Ranger (Reworked)

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Ranger

Away 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. Experts in tracking, hunting and survival, Rangers balance martial prowess with druidic magic. They use their abilities to debilitate foes and make the wilderness their ally.

Class Features

As a Ranger, you gain the following class features:

Hit Points


  • Hit Dice: 1d10
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st.

Proficiencies


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Strength, Dexterity
  • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

You start with the following items, plus anything provided by your background.

(a) scale mail or (b) leather armor

(a) two shortswords or (b) two simple melee weapons

(a) a dungeoneer's pack or (b) an explorer's pack

(a) a druidic focus or (b) a component pouch

A longbow and a quiver of 20 arrows

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Ranger
Level Proficiency
Bonus
Features Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Creature Specialist, Woodland Companion, Deft Explorer
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Conclave, Primal Awareness, Companion Improvement 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack, Companion Improvement 4 4 2
6th +3 Mystic Companion, Deft Explorer Feature, Focused Type Improvement 4 4 2
7th +3 Ranger Conclave Feature, Companion Improvement 5 4 3
8th +3 Ability Score Improvement, Wild Bond 5 4 3
9th +4 Focused Type Improvement 6 4 3 2
10th +4 Shrewd Action, Deft Explorer Feature, Companion Improvement 6 4 3 2
11th +4 Ranger Conclave Feature, Mystic Companion Improvement 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Companion Improvement 8 4 3 3 1
15th +5 Ranger Conclave Feature, Focused Type Improvement 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 Mystic Companion Improvement 10 4 3 3 3 1
18th +6 Feral Senses, Companion Improvement 10 4 3 3 3 1
19th +6 Ability Score Improvement, Focused Type Improvement 11 4 3 3 3 2
20th +6 Call of the Wilds 11 4 3 3 3 2

Class Features

PART I









Creature Specialist

Your connection with nature allows you to become expert in hunting, tracking, studying and communicating with certain types of creatures.

Studied Types

At 1st level, choose a type of creature: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. The type of creature you choose is added to your list of Studied Types.

During a Long Rest you may spend time studying a creature of a different type (alive or dead), and add it to your list of Studied Types. This process appears to be intense study and a deepening of mundane knowledge, but is also magical and involves invoking your connection with nature.

Focus Preparation

You prepare a list of creature types that are available to you, choosing from your list of Studied Types. When you do so, choose a number of creature types equal to your Wisdom modifier. Each entry of this list is referred to as a Focus or Focused Type.

For example, if you have a Wisdom of 16, your list of Focused Types can include three creature types. Utilizing any Focus benefit doesn't remove it from your list of prepared types.

You can change your list of Focused Types when you finish a long rest. Alternatively, you can replace one type with another type you know when you finish a short rest.

Benefits

When encountering any creature type you have prepared as a Focus, you gain the following benefits:

  • Advantage on Wisdom (Survival) checks to track them
  • Advantage on Intelligence (Arcana, History, Nature, or Religion) checks to recall information about them
  • You cannot be surprised by them

At 6th, 9th, 15th and 19th Level this feature receives improvements that help a Ranger track, study, fight and converse with a Focused creature type.











Woodland Companion

You gain a spirit companion that accompanies you on your adventures and is able to take the form of various beasts to fight alongside you.

Conjuring

Your ranger level determines the beasts your companion can become. Conjuring a form for your companion takes 10 minutes and level of spell slot determined by the CR of the form you wish to conjure. You may also conjure them without the use of a spell slot as part of a long rest.

Companion Forms
Level Max CR Limitations Spell Slot
1st 0 Medium or Smaller -
3rd 1/8 Medium or Smaller -
5th 1 Large or Smaller 1
7th 2 Large or Smaller 2
10th 3 Huge or Smaller 3
14th 4 Huge or Smaller 4
18th 5 - 5

For example, a 5th level Ranger can conjure a CR 1 Large form with a 1st level spell slot. Alternatively, that same ranger can conjure a CR 1/8 companion without the use of a spell slot.

Companion Form

Its creature type is Fey, regardless of its form, has an alignment of your choice, and can understand a language of your choice. Additionally, if its Intelligence score is below 10, it becomes 10. Otherwise, your companion possesses all stats, features, senses, and attacks of the form you conjured.

Companion Usage

Your companion acts on your turn and always obeys your commands. You have full control of its movement and any actions it takes (no action required by you). You can dismiss your companion’s conjured form as an action, returning it to its home plane. You must perform another ritual to conjure them again.

If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself. Should you die, your companion continues to exist for 24 hours before returning to its home plane.

Deft Explorer

You are an unsurpassed explorer and survivor. At 1st level, choose one of the following benefits, and then choose another one at 6th and 10th level.

Canny

Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you gain expertise in that skill.

In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.

Roving

Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless

As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Unhindered

Moving through nonmagical difficult terrain costs you no extra movement. In addition, you gain the following benefits while traveling for an hour or more, difficult terrain doesn't slow your group's travel and your group can't become lost except by magical means.

Survivalist

You gain the following benefits while traveling for an hour or more:

  • Even when you are engaged in another activity while traveling, you remain alert to danger.
  • When you forage, you find twice as many supplies 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.

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, Blind Fighting, Defense, Druidic Warrior, Dueling, Thrown Weapon Fighting, Two-Weapon Fighting

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Ranger spells. The power of your spells comes from natural magic sources. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Ranger spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

WIS modifier

Spell attack modifier = your proficiency bonus +

WIS modifier

Ritual Casting

You can cast any ranger spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells.

Ranger Conclave

At 3rd level, you choose an conclave that you strive to emulate from the list of available conclaves. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Primal Awareness

Beginning at 3rd level, you can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
Ranger Level Spell
3rd detect magic, speak with animals
5th beast sense, locate animals or plants
9th speak with plants
13th locate creature
17th commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mystic Companion

Starting at 6th level, your companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, your companion gains a +1 bonus to their attack and damage rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

Focused Type Improvement

At 6th level, your skill as a Creature Specialist improves. You may choose an improvement against Focused types from the list below. You may choose an additional improvement from the list at 9th, 15th and 19th level.

Wild Grit

You have advantage on Strength, Dexterity and Constitution saving throws against effects inflicted by Focused types, including concentration saves triggered by damage.

Wild Determination

You have advantage on Intelligence, Wisdom and Charisma saving throws against effects inflicted by a Focused type.

Wild Eye

Your gain a bonus of +10 to passive perception against stealth rolls by Focused types.

Wild Accuracy

As a bonus action you may gain advantage on all attacks against Focused types for the rest of your turn. You can use this feature a number of times per long rest equal to your Wisdom modifier (minimum 1).

Wild Attacks

Attacks against a Focused type deal +2 damage. This increases to +4 damage at level 11.

Wild Adept

When making ability checks against or regarding a Focused type, you may gain advantage. You can use this feature a number of times per long rest equal to your Wisdom modifier (minimum 1).

Wild Evasion

When a Focused type hits you with an attack, you may use your reaction to halve the inflicted damage.

Wild Bond

At 8th level, your bond with nature allows you to take on certain bestial aspects. As a bonus action, you may gain one of the following benefits for its duration or until you use this feature again.
You can use this bonus action a number of times equal to your Wisdom Modifier (a minimum of once), unless you expend a spell slot of 2nd level or higher to use it again. You regain all expended uses when you finish a long rest.

Keen Senses

You gain advantage on perception checks for 1 hour.

Aquatic Adaptation

You can breathe underwater for 1 hour.

Grasping Limb

One of your hands and any one-handed weapon it is holding merge, taking the shape of a tentacle or claw for 1 minute. The weapon gains the following benefits:

  • Range increases by 5 feet.
  • A target hit by this weapon is grappled.
  • While grappling a target, this weapon cannot attack another target.
Trampling Charge

Your choice of antlers or horns grow from your head. If you move at least 20 feet straight toward a target, your next melee attack against that target deals an extra 2d6 weapon damage. If the target is a creature at most 1 size larger than you, you may take the shove action as part of that attack. This benefit lasts for 1 minute.

Poison Spines

Both of your hands and a ranged weapon they are holding merge, taking the form of spines or quills emerging from your arms. In addition to the weapon’s normal damage, any target hit by this weapon must make a constitution saving throw against your spell save DC, suffering 2d6 poison damage on a failed save, or half as much damage on a successful one. This benefit lasts for 1 minute.

Shrewd Action

Starting at 10th level, your cunning and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This bonus action can be used only to take the Dash, Disengage, Search and Hide Actions.

Feral Senses

At 18th level, you gain preternatural senses that help you to sense 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 all creatures within 30 feet of you, including invisible ones, provided that the creature isn't hidden from you.

This feature functions even if the Ranger is blinded and/or deafened.

Call of the Wilds

At 20th level you have attracted a second fey spirit to your side, allowing you to have 2 Woodland Companions simultaneously. Any class or subclass features that reference your companion affect both companions.

Furthermore, your weapon attacks score a critical hit on a roll of 19 or 20.

Conclaves

PART II












Fey Wanderer

Conclave Companions

Your conclave’s connection with the dark parts of the world grants additional forms to your Woodland Companion. Starting at 3rd level, your Woodland Companion has access to additional forms as found on the Expanded Companion Forms Table. (You ignore the limitations column of the Companion Forms Table.) The table is populated by creatures of the Plant, Fey, or Elemental type.

Expanded Companion Forms
Level Extra Forms
3rd Twig Blight, Boggle
5th Faerie Snake, Fire Snake, Faerie Dragon (Red)
7th Gargoyle, Faerie Dragon (Yellow)
10th Assassin Vine, Faerie Dragon (Blue)
14th Yeth Hound, Faerie Dragon (Indigo)
18th Shambling Mound, Faerie Dragon (Violet)

Beast Master

Conclave Companions

Your conclave’s connection with the dark parts of the world grants additional forms to your Woodland Companion. Starting at 3rd level, your Woodland Companion has access to additional forms as found on the Expanded Companion Forms Table. (You ignore the limitations column of the Companion Forms Table.) The table is populated by beast-like creatures of the Monstrosity type.

Expanded Companion Forms
Level Extra Forms
3rd Tressym, Young Kruthik
5th Crag Cat, Giant Strider
7th Peryton, Carrion Crawler
10th Manticore, Winter Wolf
14th Guardian Wolf, Kamadan
18th Bulette, Gorgon












Fight as One

Starting at 3rd level, your companion gains a bonus to its AC and damage rolls equal to your proficiency bonus.

Tag Team

Beginning at 7th level, when you or your companion make your first attack on your turn, you can choose to Tag Team your enemies. Doing so grants you and your companion advantage on attack rolls against a creature if at least one of you is within 5 feet of the creature and is not incapacitated until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), unless you expend a spell slot of 2nd level or higher to use it again. You regain all expended uses when you finish a long rest.

Spirit Bond

Starting at 11th level, when you or your companion take damage, they can choose to gain resistance to that damage. Doing so causes the other to take the same amount of damage.

Beastial Wrath

Beginning at 15th level, your companion can use a bonus action to enter a frenzied state. Doing so grants them the following bonuses for 1 minute:

  • 25 temporary hit points.
  • Additional 1d12 damage dealt by melee damage rolls
  • Can attack an additional time when taking the attack or multiattack action.

Once your companion uses this feature, they cannot do so again until you finish a long rest.

Gloom Stalker

Conclave Companions

Your conclave’s connection with the dark parts of the world grants additional forms to your Woodland Companion. Starting at 3rd level, your Woodland Companion has access to additional forms as found on the Expanded Companion Forms Table. (You ignore the limitations column of the Companion Forms Table.) The table is populated by the more alien and dark creatures of the Monstrosity and Undead type.

Expanded Companion Forms
Level Extra Forms
3rd Skeletal Rats, Male Steeder
5th Death Dog, Darkmantle
7th Shadow Mastiff , Will-o-wisp
10th Basilisk, Displacer Beast
14th Girallon, Banshee
18th Umber Hulk, Shadowghast

From the Shadows

Beginning at 3rd level, you gain proficiency in the stealth skill. If you are already proficient, you gain proficiency in a skill of your choice. Your proficiency bonus is doubled for any stealth ability checks.

While your companion is within 100 feet of you, they may substitute your stealth skill for their own. If a stealth check would allow you both to roll stealth, they may use your roll.

Attacks made by you and your companion while hidden deal an additional 1d8 weapon damage.

Umbral Sight

Starting at 7th level, you gain the following benefits:

  • You learn Darkness as an additional spell. It counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
  • You and your companion can see through the darkness created by your own Darkness spell.

Into the Shadows

Beginning at 11th level, when an enemy damages you with an attack, you can use your reaction to immediately take the hide action and move up to half your speed.

Umbral Terror

Starting at 15th level, you can channel your connection to the shadows to instill fear in your enemies.

As an action, you can cause a dark aura to radiate from you. It has a 60ft radius. Creatures of your choice that meet any of the following criteria must make a wisdom saving throw against your spell save DC:

  • In the aura when you activated it
  • Enter the aura for the first time on a turn
  • Start their turn within the aura

Any creature that fails this saving throw is frightened of you for the duration of this ability. A creature may attempt to save again at the end of each of their turns. Once they succeed, they are immune to this ability for the rest of its duration.

Any attacks made against creatures frightened by this ability by you or your companion are made with advantage and all hits become critical hits.

Once you use this feature you cannot do so again until you finish a long rest.

Horizon Walker

Conclave Companions

Your conclave’s connection with the dark parts of the world grants additional forms to your Woodland Companion. Starting at 3rd level, your Woodland Companion has access to additional forms as found on the Expanded Companion Forms Table. (You ignore the limitations column of the Companion Forms Table.) The table is populated by creatures of the Dragon and Aberration type.

Expanded Companion Forms
Level Extra Forms
3rd Pseudodragon, Flumph
5th Dragon Wyrmling (Brass or Copper), Choker
7th Guard Drake (any color), Berbalang
10th Dragon Wyrmling (Blue or Gold), Neogi
14th Dragon Wyrmling (Red), Chuul
18th Wyvern, Otyugh

Distant Strike

Beginning at 3rd level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack against a third creature.

Horizon Walker (Cont.)

Planar Resistance

Starting at 7th level, when you finish a short or long rest, choose two of the following damage types: poison, acid, fire, cold, radiant, necrotic, lightning, thunder, force, psychic. You and your companion have resistance to that damage type until your next short or long rest.

Flickering Defense

Beginning at 11th level, you and your companion may cast the Blink spell as a bonus action without expending a spell slot.

Each of you can use this feature once. You cannot do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher.

Planar Breach

Starting at 15th level, you can use an action to open a series of portals to different planes. These disturbances have a 20-foot radius and follow you, protecting you from harm and damaging your enemies.

Choose two of the following damage types: poison, acid, fire, cold, radiant, necrotic, lightning, thunder, force, psychic. You gain resistance to one damage type and any creature of your choice that enters the aura for the first time on a turn or begins its turn in the aura suffers 5d8 of the other chosen damage type. Once you use this feature you cannot do so again until you finish a long rest.

Deadeye

Additional Fighting Style: Archery

At 3rd level, you gain the Archery fighting style. If you already have that style, you may select another from the level 2 ranger feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Trick Shot

When you choose this conclave at 3rd level, you learn trick shots that grant your ranged attacks additional effects at the cost of reducing your chance to hit.

Before you make an attack with a ranged weapon that you are proficient with, you can choose one Trick Shot to apply to that attack.

Distracting Shot

Take a -2 penalty to the attack roll. If the attack hits, the target suffers regular damage and has disadvantage on its next attack roll.

Kneecap

Take a -3 penalty to the attack roll. If the attack hits, the target suffers regular damage and if it is size large or smaller is knocked prone.

Expanded Trick Shot

Starting at 7th level, you learn an additional trick shot.

Blinding Shot

Take a -3 penalty to the attack roll. If the attack hits, the target suffers regular damage and is blinded till the start of your next turn.

Hunter's Focus

Beginning at 7th level, when you make a ranged attack roll and miss, you can use your reaction to add your wisdom modifier to the attack roll, possibly causing it to hit.

Defensive Roll

Starting at 11th level, you gain the following benefits:

  • You can use your bonus action to take the disengage action.
  • When you are subjected to an effect 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.

Expanded Trick Shot

Beginning at 11th level, you learn an additional trick shot.

Rapid Shot

Before making a ranged attack roll, you can choose to target an additional creature within range. You make both attacks with -5 penalty to the attack roll.

Volley

Starting at 15th level, you can use your action to make a ranged attack against any number of creatures within 20 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 with a -5 penalty for each target. Each attack deals an additional 1d8 weapon damage.

Steel Dancer

Weaving Parry

At 3rd level, you gain the ability to adopt a defensive stance. If you are wielding a one-handed weapon in each hand, you can use a reaction do the following when you are hit by an attack:

Your twin weapons flash before you, creating a barrier of steel. Until the start of your next turn, you have a bonus to AC equal to your Strength or Dexterity modifier (your choice), including against the triggering attack.

You can use this reaction a number of times equal to your proficiency score, unless you expend a spell slot to use it again. You regain all expended uses when you finish a long rest.

Paired Weapons

The Steel Dancer’s body acts as a conduit between their weapons, channeling the magical properties as they choose.

Starting 7th level, when dual wielding at least one weapon with magical properties, you may choose which weapon’s properties you wish to apply when you make an attack.

Swift Strike

Beginning at 7th level, if you use your bonus action to make an attack using Two-Weapon Fighting, you can make one additional weapon attack as part of that bonus action. Your two-weapon fighting style applies to this attack as well.

Masterful Stroke

Starting at 11th level, before you make an attack with a one-handed melee weapon that you are proficient with, you can choose to take a penalty equal to your proficiency to the attack roll. If the attack hits, you add twice your proficiency to the attack’s damage.

Blade Dance

Beginning at 15th level, you can move through the enemy lines, striking nearby targets as you go.

As an action, you move up to your full movement. This movement does not trigger attacks of opportunity.

You can make one melee attack against any creature you were adjacent to during this movement. These attacks deal an additional 1d8 weapon damage.

Credits

Ranger Homebrew Rework (1)
Mythcreants Ranger Rework (1) (2)
 

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