Carson's Ranger

by idahawk

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Ranger

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.

Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1 +2 Unmatched Archer, Deft Tracker - - - - - -
2 +2 Archer's Quiver - - - - - -
3 +2 Spellcasting, Primal Awareness, Ranger Conclave 2 2 - - - -
4 +2 Ability Score Improvement 3 3 - - - -
5 +3 Multiarrow Attack, Expanded Quiver 3 3 - - - -
6 +3 4 4 2 - - -
7 +3 Conclave Feature, Expanded Quiver 4 4 2 - - -
8 +3 Land's Stride, Ability Score Improvement 5 4 3 - - -
9 +4 Expanded Quiver 5 4 3 - - -
10 +4 Hide in Plain Sight 6 4 3 2 - -
11 +4 Conclave Feature 6 4 3 2 - -
12 +4 Ability Score Improvement, Expanded Quiver 7 4 3 3 - -
13 +5 7 4 3 3 - -
14 +5 Improved Multiarrow Attack 8 4 3 3 1 -
15 +5 Conclave Feature, Expanded Quiver 8 4 3 3 1 -
16 +5 Ability Score Improvement 9 4 3 3 2 -
17 +6 9 4 3 3 2 -
18 +6 Feral Senses, Expanded Quiver 10 4 3 3 3 1
19 +6 Ability Score Improvement 10 4 3 3 3 1
20 +6 Foe Slayer 11 4 3 3 3 2

Class Features

As a ranger, you gain the following class features.

Hit Points

Hit Dice: 1d8 per ranger level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ranger level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple Weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose three 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) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Unmatched Archer

Starting at first level, you have significant experience with the bow and arrow.

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

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Deft Tracker

Also at 1st level, you are particularly skilled at tracking and following your enemies. You gain +5 feet movement speed. Also, as a bonus action, you can declare a creature you can see within 30 feet of you your prey until it drops to 0 hit points or falls unconscious. You have advatage on Wisdom (Survival) and Intelligence checks to track and recall information, respectively, about this creature. In addition, you are always aware of this creature's presence when they are within 120 feet of you.

Archer's Quiver

At 2nd level, you have learned how to use to your advantage many different types of arrows, stored in your quiver. When you make the Attack action, you can choose which type of arrow you wish to use from your quiver. You keep the option of using normal arrows when you attack. You can use specialty arrows a number of times equal to 1/2 x your Ranger level + 3 (rounded down). You restore all uses on a short rest. You start with two arrows at 2nd level. Acquire new arrows by choosing them from the Archer's Arrows list at certain levels.

Spellcasting

By the time you reach 3rd 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 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 6th 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, since your magic draws on your attunement to nature. 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 + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus (Optional)

At 3rd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Primal Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, 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, and undead. This feature doesn’t reveal the creatures’ location, but does reveal the number of each type of creature.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

  • Beastmaster
  • Horizon Walker
  • Hunter
  • Shadowscout
  • Celestial Sniper

Ability Score Improvement

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.

Multiarrow Attack

Beginning at 5th level, you can dock and fire two arrows, instead of one, whenever you take the Attack action on your turn. Firing multiple arrows acts similarly to making multiple attacks, as you deal damage equal to two shots of your bow. For example, if using a longbow, firing an Arrow of Stability and and Arrow of Elements would result in adding a d4 to your attack roll, and, if you hit, dealing 2d8 + 1d6 + any other bonuses you may have piercing damage. Bonuses that add to each attack are applied to each arrow. You may not use more than one of the same arrow type on the same attack (unless it is a normal arrow), and you can use specialty arrows and normal arrows together.

Expanded Quiver

At 5th level, and again at 7th, 9th, 12th, 15th, and 18th you gain an additional arrow to use from the Archer's Arrows list.

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.

Hide in Plain Sight

Starting at 10th level, you 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, until the start of your next turn. 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.

Improved Multiarrow Attack

Starting at 14th level, you can fire three arrows, instead of 2, whenever you take the Attack action on your turn.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against your declared prey. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Beastmaster Conclave

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Beastmaster Arrows

Beginning at 3rd level and again at 11th level, you gain access to new arrow types for your quiver.

Arrow of Marking: When you hit a creature with an attack using this arrow, that creature becomes marked for 1 minute or until it drops to 0 hit points or falls unconscious. You and your animal companion have advantage on attack rolls made against creatures marked in this manner.

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

Beastmaster Arrows

Beginning at 3rd level and again at 11th level, you gain access to new arrow types for your quiver.

Arrow of Sedating: When you hit a creature with an attack using this arrow, that creature must succeed on a Constition saving throw against your Spell Save DC or be knocked unconscious until the end of its next turn or until otherwise woken.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Horizon Walker Conclave

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3rd Protection from Evil and Good
5th Misty Step
9th Haste
13th Banishment
17th Teleportation Circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Horizon Walker Arrows

Beginning at 3rd level and again at 11th level, you gain access to new arrow types for your quiver.

Arrow of Planar Striking: When you hit a creature with an attack using this arrow, all damage dealt by the attack becomes force damage, and the creature takes and extra 1d8 force damage from the attack.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before the attack to an unoccupied space you can see. In addition, if you deal any force damage to the creature with the attack, you can make an additional attack afterwards.

Horizon Walker Arrows

Beginning at 3rd level and again at 11th level, you gain access to new arrow types for your quiver.

Arrow of Portal Opening: As an action, you can fire this arrow at any wall, door, or other solid surface within your bow's range. This arrow will pass through the surface until it reaches the other side of it, or until it has reached 50ft within surface, in which case the arrow is destroyed and no other effects take place. If the arrow does reach the other side of the surface, a portal is made at the point of entry and another at the point of exit. These portals last for 1 minute or until dismissed by you. Firing this arrow while these portals are already up yields no extra effect.

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Hunter Conclave

Hunter's Prey

At 3rd level, your tenacity in the hunt can wear down the most potent of foes. When you declare a creature your prey using the Deft Tracker feature, you can use your reaction to make an oppurtunity attack against the creature whenever it attempts to move away from you.

Hunter Arrows

Beginning at 3rd level and again at 11th level, you gain access to new arrow types for your quiver.

Arrow of Snaring: When you hit a creature with an attack using this arrow, the creature becomes grappled until the end of your next turn or until it is otherwise freed.

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.

Giant Killer

At 11th level, when a Large or larger creature within 30 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.

Hunter Arrows

Beginning at 3rd level and again at 11th level, you gain access to new arrow types for your quiver.

Arrow of Crippling: When you hit a creature with an attack using this arrow, the creature has disadvantage on attack rolls made against you for 1 minute.

Hunter's Redirection

At 15th level, 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.

Shadowscout Conclave

Shadowscout Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Shadowscout Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. When you hit a creature that has not taken a turn in combat yet, it takes an extra 2d8 damage. When you reach 11th level in this class, the extra damage increases to 3d8.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Shadowscout Arrows

Beginning at 3rd level and again at 11th level, you gain access to new arrow types for your quiver.

Arrow of Shadows: As an action, you can fire this arrow at any point within your bow's range. Magical darkness spreads from the point to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. Nonmagical light can’t illuminate this darkness.

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. 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).

Stalker's Fury

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into an unexpected strike. Once on each of your turns when you miss with a weapon attack, you can make an additional attack.

Shadowscout Arrows

Beginning at 3rd level and again at 11th level, you gain access to new arrow types for your quiver.

Arrow of Stalking: As an action, you can fire this arrow at any point within your bow's range. Firing this arrow does not alert enemies. Once this arrow reaches its target, it reveals to you the locations of any hostile creatures within 60 feet of it that have line of sight.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow 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.

Celestial Sniper Conclave

Celestial Sniper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Celestial Sniper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3rd Heroism
5th Hold Person
9th Protection from Energy
13th Freedom of Movement
17th Wall of Force

Divine Presence

Starting at 3rd level, whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to 1/2 x your Wisdom modifier, rounded up. In addition, friendly creatures, including you, within this range can't be frightened. You must be conscious to grant this bonus. At 11th level, the range of this aura increases to 50 feet.

Celestial Sniper Arrows

Beginning at 3rd level and again at 11th level, you gain access to new arrow types for your quiver.

Arrow of Smiting: When you hit a creature with an attack using this arrow, add 1d8 radiant damage to the attack. In addition, you can expend additional uses of your specialty arrows to deal extra radiant damage. The extra damage equals 1d8 radiant damage for each extra arrow used, to a maximum of 5d8 per attack.

Celestial Alacrity

At 7th level, your walking speed increases by 5 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 15 feet of you increases by 5 feet until the end of that turn.

Graciousness

At 11th level, you can, as a bonus action, touch one willing creature and heal them 1d8 + your Ranger level hit points. You can use this feature once per day.

Celestial Sniper Arrows

Beginning at 3rd level and again at 11th level, you gain access to new arrow types for your quiver.

Arrow of Radiant Energy: As an action, you can fire this arrow into the air, creating an orb of blinding light. Any hostile creature that has a line of sight on the orb must succeed on a Constitution saving throw against your Spell Save DC or be blinded for 1 minute.

Guardian Aura

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.

Archer's Arrows

Arrow of Stability

Prerequisites: None
Whenever you make an attack with this arrow, add a d4 to the attack roll.

Arrow of Precision

Prerequisites: None
Whenever you score a critical hit with this arrow, the damage is tripled, rather than doubled.

Arrow of Elements

Prerequisites: None
Whenever you make an attack with this arrow, add a d6 to the damage roll. The extra damage can be of either fire, cold, lightning, thunder, poison, or acid damage.

Arrow of Piercing

Prerequisites: 5th level
Whenever you hit a creature with this arrow, the arrow keeps moving through the creature in a straight line. If the arrow hits another creature, you can make an attack roll against that creature, if it hits, the second creature takes the attack's damage, however no additional effects apply to this creature.

Arrow of Smacking

Prerequisites: 5th level
Whenever you hit a creature with this arrow, the creature becomes incapacitated until the beginning of your next turn or until it is otherwise freed.

Arrow of Curving

Prerequisites: 7th level
Whenever you miss an attack with this arrow, you can use your bonus action to reroll the attack against a different target within 60ft of the the original target.

Arrow of Magic

Prerequisites: 7th level
Whenever you make an attack with this arrow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Arrow of Overpowering

Prerequisites: 9th level
Whenever you hit a creature with this arrow, the creature is pushed back 15ft and knocked prone.

Arrow of Empowerment

Prerequisites: 9th level
As an action, you can fire this arrow at one of your allies. When struck by this arrow, a creature takes no damage and may add a d6 to one of their attack rolls, damage rolls, or saving throws that they make in the next minute.

Arrow of Interception

Prerequisites: 12th level
Whenever a hostile creature makes an attack against one of your allies, you can use your reaction to fire this arrow at the creature's weapon, imposing disadvantage on the attack.

Arrow of Heaviness

Prerequisites: 12th level
Whenever you hit a creature with this arrow, you can add a d10 to the damage roll.

Arrow of Revealing

Prerequisites: 15th level
Whenever you hit a creature with this arrow, you temporarily expose its weak points. The next time you or an ally attacks this creature, you have advantage on the attack roll.

Arrow of Barbs

Prerequisites: 15th level
Whenever you hit a creature with this arrow, it begins to bleed. At the beginning of each of its turns, the creature takes (1d6 + your Dexterity modifier) x 2. The creature can make a Constitution saving throw on each of its turns to free itself from the arrow.

Arrow of Exhausting

Prerequisites: 18th level
Whenever you hit a creature with this arrow, the creature must succeed on a Constitution saving throw or gain a level of exhaustion.

Arrow of Penetrating

Prerequisites: 18th level
Whenever you make an attack with this arrow, the critical hit range for this attack becomes 18-20.

 

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