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The Martial Ranger
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# Foreword This is an slightly adapted version of [agenderacree](https://www.gmbinder.com/profile/agenderarcee) Martial Ranger. I really like the class and I felt that I should make a few minor tweeks to it in order to keep it relevant after the release of **_thelittledarkone's Alchemy, Herbalism and Poisoncraft Guide._** Whilst I was tweeking the irrelevant features I also changed some of the other features as well, to better fit what I think the class should look like. Any future subclasses I make for the ranger will most likely (where appropriate) have two versions, one for phb Ranger and one for this one that will work with agenderacree's original as well. Please check out the original if you can at agenderacree's GM Binder or Reddit (links are found in multiple places in this document). # Credits ### Originally Written by: [agenderacree](https://www.gmbinder.com/profile/agenderarcee) ### Adapted by: [thelittledarkone](https://thelittledarkone.com) Inspired and Adapted from the works of /u/agenderarcee click here for the [original](https://www.gmbinder.com/share/-MTSf1NxHva3nZH6U45C) ### Editors: [thelittledarkone](https://thelittledarkone.com) ### Producer: [thelittledarkone](https://thelittledarkone.com) ### Product Manager: [thelittledarkone](https://thelittledarkone.com) ### Layout Design: [thelittledarkone](https://thelittledarkone.com) ### Additional Graphic Design: Made with GMBinder
Jared Ondricek (/u/flamableconcrete)-Watercolor Stains #### Blackthorn Theme A theme for GM binder by blckthorn /u/blckthorn There is also a [dark version](https://www.gmbinder.com/share/-LKYVliROX20cBbSI0r3 "Blackthorn Dark Theme"). The old version of the theme [is still around](https://www.gmbinder.com/share/-MEZE4l3heOD0JkVpxGG "Old Blackthorn Theme"). \columnbreak ### Cover Illustrator: [Maciej Kuciara](https://kuciara.com/) ### Interior Illustrators: |Artist| Company| Name| Page| |------|:-------:|:-------:|:-------:| scaramouche |[wallpaperUP.com](https://www.wallpaperup.com) | Female Hunter | 4 | J Hibbs |[deviantart.com](https://www.deviantart.com/jhibbs) | Spear Hunter | 6 | Simon Labrousse |[artstation.com](https://www.artstation.com/labolab) | Native American | 8 | wallpaperflare.com |[wallpaperflare.com](https://www.wallpaperflare.com) | Crossbow Hunters | 9 | Albert Bierstadt |[The Smithsonian Institution](https://www.si.edu/) | Among the Sierra Nevada, California 1868 | 12 |
### Disclaimer This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. ##### OGL Located on the Last Page ### Additional Credits Thanks to the Artists, Writers and Contributers in the TTRPG Fantasy community, you make working with this content a real pleasure. And thanks to WotC for making a great game. \pagebreak
### # Table of Contents ###
- ### [
The Martial Ranger
](#Introduction) - - ##### [
Introduction
](#Welcome) - - [
4
Rugged Survivalists
](#The_Dragon_Age) - - [
4
Roving Adventurers
](#The_Classical_Age) - - [
4
Creating a Ranger
](#The_Avatar_Age) - - ##### [
Chapter 1: The Martial Ranger Class
](#Welcome) - - [
5
The Class Table
](#The_Dragon_Age) - - [
5
Class Features
](#The_Classical_Age) - - [
5
Proficiencies and Equipment
](#The_Avatar_Age) - - [
6
Hunter's Prey
](#The_Dragon_Age) - - [
6
Hunter's Instincts
](#The_Classical_Age) - - [
6
Favored Terrain
](#The_Dragon_Age) - - [
7
Favored Enemy
](#The_Dragon_Age) - - [
7
Fighting Style
](#The_Avatar_Age) - - [
7
Woodsman's Aptitude
](#The_Dragon_Age) - - [
8
Martial Versatility
](#The_Classical_Age) - - [
8
Extra Attack
](#The_Dragon_Age) - - [
8
Hunting Style
](#The_Avatar_Age) - - [
8
Roving
](#The_Avatar_Age) - - [
8
Wild Stride
](#The_Avatar_Age) - - [
8
Favored Terrain Master
](#The_Avatar_Age) - - [
8
Nature's Veil
](#The_Avatar_Age) - - [
9
Tireless Endurance
](#The_Dragon_Age) - - [
9
Split Focus
](#The_Dragon_Age) - - [
9
Killer Instinct
](#The_Avatar_Age) - - [
9
Foe Slayer
](#The_Avatar_Age) - - ##### [
Chapter 2: Other Options
](#Reference) - - [
10
Conclaves
](#Andur) - - [
10
Other Options from...
](#Clegor) - - ##### [
Appendices
](#Reference) - - [
12
Favored Enemies
](#Andur) - - [
14
Favored Terrains
](#Clegor)
\pagebreak
# The Ranger 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 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. Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. ### Rugged Survivalists Rangers may live on the fringes of civilization, but the wilderness is their true home. Rangers have a deep connection to the land they make their home, and all its flora and fauna. Living off the land is second nature to them: they are well-versed in tracking, hunting and gathering, reading the subtle messages hidden in the terrain. The ranger lives in this world, yet stands apart from it; their knowledge, ingenuity and craftsmanship set them apart from wild beasts. Instead, the ranger lives in balance between nature and civilization, one foot in each world, protecting each from the other's encroachment, and threats from beyond. As master warriors of the wilderness, rangers are rarely satisfied with mundane quarry, and learn specialized techniques to hunt the monsters that threaten their beloved balance: humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Once they have the scent, a ranger will follow their prey to the ends of the earth, and finish them with deadly skill. ### Roving Adventurers Many rangers make their living as hunters, guides or trackers in their home territory, but others hear the call of new lands to explore, greater prey to conquer, and helpless people in need of protection and guidance. Taking little with them but what they can carry and perhaps a beast companion, these rangers pursue the calling of the adventurer. Accustomed to life far from the comforts of a dry bed and a hot bath, rangers are well-suited to the adventuring lifestyle, though their fierce independence may put them at odds with fellow travelers. 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 are worth any 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 natural remedies through the necessity of surviving in the wilds. What’s the source of your particular expertise in a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too many innocent creatures destroyed by these monsters and commit yourself to reining in their depredations? 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? \pagebreak
##### The Martial Ranger | Level | Proficiency Bonus | Features | Hunter's Prey |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Hunter's Prey, Hunter's Instincts, Favored Terrain | 1 | 2nd | +2 | Fighting Style, Favored Enemy | 1 | 3rd | +2 | Ranger Archetype, Woodman's Aptitude | 2 | 4th | +2 | Ability Score Improvement, Martial Versatility | 2 | 5th | +3 | Extra Attack, Hunting Style | 3 | 6th | +3 | Roving| 3 | 7th | +3 | -| 3 | 8th | +3 | Wild Stride, Ability Score Improvement | 4 | 9th | +4 | Favored Terrain Master | 4 | 10th | +4 | Nature's Veil | 4 | 11th | +4 | Ranger Archetype feature | 5 | 12th | +4 | Tireless Endurance, Ability Score Improvement | 5 | 13th | +5 | Split Focus | 5 | 14th | +5 | Ability Score Improvement | 6 | 15th | +5 | Ranger Archetype feature | 6 | 16th | +5 | Ability Score Improvement | 6 | 17th | +6 | - | 7 | 18th | +6 | Killer Instinct| 7 | 19th | +6 | Ability Score Improvement | 7 | 20th | +6 | Foe Slayer | 8
#### Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on athletics and heavy weapons make Strength higher than Dexterity.) Second, choose the outlander background. ## Class Features A Ranger gains 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 \columnbreak #### Proficiencies **Armor:** Light and Medium Armor, Shields
**Weapons:** Simple weapons, Martial Weapons
**Tools:** Herbalist's Kit
**Saving Throws:** Strength and 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) two simple melee weapons - (a) a dungeoneer's pack or (b) an explorer's pack - A longbow and a quiver of 20 arrows
> ##### Optional Rule: Multiclassing > ***Ability Score Minimum.*** You must have Dexterity and Wisdom scores of at least 13 to take a level in this class, or to take a level in another class if you are already a ranger. > > ***Proficiencies Gained.*** If ranger isn't your initial class, you gain proficiency in: light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list, herbalism kits. \pagebreakNum
### Hunter's Prey Starting from 1st level, as a bonus action on your turn, you may designate a single creature as your prey. You must be able to see or hear this creature, or succeed on a Wisdom (Survival) check to track it, the difficulty of which is determined by the GM based on your access to tracks or other clues. You have advantage on Wisdom (Survival) or Intelligence (Investigation) checks to track your prey, as well as Wisdom (Perception) checks to find them. In addition, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. You can have only one creature designated as your prey at a time. Your designation lasts until your next long rest, or until you designate a new creature as your prey. You may designate prey the number of times shown for your ranger level in the Martial Ranger class table, and these uses recharge on a short or long rest. ### Hunter's Instincts At 1st level, you are a master of hunting prey. You are keenly aware of your surroundings and you react with swift and decisive action when attacked. You gain a +5 bonus to passive abilities used to detect hidden threats that would surprise you and, on your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. At 7th level, your instincts are heightened further and due to your heightened senses, you add your Wisdom modifier to your initiative rolls At 17th level, you finish perfecting your instincts, further alerting you to dangers. You cannot be surprised in combat and you have advantage on initiative rolls. \columnbreak ### Favored Terrain You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. At 1st level, choose one type of favored terrain:
**arctic, cavernous, coast, desert, forest, grassland, jungle, mountain, dungeon, swamp or urban**. When you make an Intelligence or Wisdom check related to your favored terrain or the creatures that dwell there, you have advantage on the check if you are using a skill that you’re proficient in. When in that terrain, you can ignore the effects of non-magical difficult terrain, and all enemies that attempt to track you by non-magical means have disadvantage. You can also move stealthily at a normal pace and your favored terrains count as natural terrain for you, for the purpose of resolving abilities. You can add additional favored terrain types as long as you have spent at least a week traveling in it, but they must replace your current favored terrain; you cannot have more than one at a time, unless stated otherwise. At 10th level, you can add a second type of favored terrain, as long as you have spent at least a week traveling in it. THis increases your maximum terrains to two. At 17th level, you can add a third terrain type, increasing your maximum to three. \pagebreakNum
### Favored Enemy Also at 2nd level, you have studied a specific type of enemy creature and can hunt it more easily. Choose a type of favored enemy: **aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants,** or **undead.** Alternatively, you can select a race of humanoid, such as gnolls or elves. You may also choose a particular faction, such as the Zhentarim in the Forgotten Realms or a Dragonmarked House in Eberron. Or if the above options still don't fit the character, you may choose a class type, or a social archetype such as non-innate spellcasters (witches, wizards, mages etc) or criminals (chaotic aligned rogues, fighters or bards etc). Always consult your GM to ascertain the suitability of a custom favored enemy type. You can change your favored enemy types as long as you have either killed at least 10 specimens of that type in the last month or have spent at least a week studying that creature type. The new favored enemy replaces your current favored enemy; you cannot have more than one at a time, unless stated otherwise.
You have advantage on Wisdom (Survival) checks to track these creatures, and Intelligence checks to recall or discover information about them, such as Nature or Investigation checks. You also have advantage on saving throws against your favored enemy's characteristic innate abilities, such as a dragon's Frightful Presence or Breath Weapon, but not against spells they cast. 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 choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. You can change one of your favored enemy choices when you gain a level in this class.
When you roll initiative and can see a creature that belongs to the chosen category of your favored enemy, you can use Hunter's Prey as a free action, designating that enemy. As you gain levels in this class, you also gain the following benefits against any Favored Enemy that is also designated as your prey with the Hunter's Prey feature: - At 6th level, You make a critical hit with weapon attacks against the creature on a roll of 19-20. - At 10th level, When you reduce the creature to 0 hit points, you can use your reaction to mark another creature without expending a hunter's prey use. The new creature must also be a Favored Enemy. - At 14th level, You make a critical hit with weapon attacks against the creature on a roll of 18-20. ### 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. \columnbreak #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Blind Fighting You have blind sight 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. #### 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. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Superior Technique You learn one maneuver of your choice from among those available to the fighter's Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. #### 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. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Woodsman's Aptitude At level 3, you gain proficiency in your choice of two skills from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, Survival. \pagebreakNum
### Ability Score Improvement When you reach 4th level, and again at 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Martial Versatility Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Hunting Style At 5th level, you become further specialized in a form of combat characteristic of rangers. Choose one of the following options. - **Far Shot.** Double your ranged or thrown weapons’ range increments. (Attacking at long range still imposes disadvantage). - **Mighty Hunter** If you are wielding only one melee weapon, your Hunter's Prey damage increases by one die size (i.e. from 1d6 to 1d8). - **Twin Takedown.** When you engage in two-weapon fighting, you can make your offhand attack as part of the Attack action, instead of using your bonus action. \columnbreak ### Roving At 6th level, your walking speed increases by 5 feet, and you gain a climbing speed and swimming speed equal to your walking speed. Your speeds increase by an additional 5 feet while in your favored terrain. ### Wild Stride Beginning at 8th level, your movement is unaffected by all difficult terrain, including magical difficult terrain. ### Favored Terrain Master At 9th level, your mastery of your favored terrain grants you benefits even outside of it. You gain a benefit based on your favored terrain type. If you have multiple favored terrains, you gain the benefit associated with each type.
**Arctic.** You gain resistance to cold damage.
**Cavernous.** You gain darkvision out to a range of 60 feet. If you already have darkvision, increase its range by 30 feet.
**Coast.** Your swimming speed increases by 10 feet and you can hold your breath for up to 15 minutes.
**Desert.** You gain resistance to fire damage.
**Forest.** Your climbing speed increases by 10 feet and you ignore penalties to Dexterity (Stealth) checks from wearing medium armor.
**Grassland.** Your walking speed increases by 10 feet; this does not affect your climbing or swimming speeds.
**Jungle.** Your climbing and swimming speeds increases by 5 feet and you ignore any and all penalties for light or heavy precipitation.
**Dungeon.** You can perfectly recall any path you have traveled in the last week and you have advantage on any check to find secret or hidden doors
**Mountain.** Your climbing speed increases by 10 feet and you have resistance to damage from falling.
**Swamp.** You gain resistance to poison damage and advantage on saving throws against poison and disease.
**Urban.** You can hide while only lightly obscured, such as by fog or shadows and you always know your way around an urban environment (including shortcuts) after spending 24 hours in the relevant city or town. ### Nature’s Veil Beginning at 10th level, you gain a bonus equal to your proficiency bonus to Stealth checks while in natural terrain, and advantage on Stealth checks in your favored terrain. You can also Hide as a bonus action in any terrain. You cannot be tracked by non-magical means in any terrain, unless you wish to leave a trail. \pagebreakNum
### Tireless Endurance At 12th level, you persist through pain, exhaustion, and even near-death. As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier (minimum of 1 temporary hit point). 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. Whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. In addition, you have advantage on death saving throws. ### Split Focus Starting at 13th level, you can focus on two foes at once, hunting both of them down. When you designate prey with Hunter's Prey, you can pick up to two creatures as your prey, and you can have two active prey simultaneously. This number increases to three at 17th level. \columnbreak You may only mark prey without expending your bonus action, using the Favored Enemy feature, if all of the creatures you designate as prey are favored enemies for you. ### Killer Instinct Beginning at 18th level, you can strike the most evasive of enemies, even those hiding behind obscured visibility or magical protection. Your attack rolls against creatures marked as your prey cannot have disadvantage. ### Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. Add your Wisdom modifier to all attack rolls made against your Hunter's Prey, in addition to any normal modifiers. \pagebreakNum
# Ranger Conclaves ## Hunter The hunter is the most classic of ranger archetypes. Whether you stand as a self-sufficient outlander or as the bulwark between civilization and the terrors of the wild, you excel in specialized techniques for taking down your prey. ### Hunter's Eye At 3rd level, you gain proficiency in the Perception skill. If you were already proficient in Perception, double your proficiency bonus for any ability checks made using this skill. ### Hunter's Quarry 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. ### 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. \columnbreak ### 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 15 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. You may move up to a total of half your speed between these attacks. ### 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 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. \pagebreakNum
## Beast Master The Beast Master archetype embodies friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. ### Ranger's Companion At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. It is able to understand simple speech and commands. The beast grows along with you, using your proficiency bonus (PB) as its own. The beast can be created using the steps in Appendix C: Companion Creation. Choose traits that fit the type of creature you wish to bond with, or use one of the example stat blocks. In combat, the beast acts during your turn and moves at your command. It can use its reaction and bonus action (if applicable) on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can instead sacrifice one of your attacks when you take the Attack action to command the beast to use an Attack, Dash, Disengage or Help action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Like a player character, the beast becomes unconscious at 0 hit points and makes death saving throws. Should your companion die, you may spend one hour during a long rest to revive the creature provided that you have access to the body for the entire 1 hour long ritual. The beast also follows all resting rules that apply to player characters, including the ability to roll Hit Dice to regain hit points on a short rest. ### Animal Whisperer At 3rd level, you gain proficiency in Animal Handling. If you were already proficient in Animal Handling, double your proficiency bonus for any ability checks made using this skill. Exceptional Training Beginning at 7th level, your beast companion can use the Help action instead of the Dodge action on any turn in which you did not give it a command. ### Bestial Fury Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks. ### Share Prey Beginning at 15th level, your beast companion shares the benefits of Hunter's Prey when attacking or tracking any creature you have marked as your prey. \columnbreak ## Outrider Many rangers disdain the idea of riding an animal companion, but for some this is the ultimate expression of the bond between ranger and beast. Whether charging over a hillside or riding wild and free across the plains, outriders and their mounts fight and live as one. ### Bonded Mount At 3rd level, you gain a Medium or Large beast companion, typically but not exclusively a horse (see Appendix A for options to create a different companion; it cannot use the Light array or Flyer speed). Your companion is trained to understand and obey your commands and uses your proficiency bonus (PB). Your companion acts on your turn and moves at your command. It can use its reaction and bonus action (if applicable) on its own, but the only action it takes is the Dodge action, unless you use a bonus action on your turn to command it to take the Attack, Dash, Disengage or Help action; you must be mounted to command it in this way. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Like a player character, the beast becomes unconscious at 0 hit points and makes death saving throws. Should your companion die, you may spend one hour during a long rest to revive the creature provided that you have access to the body for the entire 1 hour long ritual. The beast also follows all resting rules that apply to player characters, including the ability to roll Hit Dice to regain hit points on a short rest. ### Born to Ride Starting at 3rd level, your mastery as a rider becomes apparent. You gain proficiency with the Animal Handling skill, and you can double your proficiency bonus for this skill if you were already proficient. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. ### Ranger's Charge Starting at 7th level, you use your mount's momentum to deadly effect. If your mount moves at least 20 feet uninterrupted while you are riding it and you take the Attack action, the first of your attacks to hit that turn deals an additional 1d8 damage. ### Trampling Charge Starting at 11th level, you can spur your mount to plow through whole groups of enemies. Use your action to command your mount to move in a straight line up to its speed. It can move through occupied spaces, which count as difficult terrain. All creatures in its path must succeed at a Dexterity saving throw (DC = 8 + its Strength modifier + your proficiency bonus) or take 6d6 bludgeoning damage, or half as much on a successful save. A Huge or larger enemy blocks the path of the charge but still takes damage \pagebreakNum
You can use this feature a number of times equal to your proficiency bonus, and regain all uses after you and your mount complete a long rest. ### Legendary Bond At 15th level, the bond between you and your mount has grown so strong that you instinctively understand each other. Once per turn, you can command your mount to Attack, Dash, Disengage or Help as part of your action, instead of using your bonus action. > ##### Optional Rule: Replacing Beast Companions > Should your beast companion permanently die or should you wish to change your companion to a different beast, as a Beast Master or Outrider, you can acquire a new one a number of ways. Another ranger or animal trainer may be able to lend or sell you a beast fit for your level; alternatively, you may have already trained a number of potential companions that you had to leave behind on your travels. At your DM's discretion, you may even have multiple companions traveling with you, though you can only command one at a time.
> If no trained backups are available, you can begin training a wild beast from scratch on your own. Whenever you command an untrained beast, you must succeed on an Animal Handling check. On a success, the beast does as commanded; on a failure, it acts according to its disposition. See Appendix B: Companion Training for more ## Warden All rangers have a deep connection to the wilderness, but wardens delve even further, into the realm of primal mysticism. Wardens are often trained by a druidic circle, in order to serve as the first line of defense between the civilized world and the mysteries of the wild. ### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. **Cantrips** - You learn three cantrips: shillelagh and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level. These cantrips become warden spells for you. **Spell Slots** - The Warden Spellcasting table shows how many spell slots you have to cast your 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 ensnaring strike and have a 1st-level and a 2nd-level spell slot available, you can cast ensnaring strike using either slot. **Spells Known of 1st Level and Higher** - You know three 1st-level spells of your choice from the druid or ranger spell list, two of which must be from the transmutation or conjuration schools. These spells become warden spells for you. The Spells Known column of the Warden Spellcasting table shows when you learn more druid or ranger spells of 1st level or higher. Each of these spells must be a transmutation or conjuration spell of your choice, and 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. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the druid or ranger spell list. The new spell must be of a level for which you have spell slots, and it must be a transmutation or conjuration spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. **Spellcasting Ability** - Wisdom is your spellcasting ability for your warden spells, since they are derived from your instinctive connection to primal magic. 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 warden 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 warden spells. ##### Warden Spellcasting Ranger
Level| Cantrips
Known| Spells
Known| 1st| 2nd| 3rd| 4th| |:-----:|:-----:|:-----:|:------:|:-----:|:------:|:-----:| |3rd| 3| 3| 2| —| —| —| |4th| 3| 4| 3| —| —| —| |5th| 3| 4| 3| —| —| —| |6th| 3| 4| 3| —| —| —| |7th| 3| 5| 4| 2| —| —| |8th| 3| 6| 4| 2| —| —| |9th| 3| 6| 4| 2| —| —| |10th| 4| 7| 4| 3| —| —| |11th| 4| 8| 4| 3| —| —| |12th| 4| 8| 4| 3| —| —| |13th| 4| 9| 4| 3| 2| —| |14th| 4| 10| 4| 3| 2| —| |15th| 4| 10| 4| 3| 2| —| |16th| 4| 11| 4| 3| 3| —| |17th| 4| 11| 4| 3| 3| —| |18th| 4| 11| 4| 3| 3| —| |19th| 4| 12| 4| 3| 3| 1| |20th| 4| 13| 4| 3| 3| 1| \pagebreakNum
### Druidic Warrior Starting at 3rd level, when you cast shillelagh, you can target up to two quarterstaves or clubs that you are holding. The duration of the spell increases to 1 hour. If you are holding a quarterstaff affected by shillelagh in two hands, the damage die increases to a d12. In addition, when you hit your Hunter's Prey with a spell attack roll from a warden spell, you can add 1d6 to the damage, as you would with a weapon attack. ### Primeval Awareness Beginning at 7th level, you can use your action to focus your awareness on the region around you. For 1 minute, 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 favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, undead, and your favored enemy if it's not already on the list; how many there are; and roughly how close they are, though not their exact location. In addition, you learn speak with animals and beast sense, and can cast either without expending a spell slot. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest. ### Vanish Starting at 11th level, you can 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, for 1 minute in non-natural terrain, 10 minutes in natural terrain, and one hour in your favored terrain. The effect ends if you take damage or make an attack. 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. ### Primal Communion Beginning at 15th level, you learn speak with plants, locate creature and commune with nature, and you can cast each one once without expending a spell slot. Once you cast one of these spells with this feature, you can't cast that spell with it again until you finish a long rest. \columnbreak ## Gloom Stalker Gloom stalkers are at 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. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. ### Dread Ambusher At 3rd level, you master the art of the ambush. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. ### Umbral Sight At 3rd level, your eyes have become accustomed to heavy darkness. 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 dim light or darkness, you have advantage on Stealth checks to hide from any creature that relies on darkvision to see you. ### Shadow Sense Your senses are finely attuned to detect nearby foes even when blinded or in magical darkness. At 7th level, you gain blindsight with a range of 10 feet, or an additional 10 feet if you already have blindsight. In addition, you can stand still, focus, and extend your senses further, picking up on the subtlest vibrations, even through walls. As an action, you can grant yourself tremorsense within a 30 foot radius. Moving or taking damage causes you to lose this sense. You can use this feature a number of times equal to your proficiency bonus, and regain all uses upon completing a long rest. ### Stalker's Flurry At 11th level, 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 Starting at 15th level, you can dodge in unforeseen ways, making expert use of the shadows 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. \pagebreakNum
## Monster Slayer You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained to resist such monsters' supernatural powers, slayers are experts at unearthing and defeating mighty, mystical foes. ### Monster Expert You have an encyclopedic knowledge of all things strange and supernatural. At 3rd level, you gain proficiency in the Arcana and Religion skills, and your proficiency bonus is doubled for one of these skills (your choice). ### Slayer's Insight At 3rd level, your eye is keenly trained on how best to hurt even the most exotic of creatures. When you use Hunter's Prey to mark a creature you can see within 60 feet of you, you can make an Intelligence check (Nature for natural creatures, Arcana for magical creatures, History for humaniods, Religion for holy/unholy creatures etc. DM decides what is appropriate for creature type) against DC 10 + half the target's CR. If you succeed, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are, as well as condition immunities. You also deal an additional 1d8 damage on your first weapon attack to hit that creature, and others with the same name, each turn until your next long rest. ### Iron Mind By 7th level, you have honed your ability to resist the mindaltering powers of your quarry. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). ### Magic-User's Nemesis At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within range of a weapon you are holding, you can use your reaction to make an attack against that creature with that weapon. If this attack is a critical hit, the spell or teleport fails and is wasted. ### Slayer's Counter At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If your prey forces you to make a saving throw, you can use your reaction to make one weapon attack against them. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects. \columnbreak ## Horizon Walker You are first and foremost an explorer, never satisfied staying long in the same place, always seeking new experiences and challenges - even those beyond your world. ### Adaptive Adventurer Starting at 3rd level, you are able to adapt to new environments incredibly quickly. You can change your favored terrain to any terrain type you have spent at least one day in, replacing an existing favored terrain. You can also change your favored enemy to any type of creature you have fought and marked as your prey with the Hunter's Prey feature within the last day, replacing an existing favored enemy. You can do this once per day when you mark prey, regaining use of this feature after completing a long rest. ### Exploit Weakness You quickly become familiar with certain enemies' weak spots. At 3rd level, the damage from your Hunter's Prey feature increases by one die size (i.e. from 1d6 to 1d8) when you hit a favored enemy. ### Planar Wanderer At 7th level, you can even adapt to otherworldly environments. You gain an additional favored terrain, which does not count against your maximum, and access to planar terrain types: Upper Planes, Lower Planes, Feywild, Shadowfell, Mechanus, Limbo and the Elemental Chaos. As usual, you must have spent at least one day in one of these terrain types before designating it as your favored terrain. When you gain the Favored Terrain Master feature at 9th level, add the following to the list of potential benefits: ***Elemental Chaos.*** You gain resistance to one of the following damage types of your choice: fire, cold, lightning or non-magical bludgeoning. ***Feywild.*** You have advantage on saving throws against being charmed. ***Limbo.*** You gain resistance to psychic damage. ***Lower Planes.*** You have advantage on saving throws against being frightened. ***Mechanus.*** You gain proficiency with tinker's tools and thieves' tools, and have advantage on ability checks made with these tool kits. ***Shadowfell.*** You gain resistance to necrotic damage. ***Upper Planes.*** You gain resistance to radiant damage. ### Slayer At 11th level, you may make an additional weapon attack when you take the Attack action against a favored enemy. ### Key to the Cosmos At 15th level, your planar travels have caused your soul to become attuned to the weave between worlds. You can cast misty step once per short rest, dimension door once per long rest, and either teleport or plane shift once every seven long rests, though you still need the material components. \pagebreakNum
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Check out AgenderAcree's [original Martial Ranger](https://www.gmbinder.com/share/-MTSf1NxHva3nZH6U45C) for a list of Ranger Archetypes. Almost all of the Archetypes are good adaptations from the originals by WotC and fit the Martial Ranger very well, so I didn't feel a need to change anything.
>#### *Notes:* >- The Herbalist Archetype is rendered slightly moot due to the introduction of **_thelittledarkone's Alchemy, Herbalism and Poisoncraft Guide_** >- The Trapper Archetype is rendered slightly moot due to the introduction of **_thelittledarkone's Crafting, Tinkering and Blacksmithing Guide_** >- The Bounty Hunter archetype's first ability has been rendered moot if you use **thelittledarkone's** version of this class as I have added it to the terrain list in the main class.
# Additional Options from... ## **thelittledarkone's Alchemy, Herbalism and Poisoncraft Guide** ### Natural Healer *Optional Level 2 Feature,*
Your experience surviving in the harsh wilderness has taught you how to identify and make use of medicinal plants. Starting at 2nd level, you have advantage on all Wisdom checks made against the discovery or brew DC whilst attempting to create poultices or pastes. Additionally, at 11th level, you create 1d6 uses of each poultice or paste when beating the brew DC rather than 1d4. At level 17, this increases to 1d8. \pagebreakNum
## The Ranger: # Appendices
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# Favored Enemies Below you'll find a very brief description of the enemy types available to the Ranger. You'll also find in the descriptions other specialized enemy types that may suit a very niche hunter/ranger. Some of these enemy types are more restrictive than others and these enemy types should be chosen with a view to fully roleplaying your character rather than on min-maxing a character. This appendix is only meant to be used as a guide to give players ideas for their characters and GM's ideas for their settings. The below descriptions should not be taken as rules or strict scientific descriptions. ### Standard Enemies List #### Aberrations Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. These powers are often referred to as psionics and are highly dangerous. The creatures themselves tend to have tentacles of some form or another though they do not necessarily favor aquatic environments. **Where to find them** - Aberrations are mostly found in dank, cavernous regions where they can be left to their nefarious schemes. #### Beasts Beast represent animals and other natural creatures found in the wilds of the world. They are a varied as the fauna on any world and make up the natural ecosystem. Some are food and some are prey, and a good ranger understands this implicitly. **Where to find them** - Everywhere #### Celestials Celestials are holy creatures found in the upper planes of reality. They are mostly of good alignment and rangers who have sworn to destroy celestials tend towards a darker path of revenge or chaos or both. **Where to find them** - Although they normally reside in the upper celestial planes, they do appear rarely on the material plane and almost always in holy areas where faithful worshipers gather. #### Constructs Man made creations, given life. This is usually done with magic but since the recent scientific breakthroughs, technology has managed to grant life to these artificial creatures. Constructs represent to opposite of nature and many rangers regard them as a representation of mans hubris. **Where to find them** - Often guarding their maker or some relic inside some ruins \columnbreak #### Dragons The embodiment of power, Dragons are widely regarded as the first and foremost calamity that threatens the world. This is of course not entirely true as dragons have as varied personalities as any other sentient creatures. Rangers who hunt dragons, however, tend to have tarnished all dragons with the same brush, believing them to be a great danger to the world. **Where to find them** - They can be found almost anywhere but most commonly inside mountain caves. #### Elementals The avatars of the primal fury of nature and the children of the chaos that spawned all life. It is rare for a ranger to favor hunting these creatures but some do reject the notion that these elementals are the true creators and maintainers of life and so are a necessary calamity in the world. Many who do hunt them are, often, even willing to chase these creatures into their home planes and prepared to brace the full fury of the elements. **Where to find them** - Usually in their home planes but they can pop up anywhere to reap destruction on those without vigilance #### Fey THe children of the forest and the progenitors of man, if you believe the legends. THese creatures live both in the forests and in their own various planes of existence. They are shrouded in mystery and often seek to protect their wild homelands from all interlopers. This can often lead to either, strong alliances with loyal rangers, or equally as likely, deep seeded and bitter rivalries with "those that dare to tread where they don't belong". **Where to find them** - Anywhere wild and untouched. 'Civilized' expansion into the wilds makes encounters with these creatures ever more likely. #### Fiends From the pits of hell and the depths of the abyss lurk the devils and demons that make unholy bestiary of creatures collectively known as fiends. Rangers who choose to hunt these creatures are often employed as divine hunters on a mission from some deity to guide the righteous into the pits of despair for a holy crusade of some kind. **Where to find them** - Hell mostly... Although some lunatics do sometimes summon them for reasons unbound by the restraints of sanity I'm sure. \pagebreakNum
#### Giants Giants tower over other humanoids as well as others or their own kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). True giants however tend to look like colossal humans or fey and are all too often unaware of the presence of other smaller creatures. Rangers who hunt giants are largely thrill seekers or just plain madmen seeking to hunt the most difficult and dangerous of creatures to bring down. **Where to find them** - Mostly in mountainous environments but some do venture down into forests or grasslands on occasion. #### Monstrosities Monstrosities are all manner of large and grotesque creatures that don't actually fit in wit any other creature type. Rangers who hunt these types of creatures tend to be mercenaries and roaming monster slayers. **Where to find them** - Anywhere, insectoid-looking monstrosities especially like it underground #### Oozes These are largely amorphous blobs or corrosive goo that suffocate and digest living creatures in full view of their friends. Little is known about their origins and rangers who choose to hunt them, usually do so out of necessity rather tan choice. **Where to find them** - They are most often found in dungeons and sewers but can also be found in other cavernous environments #### Plants Most plants are pretty mundane and will only really hurt you if you eat the wrong parts of them but some are fully sentient and outwardly hunt other creatures. These creatures may be magical but most are just more evolved plant life. Rangers who specialize in killing plants are likely guides or guardians who destroy the plants only to protect their party. **Where to find them** - Mostly forests and caverns but really anywhere that plants grow... so basically everywhere. #### Undead These creatures are brought back from the dead either by the magic of their master or by their own stubborn will after some horrible demise. To many rangers these creatures represent an afront to the natural order and most rangers show open contempt for them. Some ranger, however, choose to hunt these foul creatures down in order to set right the natural order of things. **Where to find them** - Although cliche, cemeteries or old houses are a pretty good bet. But really, they could be haunting anywhere. \columnbreak ### Specialized Enemies List #### Arcane These are non-innate, arcane magic users including Wizards, Warlocks, Sorcerers, Bards, Witches and any other class like that. Rangers that specialize in hunting these classes may view magic as a perversion of nature and seek to stamp out practitioners where ever they find them. #### Faithful These are non-innate, divine magic users including Clerics, Paladins and any other class like that. Rangers that specialize in hunting these classes may view the deities that the creature worships as false or dangerous and so seeks to eradicate them. #### Primal These are non-innate, nature magic users including Druids, Other Magical Rangers and any other class like that. Rangers that specialize in hunting these classes may view the practitioners as those that seek to use nature rather than respect it. #### Enlightened These are ki-sensitive martial artists such as Monks, Ninja, Samurai and any other class like that. Rangers that specialize in hunting these classes may view ki as a hoax and seek to prove it's practitioners powerless. #### Criminals These are chaotic aligned creatures that willfully break the law, most often criminal Rogues, Bards, Fighters and any other class like that. Rangers that specialize in hunting these criminals may be involved in the law somehow, vigilantes who take the law into their own hands or are hired to track down fugitives. #### Suppressors These are lawful aligned creatures that seek to subjugate others using the law, most often highborn Nobles, Paladins, Fighters, Clerics and any other class like that. Rangers that specialize in hunting these classes may view the actions of the suppressors as tyrannical and unjust, seeing themselves as freedom fighters seeking to overturn the status quo. #### Wildlings These are those that live outside of society, on the fringes of civilization. They are mostly Druids, Barbarians, or other Rangers but could also be Witches, Wizards or Warlocks, Sorcerers or any other creature that shuns society. Rangers that specialize in hunting these people may view them as a threat to their home and seek to keep them from pillaging their loved ones. \pagebreakNum
# Favored Terrains Below you'll find a very brief description of the terrain types available to the Ranger. You'll also find in the descriptions other terrain that synergize well as second or third terrain types for a developing ranger. This appendix is only meant to be used as a guide to give players ideas for their characters and GM's ideas for their settings. The below descriptions should not be taken as rules or strict scientific descriptions. ### Arctic Arctic terrain covers any snowy, tundra type of area where the weather is cold and often snowing. The Arctic is considered by most to be the white desert of the north, but to a Ranger of the Arctic, it is a boundless land with thriving ecosystems that comprises many terrains, each with its own plant and animal life and challenges to those hapless enough to venture north, unprepared. It is widely known that the arctic holds many mountains but contrary to popular belief the arctic (mostly sub arctic) does in fact also hold many forests. Mountains and Forests are the terrain types that most naturally compliment the arctic as favored terrains and experienced northern rangers will most likely know all of these terrains very well. ### Cavernous Cavernous terrain covers any cave, cavern, mine or other underground environment. Cavernous Rangers are most at home when underground and so adapt quite quickly to a world without light. These environments are not without ecosystems and most cavernous areas are teeming with life, also perfectly adapted to living without light. Underground ruins are much more common in the world than you'd think and experienced Cavernous Rangers are most likely to come accross many during their travels. Dungeons make a fantastic accompaniment to a cavernous ranger's favored terrain list but in honesty, little else really lends itself to the cavernous setting. ### Coast Coastal terrain covers any oceanic area, such as archipelagos or coastal bays. This area is largely of attraction to fishermen and pirates who are more superstitious than most rangers. As the common saying goes, the sea is a cruel and fickle mistress. Coastal environments are home to some of the oldest and most refined ecosystems in the world and navigating the dangers posed by this environment can be as much up to luck than skill. Coastal areas usually border mangrove swamps, cavernous sea caves or jungle strewn islands, but the coast can be anywhere and so any other terrain can suit a coastal ranger. Consider where the rangers home coast is before deciding on the most appropriate additional favored terrain to gain. ### Desert Desert terrain covers any hot, arid dusty/sandy environment where water is scarce. The desert is an environment that often invokes a great deal of fear, where the weather, heat, flora and fauna all conspire to exhaust, starve and ultimately kill you. A desert ranger knows this to be true for those who are poorly prepared and equipped to deal with the environment. Although the deserts themselves have very little variety in scenery than vast sand dunes, the borders of these areas are very often watery swamp or coastal environments. It seems ironic that nature is cruel enough to starve a person of water only to offer an abundance of such just over the next dune. Experienced desert rangers know that if they can make it through the desert, that an oasis or wetlands is never too far away. Despite the obvious irony, swamps and coasts make excellent partners for deserts as additional favored terrains \pagebreakNum
### Dungeon Dungeons cover all complex man made environments including ruins, mazes, labyrinths, prisons and fortresses, to name but a few. Dungeon rangers are often referred to as maze runners and they spend a great deal of time, patrolling local ruins in the forests or vast halls locked in the Underdark. This type of ranger often lend themselves much more prone to treasure hunting and tomb robbing than other rangers but many still regard themselves as guides or wardens of these ancient areas. Dungeons can be found anywhere, but most ruins are found in cavernous or forest terrains. These make great additions to those rangers leaning into the archetype of guide, but for those looking to be treasure hunters, the urban environment may be more suitable as an additional favored terrain. ### Forest A forest is any non-humid environment that is comprised mostly of trees. It is not to be confused with jungles which are humid and home to very different kinds of flora and fauna. The forest ranger is the classic archetype of the ranger, often showing themselves as the 'Robin Hood' of the fantasy world. Forests can be almost anywhere, from mountain and arctic forests to the classic, vast, oak tree forest. For this reason it is hard to say what goes best with a forest ranger but in my opinion, mountain, grassland or dungeons are all pretty good additional terrains for a forest ranger depending on where their home forest is located. ### Grassland Grasslands are vast open fields or roving savannahs. Rangers of this environment most often favor being mounted as it helps them to easily navigated the vast environment, but ranger nomads on foot are, by no means, unheard of. Experienced grassland rangers are well verse in the variety of flora that grow in meadows and fields as well as their medicinal (or lethal) qualities. For this reason, many rangers of the grasslands often double as herbalists and healers for tribes of nomads when the presence of a healer is lacking. Grasslands are probably the most varied environment in the world and as such, it is impossible to accurately depict suitable secondary or tertiary favored terrains to complement this terrain. Think about the environment the ranger is in and choose the next most often encountered terrains when making your decision about which terrain to take second or third. ### Jungle Jungles are much like forests except they exist in very humid environments where heavy rainfall is a near constant threat. The flora in this environment is much like it was in prehistoric times and the creatures that exist in the jungle are far more deadly than almost anywhere on earth. Jungle rangers tend to be highly adaptable, and able to eat almost anything as well as switch quickly between climbing and swimming in the varied environment that they call home. Due to the nature of the humid nature of the jungle, swamp like environments are by far the most common other areas that jungle rangers face. Swamps make the best secondary terrains for jungle rangers, followed by dungeons which represent the ancient and forgotten ruins so often encountered in these environments. ### Mountain Mountain represent any high-altitude and rocky environment that exists in the world. Most mountain rangers are hardy creatures that are well adapted to the high altitude. This is largely an inherited trait and, although good preparation can lessen the impact, altitude sickness remains a real danger to anyone not adapted within the mountainous environments. Mountains are not only their high peaks and they can contain any number of forest, jungle, cavernous or even urban environments, closer to the base. For this reason mountain rangers should consider what lies at the base of their home mountain range when seeking the best secondary or tertiary favored terrain types. ### Swamp Swamps are often found within other terrain types, from mangrove forests between islands to underground marshes in caverns, vast wetland fens in the grasslands to putrid bogs in jungles. Swamps represent a more horrid visage of nature to those that don't understand it. Swamp rangers however understand the beauty of the intricate ecosystem that forms around these damp places and are often highly protective against those who fail to respect their homeland. Because of the variety of places that swamps appear it is hard to define a single terrain that compliments them, however, with its humid nature, jungles make a pretty good fit, followed by the dark, dank nature of caverns. An ancient swamp may contain a number of semi sunken ruins which lends itself to dungeon environments or may lead directly to the sea and its coastal environments. ### Urban Urban areas are modern environments that are completely man made. These 'concrete jungles' are not the typical place that one might find a ranger but those that ply a more mercurial trade, such as bounty hunters or witch finders, find these environments every bit as rewarding and challenging as the classic woodland ranger. Urban environments can be anywhere but they are typically found in the middle of grasslands or forests and always close to either fresh water or coastal environments. Consider the location of the urban rangers home town before deciding on the best second or third favored terrains to go with. \pagebreakNum
# Appendix C: Companion Creation ### Step 1: Size Your companion is a Tiny, Small or Medium beast (your choice). If you are an Outrider, it may also be Large. ### Step 2: Abilities and Defenses Your companion is proficient in Perception, Survival, either Intimidation or Stealth, and either Athletics or Acrobatics, as well as Strength and Dexterity saving throws. It has one of the following ability score arrays: ##### Companion Ability Score Arrays |Array| Str| Dex| Con| Int| Wis| Cha| |----|----|----|----|----|----|----| |Bulky |14+PB| 10+PB| 14+PB| 6 |12+PB| 11| |Middling| 14+PB| 12+PB| 12+PB| 6 |12+PB| 11| |Light| 11+PB| 14+PB| 11+PB| 6 |12+PB| 11| Its Armor Class = 10 + your proficiency bonus (PB) + its Dexterity modifier, and it has a number of Hit Dice equal to your ranger level. If it is Bulky, its hit points equal 6 + six times your ranger level, and its Hit Dice are d10s. If it is Middling, its hit points equal 5 + five times your ranger level, and its Hit Dice are d8s. If it is Light, its hit points equal 4 + four times your ranger level, and its Hit Dice are d6s. ### Step 3: Senses Your companion has darkvision 60 ft. and two of the following Sense features. You can replace one Sense with one Special Movement feature. ##### Keen Hearing The beast has advantage on Wisdom (Perception) checks that rely on hearing. ##### Keen Sight The beast has advantage on Wisdom (Perception) checks that rely on sight. ##### Keen Smell The beast has advantage on Wisdom (Perception) checks that rely on smell. ##### Keen Touch The beast has tremorsense 40 ft. ##### Echolocation The beast has blindsight 60 ft. as long as it is not deafened. ### Step 4: Speed Your companion has one of the following Speed options. ##### Land-based 40 ft, swim 10 ft. ##### Climber 30 ft, climb 30 ft. ##### Flyer 10 ft, fly 60 ft. Cannot use the Bulky array. ##### Aquatic 5 ft, swim 60 ft. ##### Amphibian 30 ft, swim 30 ft. ##### Burrower 30 ft, burrow 10 ft. Credit to u/FragSauce's Soul Binder class for inspiration on the companion creation system! ### Step 5: Special Movement Your companion has one of the following special Special Movement features, or two if replacing a Sense. ##### Amphibious The beast can breathe air and water. ##### Flyby The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. ##### Hold Breath The beast can hold its breath for 15 minutes. ##### Running Leap With a 10-foot running start, the beast can long jump up to 25 feet. ##### Slither The beast does not need limbs to walk, swim or climb. ##### Spider Climb The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ##### Standing Leap The beast's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. ##### Sure-Footed The beast has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ##### Swift The beast's speeds all increase by 5 feet from base. ##### Water Breathing The beast can only breathe underwater. It has advantage on Stealth checks while underwater. \pagebreakNum
### Step 6: Natural Weapons Your companion is proficient in two of the following natural weapons. Note that it must have teeth to bite, claws to claw, and a stinger to sting (though sting can be reflavored as an alternate bite). Pummel can use any blunt natural weapon the creature possesses, including fists or hooves. Gore can use horns, antlers or tusks. Tail can use any long appendage: a tail, tentacle or even a tongue. Note that beasts can grapple without a free hand, using their mouth, or body in the case of constrictors. ##### Bite Melee weapon attack: reach 5 ft., one target. Hit: 1d8+Str piercing damage. If the beast hits a target with a bite attack, it can use its bonus action to attempt to grapple that target. ##### Claw Melee weapon attack: finesse, reach 5 ft., one target. Hit: 1d4+Str/Dex slashing damage. If the beast makes a claw attack using its action, it can make another claw attack as a bonus action. ##### Gore Melee weapon attack: reach 5 ft., one target. Hit: 1d6+Str piercing damage. If the beast uses Charge on this attack, the damage die increases to a d12. ##### Pummel Melee weapon attack: reach 5 ft., one target. Hit: 1d6+Str bludgeoning damage. If the beast hits a target with a pummel attack, it can use its bonus action to attempt to shove that target. ##### Sting Melee weapon attack: finesse, reach 5 ft., one target. Hit: 1d4+Str/Dex piercing damage. If the target fails its saving throw against Envenom, it takes an additional 1d8 poison damage. ##### Tail Melee weapon attack: reach 10 ft., one target. Hit: 1d6+Str bludgeoning damage. ##### Web (Recharge 5-6) Ranged Weapon Attack: range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 10+PB Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). ### Step 7: Special Attack Your companion has one of the following Special Attack features. ##### Charge (Recharge 5-6) If the beast moves at least 20 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 10+PB Strength saving throw or be knocked prone. ##### Pounce (Recharge 5-6) If the beast makes a long jump at least 10 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 10+PB Dexterity saving throw or be knocked prone. ##### Dive (Recharge 5-6) If the beast flies or swims at least 30 feet downward toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 10+PB Constitution saving throw or be stunned until the end of its next turn. ##### Crush If the beast succeeds on an Athletics check to grapple, it deals additional bludgeoning damage to the target equal to its Strength modifier. ##### Envenom If the beast succeeds on a bite or sting attack, the target must make a DC 10+PB Constitution saving throw. On a failure, the target is poisoned. It can repeat this saving throw at the end of each of its turns. On a successful save, it is no longer poisoned. ##### Pack Tactics The beast has advantage on attack rolls against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated. ##### Blood Frenzy The beast has advantage on melee attack rolls against any creature that has less than half its maximum hit points. ### Step 8: Special Recovery It has one of the following Special Recovery features, which can be used once and recharges on a short or long rest. ##### Relentless If the beast takes damage less than 3 + your ranger level that would reduce it to 0 hit points, it is reduced to 1 hit point instead. ##### Second Wind The beast can use a bonus action to regain hit points equal to 1d6 + your ranger level. ##### Toughen Up The beast can use its bonus action to give itself advantage on Constitution saving throws against being poisoned or paralyzed for 1 minute, and gains temporary hit points equal to half your ranger level (rounded up). > ##### Note on Recharge > Actions labeled Recharge X-Y follow the same rules as described in the Monster Manual: > The ability also recharges when the beast finishes a short or long rest. \pagebreakNum
## Examples The following are examples of companions you can take at level 3, as their stat blocks would appear at that level. Note that these are suggestions, and not the only way to build this type of creature. ___ > ## Big Cat >*Medium Beast, Middling* > ___ > - **Armor Class** 14 > - **Hit Points** 20 > - **Hit Dice** 3d8 > - **Speed** 40ft, swim 10ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|6 (-2)|14 (+2)|11 (+0)| >___ > - **Saving Throws** Strength +5, Dexterity +4 > - **Skills** Perception +4, Survival +4, Stealth +4, Athletics +5 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Can understand simple commands in languages you know of your choice. > ___ > ***Keen Smell.*** The cat has advantage on Wisdom (Perception) checks that rely on smell. > > ***Keen Sight.*** The cat has advantage on Wisdom (Perception) checks that rely on sight. > > ***Standing Leap.*** The cat's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. > > ***Pounce (Recharge 5-6).*** If the cat makes a long jump at least 10 feet straight toward a target and then hits it with a natural weapon on the same turn, the target takes an extra 1d6 damage. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or be knocked prone. > > ***Second Wind (Recharges after Short or Long Rest).*** The cat can use a bonus action to regain hit points equal to 1d6 + your ranger level. > ### Actions > ***Bite.*** Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d8+3 piercing damage. If the cat hits a target with a bite attack, it can use its bonus action to attempt to grapple that target. > > ***Claw.*** Melee weapon attack: +5, reach 5 ft., one target. Hit: 1d4+3 slashing damage. If the cat makes a claw attack using its action, it can make another claw attack as a bonus action \pagebreakNum
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Real Rangers don't need Magic
This was inspired by the Ranger Class in 3.5e and I hope acts as a good example of a character type that players will enjoy. Feel free to use any of this material for your campaigns (within the confines of WotC's terms and conditions, the OGL and OGC of course) and edit it as you like. You can contact me if you'd like to give any feedback at all regarding balancing, wording or flavour. Adapted by: [thelittledarkone](https://thelittledarkone.com) Cover Art: [Maciej Kuciara](https://kuciara.com/)
Check out my other free documents with [GM Binder Search](https://www.gmbinder.com/search) Or visit my site to find some very affordable adventures and campaigns [thelittledarkone.com](https://thelittledarkone.com)
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