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Druidic Guerilla Ranger
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Part 1 | Introduction
Art by artborne-wd (Wojtek Depczyński)
# Introduction Deep in the heart of the forest, a battle rages between a tabaxi and a pack of corrupted wolves. As the pack attempts to close in on the determined fighter, the tabaxi slips away from their grasp, swiftly climbing to the treetops and drawing her bow. Above, on a forlorn mountaintop, a lone human warrior continues his steady ascent to reach the ancient ruins as his fierce hound walks with him, both undeterred by the unforgiving rocks or the freezing winds. Below, deep underground, a drow huntress lies in ambush, stalking the approaching targets through the cover of darkness. 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. ### Expert Survivalists Rangers are warriors who are keen on living in the wild and on surviving through all adversities. They do this through a moderate proficiency in martial combat, whether melee or ranged, but also through their unique bond with the natural world, which enables them to use druidic magic. This unique combination allows them to excel at exploring the wild and uncharted places of the world, and at standing up to the wide variety of threats that lurk beyond the reach of civilization, and they do so with unmatched skill and efficiency. \columnbreak
Often, the Rangers use their expertise in this matter to help guard civilization against menaces from the wild, taking on greater odds and bigger threats than most could, so that no others would have to. Their magic aids them greatly in this ordeal, emphasizing speed, stealth, and the hunt. Just as much, though, they owe their lives to the natural world that allows them to harness its power for these extraordinary tasks, and so they also take up arms against any intruders, humanoids or not, who would dare upset the balance that it sustains. ### Independent Adventurers Rangers are cautious about having to survive alone in the wild, which is why they turned to druidic magic in the first place. While their confidence in their survival skills is quite strong, they will still gladly join forces with trusted sources, like druidic circles, when dealing with primordial threats or perhaps simply because they gained favor with them. However, Rangers are often hesitant to take on travelling with more adventurers (especially those city-born), convinced that they are burdens with their tendency to whine or bicker about living in the wild. The limited resources in the wild are also a possible cause for a concerned Ranger to scrutinize any would-be companions. Rest assured, though, because any adventurer who can hold their own against the threats beyond civilization are ultimately a valuable asset to have.
\pagebreakNum ## Ranger Table
Part 2 | The Class
##### Druidic Guerilla Ranger | Level | Proficiency Bonus|Features|Spells Known|1st|2nd|3rd|4th|5th| | ----- | -----------------|--------|------------|---|---|---|---|---| | 1st | +2 | Mystical Explorer, Unbound Stride |---| ---|--- |--- |---|---| | 2nd | +2 | Fighting Style, Spellcasting, Siphoning Strike | 2 |2|---|---|---|---| | 3rd | +2 | Ranger Bonds, Primal Awareness | 3 | 3 | --- | --- | --- |--- | | 4th | +2 | Ability Score Improvement | 3 | 3 | --- | --- | --- | --- | --- | | 5th | +3 | Extra Attack | 4 | 4 | 2 | --- | --- | --- | | 6th | +3 | Mystical Explorer Improvement, Stalking Senses | 4 | 4 | 2 | --- |---|---| | 7th | +3 | Ranger Bond Feature | 5 | 4 | 3 | --- | --- | --- | | 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | --- | --- | --- | | 9th | +4 | | 6 | 4 | 3 | 2 | --- | --- | | 10th | +4 | Mystical Explorer Improvement, Druidic Adaptation| 6 | 4 | 3 | 2 |---|---| | 11th | +4 | Ranger Bond Feature | 7 | 4 | 3 | 3 | --- | --- | | 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | --- | --- | | 13th | +5 | | 8 | 4 | 3 | 3 | 1 | --- | | 14th | +5 | Adaptive Slayer | 8 | 4 | 3 | 3 | 1 | --- | | 15th | +5 | Ranger Bond Feature | 9 | 4 | 3 | 3 | 2 | --- | | 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | --- | | 17th | +6 | | 10 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Adaptive Mastery | 10 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Druidic Champion | 12 | 4 | 3 | 3 | 3 | 2 |
### Creating a Ranger As you create your Ranger character, consider the nature of the circumstances that resulted in your character's bond with nature. Did a dire circumstance cause your character to escape to the wilds, where they met an unlikely ally? Did your character have a gift for communicating with nature from birth? Or perhaps was your character taught the ways of the Rangers through a mentor or apprenticeship? Why is your character inclined to face their opposition through guerilla tactics? Perhaps they had suffered a bad previous experience with combat tuition and seek to find their own path? Or are they wary of more intricate spellcasting, due to their own limited abilities or due to a spell that went wrong? #### 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 two-weapon fighting make Strength higher rather than Dexterity.) Second, choose the Outlander background. ## Class Features #### Hit Points ___ - **Hit Dice:** 1d10 per Ranger level - **Hit Points at 1st Level:** 10 + CON modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + CON modifier #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** Gain proficiency with Herbalism Kit or Poisoner's Kit. ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose 3 from Animal Handling, Athletics, Insight, Investigation, 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 \pagebreakNum
Part 3 | Class Features
### Mystical Explorer Your subtle attunement with the wild allows you to deal with the circumstances of travel with unmatched skill. Choose a skill that you are proficient with. Your proficiency bonus is doubled for that skill. Additionally, whenever you make any skill check recalling or interacting with beasts, plants or terrain, add to that roll half your proficiency bonus, rounded down. *(List of relevant skills: Acrobatics, Animal Handling, Athletics, History, Investigation, Nature, Perception, Stealth, Survival)* Furthermore, at the levels stated below, gain the corresponding benefits. **6th level:** Ignore all movement penalties from difficult terrain and plants, as well as from climbing or swimming. **10th level:** You gain advantage on all saving throws against effects that originate from both magical and nonmagical beasts, plants, and terrain. ### Unbound Stride Gain a pool of magical points that can amplify your movement, up to your Proficiency Bonus in total. Each expended point gives one of the following benefits to your movement this turn. Regain all expended points when finishing a short or long rest. * Your movement does not provoke opportunity attacks. * Gain extra movement speed equal to half your movement speed as you began the turn. *(Capped at 2 uses each turn, can't be used when Dashing)* * Standing up while prone and running starts for jumps require only 5 feet of movement. ### Fighting Style As written in the standard D&D 5e material, with the following change: * **Two Weapon Fighting:** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack, and when not wearing heavy armor, that attack can be made as part of your main attack action. *(You still only get one off-hand attack per turn.)* ### Spellcasting As written in the standard D&D 5e material. To summarize: Your spells are known spells. At 2nd level, you learn 2 1st level Ranger spells. You learn more Ranger spells when stated in the Ranger table, and you may exchange one of your known Ranger spells for another one not currently known when you gain a level in this class. You may also use an arcane focus to cast your spells in place of material costs that do not have a gold cost. You may also acquire the Ritual Casting feature. Your spellcasting ability is Wisdom, which means: Your Spell Save DC is: 8 + your proficiency bonus + your WIS modifier. Your Spell Attack modifier is: your proficiency bonus + your WIS modifier.
### Siphoning Strike When you hit with a weapon attack, if you aren’t wearing heavy armor, you may expend a spell slot. If you do, your attack deals extra damage, and you temporarily steal AC from the target of that weapon attack. The extra damage is 1d6 per spell slot level, up to 4d6 for a 4th level spell slot, and the number of AC stolen is equal to the level of the expended spell slot, up to 4 AC for a 4th level spell slot. This effect lasts until the end of your next turn, and cannot occur more than once per round on the same creature. *(In other words, the target of that weapon attack temporarily loses AC equal to that number, and you gain temporary AC equal to that number)* ### Ranger Bond (Subclass) At 3rd level, your bond with the natural world evolves a unique quality according to your choice, as represented by the abilities gained at 3rd, 7th, 11th, and 15th levels. *I.e. Bond of the Beastmaster, Bond of the Swarmkeeper, Bond of the Gloomstalker, Bond of the Hunter, as detailed in all 5e materials.* ### Primal Awareness 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. 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.
Art by: artborne-wd
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Part 3 | Class Features
##### Primal Awareness Spells | Ranger Level | Spell | | ------------ | ----- | | 3rd | Speak with Animals | | 5th | Beast Sense | | 9th | Speak with Plants | | 13th | Locate Creature | | 17th | Commune with Nature | ### Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 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. ### Stalking Senses Your predatory instincts are superb at helping you stay unnoticed, and at alerting you to the start of battle. Gain a bonus to Dexterity (Stealth) equal to your Wisdom Modifier (minimum of 1) when prone, or when taking no actions except Hide. If you are behind at least half-cover, or if you spend a minute on camouflaging yourself before becoming hidden this way, your position is also considered lightly obscured for the purpose of discovering your location. Additionally, you cannot be surprised, and you gain advantage on initiative rolls. ### Druidic Adaptation Your arcane bond has allowed you to attune with the vast array of life across all faces of the world and to seamlessly adapt to it, causing you to be automatically acclimated to any climate you encounter. When finishing a short rest, your exhaustion level (if exists) is decreased by 1, and you remove a nonmagical disease from yourself. Furthermore, you gain a unique benefit depending on your surrounding climate / terrain after finishing a long rest. The benefit lasts until you finish another long rest. ___ * **Arctic:** You gain resistance to cold damage, and you don't suffer the effects of extreme cold. * **Coast (+ ocean):** Your swimming speed is increased by 10 feet, and you may breathe freely underwater. * **Desert:** Gain resistance to fire damage, and you don't suffer the effects of extreme heat. * **Forest:** You are considered lightly obscured for enemies farther than 20 feet from you. * **Grassland:** Your movement speed is increased by 10 feet, and you gain a +2 bonus to Wisdom (Perception). * **Mountain:** Your climbing speed is increased by 10 feet, and you gain resistance to damage taken from falling. * **Swamp:** Gain advantage on saving throws against poison, resistance to poison damage, and immunity to disease. * **Underdark:** You gain darkvision to 60 feet. If you already have darkvision, it is instead extended by 30 feet, and you gain the ability to see through magical darkness. ___ ### Adaptive Slayer On each of your turns, you may add your Wisdom Modifier (minimum of 1) to the damage of a successful attack made on an enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. You may also apply additional effects to that attack, as decided by your surrounding climate/terrain. ___ * **Arctic:** The bonus damage becomes cold damage. * **Coast (+ ocean):** The damaged enemy is pushed 10 feet away from you in a straight line. * **Desert:** The bonus damage becomes fire damage. * **Forest:** The bonus damage becomes poison damage. * **Grassland:** The damaged enemy receives a -1 penalty to ranged attacks until the start of your next turn. * **Mountain:** The bonus damage becomes lightning damage. * **Swamp:** The bonus damage becomes acid damage. * **Underdark:** The enemy's opportunity attacks are made with disadvantage until the start of your next turn. ___ ### Adaptive Mastery The environmental magic which you channel into your attacks now lets you strike true against even the most powerful foes. Your attacks that gain the Adaptive Slayer bonus ignore resistance or immunity to bludgeoning, piercing or slashing damage, as well as any damage type given by the Adaptive Slayer ability. ### Druidic Champion Your experience weaving the druidic bond of the ranger has given you the ability to bend its essence to your will. At 20th level, choose a type of environment from the Nature's Blessing ability. Regardless of climate/terrain, you gain that environment's Nature's Blessing benefit, and you may apply its Adaptive Slayer bonus to a second attack. You may select a different environment for this feature after finishing a long rest. \pagebreakNum
The End!
Thank you for reading my homebrew class! Planned in the future are releases for a revised spell list for the class, as well as new subclasses that will be usable by both the standard Ranger and this homebrewed one. I am constantly looking for feedback and to improve my works. You are welcome to leave feedback in the homebrew reddit thread. If you're interested in reading more in detail about my thought process, analysis and opinion, please feel free to read [this detailed document](https://drive.google.com/file/d/16gyXH9ZtcTOEnZSXoD6Z14ZNvMB5_fn5/view?usp=sharing). It details my criticism of existing material, as well as sources of inspiration and ideas. For any detailed questions, requests or other inquiry, please write a private message to /u/5eRangerDanger.
Please support the talented artists credited with the work for the assets in this homebrew. All artists are linked with their works in the column to the right. This homebrew was made possible by:
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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Credits to all artists of art assets, with links: * Front Cover Art: Drow Ranger by [Onur Bakar](https://www.deviantart.com/bakarov) * Introduction Art: Wrath by [artborne-wd](https://www.deviantart.com/artborne-wd) * Class Features Art: Druidic Lore by [artborne-wd](https://www.deviantart.com/artborne-wd) * Back cover art: Jungle Hunter by [Cliff Childs (Cliffhangar)](https://www.deviantart.com/cliffhangar) * Watercolor backgrounds by: Jared Ondricek (/u/flammableconcrete)
DISCLAIMER This class is a non-profit fan project based on D&D 5e by Wizards of the Coast. This project is not affiliated with WotC in any way. All intellectual property belongs to the authors, artists, and designers, and is intended for private use ONLY.