learn Find Familiar, but it can only be ritually cast as part of a long rest. Wisdom is your spellcasting ability for this spell. Your familiar appears fey instead of its normal appearance.

Quagmire

Death isn't obvious to some, but to you, seeing the hidden toxin is a matter of life. You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you so long as you are able to see or smell the source. You also identify the kind of poison, poisonous creature, or disease in each case.

Urban

Other's walk the path less traveled, you studied the books of the great libraries and carouse with the dignitary. You learn 2 additional languages of your choice, and when you make an Arcana, History, Nature or Religion check, you can add half your Wisdom modifier (rounded up) to the result.

Huntsman

Rangers must be all-around resourceful; finding any upper hand to best your foes. As you grow as a Ranger you learn various Huntsman talents.

You can use each of these features two times; regaining all expended uses after finishing a short or long rest.

Cut Down

Your tenacity can wear down the most potent foes. At 1rst level, you can augment your attacks for extra lethality. When you hit a creature with a weapon attack, they take an extra 1d8 damage.

At later levels in this class the damage of this ability increases: the damage becomes 2d8 at 9th level, and 3d8 at 17th level.

Steady Aim

Starting at 9th level, you suppress any tremble just long enough to ensure you strike true. If you miss with an attack roll, you can add 1d4 to the total, possibly changing the outcome.

Swift Quiver

Starting at 17th level, you can make 1 attack as a bonus action.

Image Credit to WotC, Seek the Wilds, MtG

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.

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.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack and you may make your offhand weapon attack as part of the attack action.

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.

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.

Ranger Archetype

Starting at 2nd level, you choose a Ranger Archetype which reflects your personal journey as a ranger and favored methods of wilderness survival and exploration.

Your Ranger Archetype grants features at 2nd, 6th, 10th, 14th, and 18th.

Spellcasting

By the time you reach 3rd level, you have learned to draw out 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.

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger 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 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class or spend a tenday performing downtime activities, 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

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Primal Awareness

Starting at 3rd level, you awaken a primal connection to the natural world. You may cast your ranger spells that have a ritual tag as a ritual.

Additionally, you may cast any ranger spell that has a ritual tag as a ritual, even if you do not know the spell. You may do this so long as the spell is of a level that you have a spell slot for. For example, you cannot cast water walking if you do not have 2nd level spell slots.

You may ritually cast spells this way a number of times equal to your wisdom modifier (minimum once). You regain all uses of this feature after you finish a long rest.

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.

Tireless

Starting at 8th level, as an action, you can give yourself a number of temporary hit points equal to your Wisdom modifier + 1/2 your Ranger level. 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 10th level, you draw on the powers of nature to hide yourself from view briefly. 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 use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Improved Weaponry

Starting at 11th level, you are better trained at dealing the most damage with the weapons you use.

Once per turn, your weapon deals 1 additional damage die of its type on hit. For example, a Longbow deals 2d8 damage instead of 1d8.

Sturdy

At 15th level, you acclimate to injury. You gain proficiency in Constitution saving throws.

Unfailing

At 20th level, when you roll for initiative, you regain 1 spent use of each of your Huntsman abilities.

Image Credit to inetgrafx, Ice Labyrinth

Hunter

Becoming a Hunter 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 tracking and fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Wilderness Guide

2nd-level Hunter feature

You lead from the front, and are never lost. You gain the following:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • 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.

In addition, you gain proficiency with the Herbalism Kit.

Hunter’s Sense

2nd-level Hunter feature

You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Land’s Stride

6th-level Hunter feature

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.

Improved Huntsman

10th-level Hunter feature

You gain 1 additional use of your Huntsman abilities between rests.

Feral Senses

10th-level Hunter feature

You are aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Defensive Tactics

14th-level Hunter feature

You gain the following features:


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 frightened.

Slayer’s Counter

18th-level Hunter feature

You gain the ability to counterattack when your foes try to sabotage you. When you are forced to make a saving throw, you can use your reaction to make one weapon attack against the creature forcing the save. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Image Credit to Rockstar Games, RDR2

Outrider

Outriders are the skilled survivors far from the street lights of a city. They are the wardens of the wilds; finding trouble, spying ahead and reporting back the extent of the upcoming danger. Surrounded by mountains, enemies, and the remains of magical battles, outriders were taught to navigate the ultra rugged terrain, avoid unique dangers, and fight fluidly between honed arrows and heavy blade.

Warden's Flexibility

2nd-level Outrider feature

Making a living outside the city gates means you work for yourself and you brave the hazards pitfalls along the way. You gain the following features:

  • You gain proficiency with one artisan tool of your choice and either Acrobatics or Athletics (your choice).
  • Your jump distance is doubled.
  • When you take the Attack action, you can stow one weapon and draw one weapon, with no action required. You can do this before or after taking the action.
  • You treat the Shortbow, Longbow, and weapons with the versatile property as also having the finesse property.

Hide in Plain Sight

2nd-level Outrider feature

You cannot be tracked by non-magical means, unless you choose to leave a trail. Additionally, you are considered to be under the effects of the Nondetection spell at all times, unless you choose not to be. You can use an action to enable or disable this nondetection effect.

Ready to Ride

6th-level Outrider feature

Your walking speed increases by 5 feet.

Additionally, you learn the Find Steed spell as a Ranger spell for you. You may cast this spell at-will, without expending a spell slot. However, you cannot telepathically communicate with your steed.

Warden's Tactics

10th-level Outrider feature

You gain the following two unique combat techniques:

Overwatch: You tenure a deep focus which allows you to act and react with greater precision. You can use your reaction to make one ranged attack against a creature who moves more than 10ft on its turn.

Heavy Strike: Once per turn, when you hit a creature with a melee weapon held with both hands, you may perform a special Heavy Strike. The weapon damage of the attack gains 1 additional die of its type. Additionally, you do not provoke attacks of opportunity from the target for the rest of your turn.

You can use each of these combat techniques a number of times equal to your wisdom modifier(minimum once). You regain all uses of this feature after completing a short or long rest.

Evasion

14th-level Outrider feature

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.

Multiattack

18th-level Outrider feature

You gain the following attacks: Volley and Whirlwind.

Volley. You can use your action to make one ranged attack against up to 4 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. You can use your action to make one melee attack against any number of creatures within your reach. You make a separate attack roll for each target.

Image Credit to KA!A SKETCH, Artstation

Gloom Stalker

Gloom Stalkers find home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world, and hunt those that try to hide in the night. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Umbral Sight

2nd-level Gloom Stalker feature

You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Guise of Shadow

2nd-level Gloom Stalker feature

You establish an art for concealment and surprise. You gain proficiency in one of the following skills or tools of your choice: Sleight of Hand, Stealth, or Thieves' Tools. Additionally, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Hearth of Moonlight and Shadow

6th-level Gloom Stalker feature

Home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Stalker’s Flurry

10th-level Gloom Stalker feature

You learn to attack with such unexpected speed that you can turn a miss into another strike. 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.

Shadowy Dodge

14th-level Gloom Stalker feature

You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

If the creature has multiple attacks, they have disadvantage on all attacks against you until the start of your next turn.

Ambuscade

18th-level Gloom Stalker feature

When you roll initiative and are not surprised, before any creature can act, you can immediately move up to half your speed. At any point during this movement, you can take the Attack, Disengage, Hide, or Search action.

If you take the Attack action as part of this special movement, each attack deals an extra 1d8 damage of the weapon’s damage type.

Image Credit to Victor Tan, Artstation

Horizon Walker

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.

Detect Portal

2nd-level Horizon Walker feature

You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Planar Warrior

2nd-level Horizon Walker feature

You gain proficiency in one of the following skills of your choice: Arcana, History, or Religion.

You learn to draw on the energy of the multiverse. You learn the Control Flames and Lightning Lure cantrips. They count as ranger cantrips for you, and Wisdom is your spellcasting ability for these spells.

Additionally, when you use your Cut Down huntsman ability, you can convert the damage of the entire attack to fire, cold, thunder, lightning, or force; your choice.

Become the Gatekeeper

6th-level Horizon Walker feature

As an action, you can cast the Arcane Gate spell with this feature, but the spell duration lasts 1 minute.

Once you use this feature, you can’t use it again until you finish a long rest.

Spectral Defense

14th-level Horizon Walker feature

You learn the absorb elements spell, if you do not already know it. This spell does not count against your number of spells known.

Additionally, you can cast absorb elements as a 1rst level spell, at-will without expending a spell slot.

Investiture of the Multiverse

18th-level Horizon Walker feature

You use the planar boundaries to modify your attacks. Using you bonus action, you can modify your next attack with one of the following effects on hit:

  • Flame bathes the target; it must spend its reaction or take 1d6 fire damage.
  • Ice forms around the target; its move speed is reduced by 10ft until the end of its next turn.
  • An earth cracking booms impales the target; it must succeed a strength saving through against your ranger spell DC or be knocked prone. Targets that are Large or larger have advantage on this save.
  • The attack summons a mighty burst of wind; the attack does no damage, but the target and anyone within 5ft of the target, excluding you, must succeed a Constitution saving throw against your ranger spell DC or be pushed up to 15ft away from you. Targets that are Large or larger have advantage on this save.

Plane Shift

18th-level Horizon Walker feature

Finally mastering the ability to shift through the planes, you learn the Plane Shift spell. However, you cannot use this spell to banish an unwilling creature. You can cast this spell once using this feature, and regain the ability to do so after finishing a long rest.

Image Credit to Earl-Graey, Hinterlander and pngtree

Fey Wanderer

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Otherworldly Glamour

2nd-level Fey Wanderer feature

Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

2th-level Fey Wanderer feature

The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed.

Mirage

6th-level Fey Wanderer feature

You learn the dancing lights and minor illusion cantrips. They count as ranger cantrips for you.


You can create an illusory copy of yourself that lasts for up to 10 minutes. The copy can appear within 120ft of you. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.


Once you use this feature, you can’t use it again until you finish a long rest.

Fey Reinforcements

10th-level Fey Wanderer feature

The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn’t count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Misty Wanderer

14th-level Fey Wanderer feature

You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Duality of Love and War

18th-level Fey Wanderer feature

When you hit a creature with an attack or by spending your action and choosing a creature within 60ft, you can force your target to make a Wisdom saving throw against your ranger spell save DC. If they fail their saving throw, they are charmed or frightened by you (your choice) until the end of your next turn.

You can use this feature a number of times equal to 1 + wisdom modifier (minimum once). You regain all expended uses after finishing a short or long rest.

Image Credit to Dopaprime, Harvest

Ranger Spell List

1st Level
Absorb Elements
Alarm
Animal Friendship
Beast Bond
Comprehend Languages
Compelled Duel
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Ensaring Strike
Entangle
Expiditious Retreat
Faerie Fire
Feather Fall
Fog Cloud
Goodberry
Grease
Hail of Thorns
Jump
Longstrider
Protection from Evil and Good
Purify Food and Drink
Snare
Speak with Animals
Thunderous Smite
Zephyr Strike
2nd Level
Aid
Animal Messenger
Barkskin
Beast Sense
Branding Smite
Cordon of Arrows
Darkvision
Earthbind
Enhance Ability
Find Traps
Gentle Repose
Invisibility
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Weapon
Meld into Stone
Misty Step
Pass without Trace
Protection from Poison
Pyrotechnics
Rope Trick
See Invisiblity
Spider Climb
Spike Growth
Warding Wind
Web
3rd Level
Elemental Weapon
Conjure Barrage
Flame Arrows
Glyph of Warding
Haste
Lightning Arrow
Meld into stone
Plant Growth
Protection from Energy
Revivify
Speak with Plants
Spirit Guardian
Spirit Shroud
Water Breathing
Water Walking
Wind Wall
4th Level
Divination
Freedom of Movement
Guardian of Nature
Locate Creature
Stoneskin
Wall of Fire
Combat assumptions

Attempting to balance around 16 rounds of combat. There are 4 combats / long rest. There are 4 rounds / combat.

There is 1 short rest / long rest


Total damage comparison, not based on chance to hit, not including subclass, no crits/misses, +3 modifier, and no ASIs.

Assume 1 spell = 1d10 damage/spell level.


Purpose: showcase class damage potential comparison; this ranger variant ( very rough guessed) has an acceptable damage level.

Subclass reworks removed flat damage increases to account for base class damage improvements.

Level 3

Class abilities total damage
Rogue sneak attack(60%) [1d6+3]/r+[2d6]x10 = 192
Fighter FightingStyle(+2)/action surge [1d8+5]/r+[1d8+5] = 170
Barbarian rage(x2 combats) [1d12+3]/r+2(x8)= 176
Ranger Hunter's Mark (no other spells used) [1d8+1d6+3]/r = 192
Monk fury of blows x3 [1d4+3]x19+[1d6+3]/r = 226
Warlock EB+AB, spell(d10)x3 [1d10+3]/r+1d10x3 = 162
TRNaf Huntsman(x4)/FightingStyle(+2) [1d8+5]/r+[1d8]x4 = 192

Level 7

Class abilities total damage
Rogue sneak attack(60%) [1d6+3]/r+[4d6]x10 = 312
Fighter Extra Attack, FightingStyle(+2)/action surge [1d8+5]/rx2+[1d8+5]x2 = 340
Barbarian Extra Attack, rage(x4 combats) [1d12+3]/rx2+2(x32)= 382
Ranger Extra Attack, HM(60%) [1d8+1d6+3] (x20) + [1d8+3] (x12) = 360
Monk Extra Attack, fury of blows x7 [1d6+3] (x23)+[1d6+3]/rx2 = 408
Warlock EB+AB, spell(d10)x5 [1d10+3]/rx2+1d10x5 = 318
TRNaf Extra Attack, Huntsman(x4)/FightingStyle(+2)/spell(d10)x2 [1d8+5]/rx2+[1d8]x4+1d10x2 = 352

Level 11

Class abilities total damage
Rogue sneak attack(60%) [1d6+3]/r+[6d6]x10 = 352
Fighter Extra Attackx2, FightingStyle(+2)/action surge [1d8+5]/rx3+[1d8+5]x3 = 510
Barbarian Extra Attack, rage(x4 combats) [1d12+3]/rx2+3(x32) = 416
Ranger Extra Attack, HM(60%) [1d8+1d6+3]x20 + [1d8+3]x12 = 360
Monk Extra Attack, fury of blows(60%) [1d8+3]x10+[1d8+3]/rx3 = 464
Warlock EB+AB,spell(d10)x7 [1d10+3]/rx3+1d10x7 = 474
TRNaf EA, Huntsman(x4)/FS(+2)/spell(d10)x3/ Imp.Weaponry [1d8+5]/rx2+[2d8]x4+1d10x3+1d8/r = 461

Level 15

Class abilities total damage
Rogue sneak attack(60%) [1d6+3]/r+[8d6]x10 = 432
Fighter Extra Attackx2, FightingStyle(+2)/action surge [1d8+5]/rx3+[1d8+5]x3 = 510
Barbarian Extra Attack, rage(x4 combats) [1d12+3]/rx2+3(x32) = 416
Ranger Extra Attack, HM(60%) [1d8+1d6+3]x20 + [1d8+3]x12 = 360
Monk Extra Attack, fury of blows(80%) [1d8+3]x13+[1d8+3]/rx3 = 488
Warlock EB+AB, spell(d10)x9 [1d10+3]/rx3+1d10x9 = 486
TRNaf EA, Huntsman(x4)/FS(+2)/spell(d10)x4/ Imp.Weaponry [1d8+5]/rx2+[2d8]x4+1d10x4+1d8/r = 468
 

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