Ranger Buffs

by TheTranMan

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Ranger Buffs

Here're a list of Ranger Buffs. It's about the best I could do to somewhat help anybody who wants to play Ranger. It's a very circumstancial Class. Most of these buffs regard changes from Ranger abilities from Tasha's Cauldron of Everything.

  • Replace Favored Enemy with Favored Foe, remove Favored Foe's concentration requirement.
  • Keep Natural Explorerer & Deft Explorer.
  • Keep Primal Awareness & Primeval Awareness (no longer requires a spell slot, now has an amount of uses equal to Wisdom Mod).

Also Rangers get an Animal Warrior Sidekick as in Tasha's Cauldron Sidekick rules. Yes, my idea on making Ranger Work is by having the Ranger Player play two characters basically.

Favored Foe

1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature


When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute.

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Natural Explorer

1st-level ranger feature


You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food 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.

When you finish a long rest in a new environment which is not your favored terrain, you can switch your favored terrain to the terrain you are in, or any other terrain you are familiar with. At 6th level you can have up to two favored terrains, and at 10th level you can have up to three favored terrains.

Deft Explorer

1st-level ranger feature


You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny (1st Level)

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Roving (6th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + 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.

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

Primal Awareness

3rd-level ranger feature


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 speak with animals
5th beast sense
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.

Primeval Awareness

3rd-level ranger feature


Beginning at 3rd 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, beasts, celestials, dragons, elementals, humanoids, fey, fiends, and undead.

This feature reveals the creatures' location, number, and possible direction they are moving but no other knowledge. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

 

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