Ranger Techniques

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Ranger Techniques

As you immerse yourself in ranger lore, you learn Techniques which increase your survivability and competence in the wilderness. At 1st level, you gain one Technique of your choice. Your Technique options are given at the end of the class description. You learn additional Techniques at 4th, 7th, 10th, 13th, and 17th level. Additionally, when you gain a level in this class, you can choose one of the Techniques you know and replace it with another Technique.

Battlefield Medic

Prerequisite: Medicine proficiency

You can make a Wisdom (Medicine) check to stabilize a creature as a bonus action.

Eyes of the Wilderness

Prerequisite: Perception proficiency

If an area is lightly obscured due to natural causes, you do not have disadvantage on Wisdom (Perception) checks because it is lightly obscured.

Bounty Hunter

If you restrain a creature by any means, the DC to escape this restraint is increased by 5.

Favored Enemy

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two humanoids races (such as gnolls or elves) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

You may take this Technique multiple times, choosing a different Favored Enemy each time.

Ghostwalk

Prerequisite: Stealth proficiency, 7th level Ranger

If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end your turn in a position where you’re not clearly visible. This movement does not reveal your position.

Heightened Awareness

Prerequisite: Primeval Awareness feature, 4th level Ranger

When you use your Primeval Awareness feature, you learn the creature type and challenge rating of the highest CR creature in the area.

Hide in Plain Sight

Prerequisite: Stealth proficiency, 10th level Ranger

You have mastered the art of remaining unseen. When you are lightly obscured by natural phenomena, you are considered heavily obscured.

In addition, if you are camouflaged, you become lightly obscured. To become camouflaged, the color and texture of your appearance must match the color and texture of your surroundings, and you cannot move more than 10 feet each round. For instance, if you are wearing a green and brown cloak while in a forest, you are camouflaged. Being camouflaged does not count as being lightly obscured by natural phenomena.

Insightful Tracker

Whenever you succeed on an ability check to track a creature or creatures, you also automatically learn their exact numbers and sizes, how long ago they passed through the area, and what creature type they are.

Keen Smell

You have advantage on Wisdom (Perception) or Wisdom (Survival) checks that rely on smell. You can track creatures by their scent, even if they have not left a trail of prints, scuffs, and tuffs, or if that trail has been obscured.

Mobility

You can take the Dash or Disengage action as a bonus action.

Tomb Raider

You have advantage on checks to find objects such as doors, buttons, levers, chests, and other objects hidden in walls, ceilings, and floors. You also add your Wisdom modifier to saving throws against traps.

Tireless

You have advantage on saving throws against exhaustion, and completing a short rest reduces your exhaustion level by 1.

Vanish

Prerequisite: Stealth proficiency

You can Hide as a bonus action. In addition, you can't be tracked by nonmagical means unless you choose to leave a trail.

Vigilant

Prerequisite: 4th level Ranger

You gain the Alert feat.

Wound Tender

Prerequisite: Medicine proficiency

When you or your allies take a short rest and roll Hit Dice to recover hit points, you may choose to use the maximum result for a number of Hit Dice equal to your Wisdom (Medicine) skill modifier. These may be your Hit Dice or your allies’ Hit Dice.

Night Watcher

When you take watch, you always become aware of random encounters before the creatures become aware of you.

Dual Focus

When traveling, you can do two activities at one, such as navigate and forage, or draw a map and watch for danger.

 

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