Martial Ranger II

by Scuronotte

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Table of Contents

Ranger
Level Proficiency Bonus Features Talents Known
1st +2 Expertise, Natural Explorer I
2nd +2 Fighting Style, Talents 2
3rd +2 Ranger Conclave feature 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 3
6th +3 4
7th +3 Ranger Conclave feature 4
8th +3 Ability Score Improvement, Land's Stride 4
9th +4 5
10th +4 6
11th +4 Ranger Conclave feature 6
12th +4 Ability Score Improvement 6
13th +5 7
14th +5 8
15th +5 Ranger Conclave feature 8
16th +5 Ability Score Improvement 8
17th +6 9
18th +6 Feral Senses 9
19th +6 Ability Score Improvement 9
20th +6 Master Hunter 9

Class Features

As a Ranger, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one from Artisan tool, Herbalism kit, Navigator's tool, Trapper's kit, or Vehicles

  • Saving Throws: Dexterity, Strength
  • Skills: Choose three from Acrobatics, 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 short swords or (b) a long sword and a short sword
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Natural Explorer I

Starting at 1st level, you are a master of navigating and surviving in the natural environment. While traveling for an hour or more, you gain the following benefits:

  • Difficult terrain does not slow your group’s travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

In addition, you learn to read, write, and speak two languages of your choice.

Expertise I

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with a tool. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

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.

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.

Archery

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

Blind Fighting

You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting (modified)

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

While you are not wearing heavy armor, your additional attack does not cost you your bonus action.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to ld6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal ld4 bludgeoning damage to one creature grappled by you.

Talents

In your pursuit of exploration and living in nature, you have adapted your body and mind to the uncivilized world. At 2nd level, you gain two talents of your choice. Your talent options are detailed at the end of the class description. When you gain certain ranger levels, you gain additional talents of your choice, as shown in the Talents Known column of the Ranger table.

Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with another talent that you could learn at that level.

Ranger Conclave

At 3rd level, you choose between the conclaves. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th, 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.

Extra Attack

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

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 as those created by the Entangle spell.

Feral Senses (modified)

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.

Also, if you are able to hear or see, you are also aware of the location of any invisible or hidden creatures within 30 feet of you.

Master Hunter

At 20th level, rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack, Dash, or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

In addition, you have become an unparalleled hunter. Once on each of your turns you can add your Wisdom modifier (minimum 1) to the attack roll or the damage roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Talents

If a talent has prerequisites, you must meet them to learn it. You can learn the talent at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Animal Companion I

Prerequisite: 2nd level, You cannot select the Favored Foe Talent

You create a powerful bond with one beast to serve as your faithful companion. You can spend one hour interacting with a willing beast of challenge rating 1/2 or lower to create a bond. Once you have bonded with a beast in this manner, you can’t do so again until the beast dies or you dismiss it. It will follow you as a companion and attempt to carry out your instructions to the best of its ability, but may you leave if mistreated. Your animal companion has the following:

  • It shares your initiative roll.
  • If it has an Intelligence score of 5 or lower, its Intelligence becomes 6.
  • After a short rest, it can spend Hit Dice to regain hit points. After a long rest, it recovers all lost hit points and regains spent Hit Dice, up to a number of dice equal to half of it’s total number.
  • When it starts a turn with 0 hit points, it must make a death saving throw.
  • You can try to magically restore it's life if it dies. Or you can obtain another one by spending a short or long rest interacting with a willing beast.

Animal Empathy

Prerequisite: 2nd level

Using your action, you can make a Wisdom (Animal Handling) check to communicate with animals that are within 30 feet of you that are within line of sight and with an Intelligence of 4 or less. You have advantage with domesticated beasts. You cannot use this ability against a creature that you have attacked within the past 24 hours.

You can convince them that your intentions are harmless. You learn its emotional state, whether it is affected by magic of any sort, its short term needs (such as food or safety), and actions you can take, if any, to persuade it to not attack.

You can affect a group of similar beasts. The number of beasts influenced is equal to half of your ranger level, rounded down.

The effect lasts for 24 hours or ends earlier if you or your allies attempt to cause it any harm.


Animal Companion

Beast, neutral


  • Armor Class 13 + your proficiency bonus
  • Hit Points
  • Tiny - equal to three times your ranger level. (the beast has a number of Hit Dice [d4s] equal to your ranger level)
  • Small - equal to four times your ranger level. (the beast has a number of Hit Dice [d6s] equal to your ranger level)
  • Medium - equal to five times your ranger level. (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Large - equal to five times your ranger level. (the beast has a number of Hit Dice [d10s] equal to your ranger level)
  • Speed as listed for beast type

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

As listed for beast selected except Intelligence is a minimum of 6.


  • Ability Improvement Add your proficiency bonus modifier to any saving throws and ability checks your companion makes.
  • Senses as listed for beast type
  • Languages You can communicate simple ideas with the animal using words, sounds, touch, hand gestures, body language and the like and you understand its responses. It obeys your commands as best it can.
  • CR 1/2 or less

Traits. As listed for beast selected.


Kinship. The beast acts freely if you are absent and will protect you or take you away from harm if you are incapacitated.

Ready Companion. As a bonus action, you can command the beast to take the Attack, Dash, Disengage, Dodge, Help, or Hide action on its turn. It takes a reaction without a command.

Talents. The beast shares your Natural Explorer I, Land's Stride, and Hide in Plain Sight feature (excluding Hide as bonus action).

Actions

Attack. As listed for beast type with following changes: your proficiency bonus + beast's modifier to hit, one target. Hit: damage type + beast's modifier + your proficiency bonus.

Camp Grounds

Prerequisite: 2nd level

You can take 30 minutes to set up a campsite for a long rest for up to 8 creatures. The following benefits are gained:

  • Creatures regain one additional spent hit die. Hit dice gained in this way can't exceed a creature's maximum number of hit dice.
  • The level of exhaustion is reduced by an additional 1.
  • You can use your Wisdom (Survival) skill + 5 to use fresh mud, dirt, plants, soot, animal excrement, and other naturally occurring materials to camouflage the campsite for up to 8 medium size creatures to evade detection by creatures.

Favored Foe I (modified)

Prerequisite: 2nd level, You cannot select Animal Companion talent

When you hit a creature with an attack roll, you can mark that target as your favored enemy for 1 minute. You gain the following benefits:

  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
  • If the target drops to 0 hit points before the 1 minute ends, you can use a bonus action to mark a new target.
  • You deal an extra ld6 damage to the target whenever you hit it with a weapon attack.

You can use this feature a number of times equal to 1 + 1 for every 4 levels you have in this class, rounded up. You regain all expended uses when you finish a long rest.

This feature cannot be used with the Hunter's Mark or Hex spells.

Favored Foe Limitation

The reason why the Favored Foe damage die does not scale is because the once per turn bonus damage given to each conclave at 3rd level is now given with each weapon attack at 11th level. That will be the source of the damage boost.

Nature's Gift

Prerequisite: 2nd level

You gain the Herbalism kit as a tool. You can create special herbal liquids, poultices, and salves that have power comparable to some potions and spells. You are assumed to be carrying or able to forage sufficient ingredients to prepare your mixtures. Using your Survival skill (Foraging PHB ppg183), you can spend 1 hour gathering herbs and prepare herbal mixtures to create a maximum number of mixtures equal to your Wisdom modifier (minimum 1) + your proficiency bonus modifier.

These mixtures you create cannot be applied by anyone but yourself. After 24 hours, any mixtures that you have not used lose their potency.

Refer to page 9 for Herbalism Kit.

Owl's Sight

Prerequisite: 2nd level

You gain one of the following features of your choice:

  • You gain darkvision up to 60 feet. If you already have darkvision, the distance increases by 30 feet.
  • You don't suffer penalties from Sunlight Sensitivity.

Spell Casting (modified)

Prerequisite: 2nd level, You cannot select a Talent at 9th, 13th, and 17th levels

You gain the ability to cast spells. Refer to page 8.

Hunter's Eye

Prerequisite: 3rd level

You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object. You can also use a bonus action to make an Wisdom (Survival) check.

Perceptive Eye

Prerequisite: 3rd level

You don't suffer penalties on your Wisdom (Perception) checks when you are moving at a fast pace. Additionally, you don't suffer penalties when you track creatures while traveling at a fast pace.

Alacrity

Prerequisite: 6th level

You add your proficiency bonus to your Initiative checks.

In addition, you have advantage on attack rolls against creatures that have not yet acted.

Animal Companion II

Prerequisite: 6th level, Ranger's Companion I

The companion's attacks are considered magical to ignore resistance and immunity to nonmagical attacks

In addition, it is a free action to command the beast to take the Dash, Disengage, Dodge, Help, or Hide action on its turn.

Cunning Action

Prerequisite: 6th level

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Expertise II

Prerequisite: 6th level

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

Natural Explorer II

Prerequisite: 6th level

You can take the Dash action as a bonus action on your turn.

In addition, you gain a climbing and swimming speed equal to your walking speed.

Roving

Prerequisite: 6th level

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

Evasion

Prerequisite: 9th level

You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make Dexterity saving throw for only half damage, you instead take no damage if you succeed on the saving throw. You take only half damage if you fail.

Animal Companion III

Prerequisite: 10th level, Ranger's Companion II

It is a free action to command your beast companion to attack.

Endurance

Prerequisite: 10th level

You gain the following features:

  • You have advantage on saving throws against poison and diseases.
  • You can add double the bonus from your Constitution modifier when rolling hit dice to regain hit points.
  • Whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Favored Foe II

Prerequisite: 10th level, Favored Foe I

You can have 2 creatures marked as your favored enemy.

In addition, you can select another fighting style. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Fleet of Foot (modified)

Prerequisite: 10th level

You can take the Disengage action as a bonus action on your turn and your speed increases by 10 feet.

In addition, moving through magical difficult terrain costs you no extra movement.

Hide in Plain Sight (modified)

Prerequisite: 10th level

You can use the Hide action as a bonus action on your turn and you cannot be tracked by nonmagical means, unless you choose to leave a trail.

In addition, you can use your Wisdom (Survival) skill + 10 to spend 1 minute using mud, dirt, plants, soot, animal excrement, and other naturally occurring materials to camouflage yourself. You gain this benefit as long as you don't move or take any actions. Once you move or take any action, you must camouflage yourself again to gain this benefit.

Nature's Veil (modified)

Prerequisite: 10th level

You can use the Hide action as a bonus action on your turn and you cannot be tracked by nonmagical means, unless you choose to leave a trail.

In addition, 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.

Nature's Stamina

Prerequisite: 13th level

You gain proficiency in either Constitution or Wisdom saving throws, your choice.

Ambush Master

Prerequisite: 14th level

You can use a bonus action on your turn in the first round of the combat to grant each ally within 30 feet of you a bonus to their initiative roll that lasts until the end of their next turn. The bonus is equal to your Wisdom modifier, minimum 1.

In addition, each ally receives a + 10 increase to their speed that lasts until the beginning of the their turn.

Spellcasting Feature

Ranger
Level 1st 2nd 3rd 4th 5th
1st
2nd 2
3rd 3
4th 3
5th 4 2
6th 4 2
7th 4 3
8th 4 3
9th 4 3 2
10th 4 3 2
11th 4 3 3
12th 4 3 3
13th 4 3 3 1
14th 4 3 3 1
15th 4 3 3 2
16th 4 3 3 2
17th 4 3 3 3 1
18th 4 3 3 3 1
19th 4 3 3 3 2
20th 4 3 3 3 2

Spellcasting

At 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spell casting and chapter 11 for the ranger spell list in the PHB.

Preparing and Casting Spells

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

You prepare the list of Ranger spells that are available for you to cast, choosing from the Ranger spell list. When you do so, choose a number of Ranger spells equal to your Wisdom modifier + half your Ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Ranger, you have four 1st-level and two 2nd-level spell slots. With Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Ranger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spell casting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spell casting 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

Conclave Spells

Beginning at 3rd level, each conclave has a list of associated spells. You gain access to these spells at the levels specified in the conclave description. Once you gain access to a conclave spell, you always have it prepared. Conclave spells don’t count against the number of spells you can prepare each day.

If you gain a conclave spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Tools

Herbalism Kit

The table below shows the types of mixtures you can create and at what Ranger level they become available. Choose your known mixtures from the table below.

Mixtures Known

If you have proficiency in the Herbalism kit, the number known is equal to your Wisdom modifier, minimum 1. However, if you have the Nature's Gift talent, the number known equals your Wisdom modifier, minimum 1, + your proficiency bonus modifier.

Ranger level
2nd level 5th level 9th level
Cure Wounds Elixir Beast Sense Dispel Magic
Cure Wounds Poultice Blindness
Detect Magic Deafness
Detect Poison and Disease Lesser Restoration
Fog Cloud See Invisibility
Goodberry Gruel Spider Climb
Sleep Web

Beast Sense. After you add an item from the beast to the liquid, (i.e. fur, nail, etc), you can spend an action to imbibe this liquid, thereby expending its usage. After 1 minute, you can see through your beast’s eyes and hear what it hears for up to one hour. You and the beast must be within one mile of one another. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Blindness. You can spend an action to throw this vial up to 30 feet from you containing liquids that, when exposed to air, will explode in a 5 foot radius affecting one creature. This explosion will cause the target to be blind for 1 minute unless it succeeds on a Constitution saving throw vs DC 8 + your proficiency bonus + your Wisdom modifier. At the end of each turn, the creature can make a constitution saving throw to end the effect.

Cure Wounds Poultice. If you spend 1 minute applying one of your bandages treated with one of your poultices to a wounded creature, thereby expending its use, that creature regains 1d6 hit points for every two Ranger levels you have, rounded down. Once used, a creature cannot benefit from this poultice until after a short or long rest.

Cure Wounds Elixir. You can spend an action to imbibe this liquids thereby expending its usage, That creature regains 1d6 hit points for every four Ranger levels you have, rounded down.

Deafness. You can spend an action to throw this vial up to 30 feet from you containing liquids that, when exposed to air, will explode in a 5 foot radius affecting one creature. This explosion will cause the target to be deaf for 1 minute unless it succeeds on a Constitution saving throw vs DC 8 + your proficiency bonus + your Wisdom modifier. At the end of each turn, the creature can make a constitution saving throw to end the effect.

Detect Magic. If you spend 1 minute applying this liquid to an object, thereby expending its usage, the effect that occurs helps determine if the object is magical. Each vial has five uses.

Detect Poison and Disease. You can spend an action applying this liquid to a creature or object, thereby expending its usage, the effect that occurs can help you determine if the creature or object is poisoned or diseased. You have advantage on Wisdom (nature) check to identify the poison or disease if it is found in nature. If not natural, you can roll a Wisdom (medicine) check to attempt to identify it.

Dispel Magic. You can spend an action applying this liquid to a creature, object, or person, thereby expending its usage, the effect is to dispel a spell or magical effect. Make an ability check using your Wisdom modifier. The DC equals 10 + the spell’s level. On a successful check, the effect ends for 1 minute for each level in this class.

Fog Cloud. You can spend an action to throw this vial up to 60 feet from you containing liquids that, when exposed to air, will release a 20 foot radius sphere of fog. This fog spreads around corners and the area is heavily obscured. It lasts for 30 minutes or until a wind of moderate or greater speed (at least 10 mph) disperses it.

Goodberry Gruel. You can spend an action to imbibe this gruel. It provides enough nourishment to sustain a creature for 1 day. It also heals 1 hit point for every ranger level you have. The number of creatures that can benefit from the gruel is equal to your Proficiency modifier. Once used, a creature needs a long rest before able to gain this benefit again.

Lesser Restoration. You can spend an action to apply one of your poultices to a blinded, deafened, diseased, or poisoned creature, thereby expending its use. That creature gains advantage on its’ saving throws.

See Invisibility. You can spend 1 action applying one of your poultices to your eyes or your beasts eyes, thereby expending its use, you or your beast can see invisible creatures and objects as if they were visible for 1 hour.

Sleep. You can spend an action to throw this vial up to 60 feet from you containing liquids that, when exposed to air, will release a 10 foot radius sphere of sleeping gas. It can also be placed into a drink or with food. The total number of hit points of creatures it affects is 2d8 plus 2d8 for every five Ranger levels, rounded down. It lasts for 1 minute.

Spider Climb. You can spend an action applying this poultice to your hands and feet or your beasts’ paws, thereby expending its use. You or your beast can move up, down, and across vertical surfaces and upside down along ceilings. The climbing speed is equal to the walking speed. It lasts for 1 hour. You are unable to attack and it takes 1 action to remove the poultice from your hands and feet.

Web. You can spend an action to throw this vial up to 60 feet from you containing liquids that, when successfully rolling an attack roll against a creature, explodes into a mass of thick, sticking webbing. The creature is restrained for 1 minute unless it succeeds on a Strength saving throw DC 8 + your proficiency bonus + your Wisdom modifier. Creatures whose size is larger or larger automatically succeed on its saving throw. The creature can use its action using a Strength check to break free. It lasts for 1 minute.

Trapper's Kit

This set of tools is used to help set up or disarm traps. Being a hunter requires you to be proficient in traps that not only deal with beasts but also sophisticated creatures such as humanoids. This set of tools includes a small file, 5 ft silken rope, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, hunting knife, and a pair of pliers.

You use your Wisdom modifier when using this tool. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to set up or disarm traps.

 

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