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# Ranger Remake
##### Class Name |Level| Proficiency Bonus | Favored Enemies | Hunter's Mark Bonus | Features | |:---:|:---:|:---|:---:| :---| | 1st | +2 | 1 | — | Favored Enemy, Natural Explorer | | 2nd | +2 | 1 | +1 | Hunter's Mark, Fighting Style | | 3rd | +2 | 1 | +1 | Ranger Conclave, Cordon of the Hunter| | 4th | +2 | 1 | +1 | Ability Score Improvement, Hunter's Mark improvement | | 5th | +3 | 2 | +2 | Extra Attack | | 6th | +3 | 2 | +2 | Greater Enemy, Hunter's Mark improvement | | 7th | +3 | 2 | +2 | Ranger Conclave feature| | 8th | +3 | 2 | +3 | Ability Score Improvement, Land's Stride | | 9th | +4 | 3 | +3 | Hunter's Sight | | 10th | +4 | 3 | +3 | Hunter's Mark improvement, Hide in Plain Sight | | 11th | +4 | 3| +4 | Ranger Conclave feature | | 12th | +4 | 3 | +4| Ability Score Improvement, t | | 13th | +5 | 4 | +4| — | | 14th | +5 | 4 | +5| Vanish | | 15th | +5 | 4 | +5 | Ranger Conclave feature | | 16th | +5 | 4 | +5 | Ability Score Improvement | | 17th | +6 | 5 | +6 | — | | 18th | +6 | 5 | +6 | Feral Sense | | 19th | +6 | 5 | +6 | Blind to Sight | | 20th | +6 | 5 | +7 | Hunter of the Dark |
#### Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose outlander background.
## Class Feature #### Hit Points **Hit Dice:** 1d10 per Ranger level
**Hit Points at 1st level:** 1d10 (or 6) + your Constitution modifier
**Hit Points at Higher levels:** 1d10 (or 6) + Constitution modifier per ranger level after 1st.
#### Proficiencies **Armor:** Light armor, medium armor, shields
**Weapons:** Simple weapon, martial weapon
**Tools:** Herbalism kit, poisoner's kit
**Saving Throws:** Dexterity, Constitution
**Skills:** Choose three from Animal Handeling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival
#### Equipment •(a) scale mail or (b) leather armor.
•(a) two marial weapons or (b) one simple weapon and a shield
•(a) a dungeoneer's pack or (b) an explorer's pack.
•A longbow and a quiver of 20 arrows
### 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: beasts, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You gain additional enemy from equal to the number in the Favored Enemies table. ### Natural Terrain You have a terrain that you have an affinity to. The terrains give you the following abilities:
•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. \pagebreak
•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. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. In those terrains you gain advantage on Dexterity (Stealth), Intelligence (Nature), and Wisdom (Survival) checks in that terrain. ### Hunter's Mark At 2nd level you can use a bonus action to make a Wisdom (Survival) check on a hostile enemy. If you pass the DC of the check, you gain an addition to you damage bonus from the Hunter's Mark Bonus Table. The DC equals the CR rating of the monster (CR 1/8–1/2 is DC 5). You can also pick a Mark that are detailed at the end of the class discription. You can use this feature once per short rest. You can pick an addition Mark at 4th, 6th, and 10th level. ### 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. #### 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. ### Ranger Conclave At 3rd level, you choose an conclave that you strive to emulate: Archer of Arcane, the Beast Tamer, or the Scout. All are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Cordon of the Hunter At 3rd level you can gain an additional bonus to your weapon attack if it is in your fighting style that you picked at 2nd level. #### Soul of the Archer When you make an attack with a ranged weapon, you can add 1d6 of the weapon's damage type to the attack. \columnbreak Once you use this feature you can't use it again until you finish a short or long rest. #### Power of Defense You get a +2 to your AC when being attacked by a creature you can see. If a saving throw is required, you can add a d6 to the saving throw roll. Once you use this feature, you can't use it again until you finish a long rest. #### Duel of Fate When wielding a weapon in one hand and no other weapons, you can add a d4 to your attack and damage roll. Once you use this feature you can't use it again untill you finish a short or long rest. #### Strike of the Two Blades When you are engaged in two-weapon fighting, you can add a d4 to your damage roll. You may an extra d4 to the attack roll with the second attack. Once you use this feature, you can't use it again until you finish a short or long rest. ### Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Greater Enemy Starting at 6th level you are able choose a target, when you make an attack against the target creature, you can mark them with a Hunter's Mark that you have choosen ### Land's Stride Starting at 8th 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. ### Hunter of Dark At 9th level, when you use the dash action and there is a hostile creature within 5 ft. or half of your weapons total range of you, you can use a bonus action to attack. When you do that attack, you can add your Wisdom modifier to the attack roll. If you are unable to see the creature, this ability will not work. Once you use this feature, you can't use it again until you finish a long rest. \pagebreak ### Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. ### Vanish Starting at 14th 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. ### Feral Sense At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also 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. ### Blind to Sight You gain blindsight up to 60 ft. ### Hunter's Sight As a bonus action, you can grant yourself truesight up to 100 ft. for a minute. Once you use this feature, you can't use it again until you finish a short rest. ## Ranger Conclave The ideal of the ranger remake has three classic conclaves: the Archer of Arcane, the Beast Tamer, and the Scout. ### Archer of Arcane Ranger of the Archer of Arcane conclave, have the ability to infuse magic to there arrows, daggers, and other ranged weapons or ammunition. These arcane abilities are strongest when the archer is in the terrain that picked for their Natural Explorer terrain. #### Arcane Power Begining when you select this conclave at 3rd level, you can pick three cantrips and two level one spells from the Druid spell list. You also have the *magic weapon* spell. Wisdom is your spellcasting ability for these spells. #### Shot of Arcane At 3rd level, you can pick two Arcane Shots from the Arcane Archer fighter martial archtype. You gain an additional two Arcane Shot options of your choice when you reach a certain level in this class: 7th, 11th, and 15th. #### Power of Arcane Starting at 7th level, you gain a +2 on attacks made with a ranged weapon. #### Arcane Mark At 11th level, if you casted a spell last turn on a marked creature, you can make one ofyour increase it's effect (if possible). Once you use this feature, you can't use it again until you finish a short rest. #### Soul of Arcane At 15th level, as a bonus action you can cause your ammunition or thrown weapon to become a +3 weapon or ammuntion. Once you use this feature, you can't use it again until you finish a short rest. ### Beast Tamer Rangers of the Beast Tamer conclave, have the ability to tame an control animals to guide and work with them through their journey. #### Bonus Proficiency Begining when you slect this conclave at 3rd level, you gain proficiency in the Animal Handeling or the Nature skill. At 6th level, you can either gain expertise in the skill you choose originally or gain proficiency in the other skill. #### Friend of the Foe At 3rd level you can cast the *find familiar* spell, with your familiar being in the creature type of your favored enemy. #### Track of Monster At 7th level you gain advantage on Nature checks when identifying what creature made tracks. If the creature is of your Favored Enemy, you have knowledge of the creatures's Armor Class, speeds, senses, weaknesses, reisistances, and immunities. #### Path of Fate At 11th level, you gain the ability to understand what every language a target creature is speaking. You can only use this feature twice per long rest. Starting at 15th level, you can use this feature four times per long rest #### Spirit Animal At 15th level, you can summon a translucent verion of your familiar. The translucent figure can take actions in combat. Dueing so will cost your bonus action. ### Hunter #### Hunter’s Prey At 3rd level, you gain one of the following features of your choice. \pagebreak ***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 ft. of the original target and within range of your weapon. #### 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. ***Steel Will.*** You have advantage on saving throws against being frightened. #### 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 a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. ***Superior Hunter’s Defense.*** 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 the 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. ## Hunter's Marks If a Hunter's Mark has prerequisites, you must be able to meet them to learn it. A level prerequisite refers to your class level. Hunter's Marks are marks that can be bestowed onto a creature for extra damage or effects. #### Mark of the Bat *Prequisite: Wisdom 13 or higher, passive Perception 10 or higher* \columnbreak
You gain blindsight for 20 ft. if there is no visible light. You gain advantage when you make a Wisdom (Perception) check for hearing when it involves the marked creature. #### Mark of the Cat *Prequisite: Proficiency Dexterity (Stealth), Dexterity 13 or higher*
You gain advaantage on Stealth checks. If you are using the Hide action and the marked creature can not see you, you have a +4 on that check. #### Mark of Eagle Eyes *Prerequisite: Proficieny in Wisdom (Insight)and Wisdom 13 or higher*
You gain insight into the creatures AC and know the weak spots of the creature. You gain a +1 to your attack rolls. #### Mark of Tera *Prerequisite: Proficiency in Intelligence (Nature)*
You have advantage on Nature checks when it involves terrain. #### Mark of the Wolf *Prequisite: 4th level, Strength 13 or higher*
You have a +2 on damage rolls against the marked creature. On a critical hit, you have a +4 on damage rolls. At 10th level, you have a +4 on damage rolls and a +8 on critical hits. ## Ranger Multiclass Should you wish to multiclass into the Ranger Remake, the following prequisites and proficincies are granted are listed below. #### Ranger Remake Prequisite ***Ability Score Minimum.*** Dexterity 13 or higher and Wisdom 13 or higher. #### Ranger Remake Proficiencies ***Proficiencies gained.*** Light armor, medium armor, shields, simple weapon, martial weapon, one skill from the class's list, herbalism kit.