Alternate Ranger 2014 (Final)

by cyri16

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Cyri's Alternate Ranger
Alternate Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th Knacks Known Mark Prey
1st +2 Survivalist Knacks, Wilderness Expert 2 3
2nd +2 Mark Prey, Combat Adaptation, Gift of the Wild 2 2 3
3rd +2 Ranger Archetype 3 3 4
4th +2 Ability Score Improvement 3 3 4
5th +3 Extra Attack 4 2 3 4
6th +3 Mark Prey Improvement 4 2 4 5
7th +3 Ranger Archetype Feature 4 3 4 5
8th +3 Ability Score Improvement 4 3 4 5
9th +4 Slayer's Defense, Combat Adaptation 4 3 2 5 5
10th +4 Wilderness Expert 4 3 2 5 5
11th +4 Mark Prey Improvement, Ranger Archetype Feature 4 3 3 5 5
12th +4 Ability Score Improvement 4 3 3 6 6
13th +5 4 3 3 1 6 6
14th +5 Mark Prey Improvement 4 3 3 1 7 6
15th +5 Ranger Archetype Feature 4 3 3 2 7 6
16th +5 Ability Score Improvement 4 3 3 2 8 6
17th +6 4 3 3 3 1 8 7
18th +6 Mark Prey Improvement, Feral Senses 4 3 3 3 1 9 7
19th +6 Ability Score Improvement 4 3 3 3 2 9 7
20th +6 Foe Slayer 4 3 3 3 2 10 Unlimited

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Saving Throws: Strength, Dexterity
  • Skills: Skills: Choose three from Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival.

Ability Score

You gain a +1 to your Strength, Dexterity, or Wisdom Score.

Starting Wealth

You start the game with 125gp or 5d4 x 10 gp which you can spend on equipment and supplies.

Survivalist Knacks

In the wild, you have gathered bits of primal knowledge that bolster your exploration, hunting, and tracking skills, known as Survivalist Knacks. At 1st level, you learn two Knacks of your choice from the list at the end of this class description.

You learn additional Knacks as you gain Ranger levels, as shown in the Knacks Known column on the Ranger table.

Each time you gain a level in this class, you can choose one Survivalist Knack you know and replace it with another Knack of your choice for which you meet the prerequisites.

Wilderness Expert

Your skill in the wild is without peer. At 1st level, choose one of your skill proficiencies you gained from the Ranger class skill list. Your proficiency bonus is doubled for any ability check you make that uses that skill. You also learn to speak, read, and write one additional language of your choice. Most Rangers learn the language spoken by the enemies they hunt.

At 9th level, you select another Ranger class skill you are proficient in to gain the benefits of this feature, and you learn to speak, read, and write another language of your choice.

Combat Adaptation

Your skill in battle has been honed and adapted to your needs. At 2nd level, you gain a Fighting Style of your choice from the Fighter Class Fighting Style list. You can't learn a Fighting Style more than once, even if another feature allows you to learn another Fighting Style.

Additionally, you gain two Weapon Mastery point. At 9th level, you gain one additional Weapon Mastery point.

Mark Prey

You hunt as the creatures of the wild. Beginning at 2nd level, you can use a bonus action to mark a creature you can see as your Marked Prey, granting you the benefits for 1 hour, until the creature is slain, or you mark another creature.

You have advantage on Survival or Investigation checks to track your prey, as well as Perception checks to find them. In addition, you deal an extra 1d4 damage to the target the first time you hit it with a weapon attack.

At 11th level, you can apply the bonus damage from Mark Prey more than once a turn.

The extra damage you deal on hit to your Marked Prey is a d4. This die changes as you gain levels in ranger, as shown in the table below.

Level Damage
2nd 1d4
6th 1d6
10th 1d8
14th 1d10
18th 1d12

At certain Ranger levels, the duration of your Marked Prey increases: at 6th level (8 hours), 10th level (24 hours), 14th level (1 week), and finally at 17th level (indefinite).

You regain expended uses of this feature when you finish a Short or Long Rest.

Gift of the Wild

Starting at 2nd level, your aptitude and versatility puts you at a crossroads in terms of specializing your particular skill set. You gain one of the following features of your choice: Spellcasting, or Mighty Slayer

Spellcasting

When you choose this option, you learn to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

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 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. 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 a 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.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your intimate relationship with 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 or ranger ability.

Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, of the Player’s Handbook for a list of things that count as druidic foci.

Ritual Casting

Your knowledge of the natural world allows you to draw out its magic. You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Mighty Slayer

You have honed and mastered your martial techniques, you gain the following features:

Maneuvers. You learn two maneuvers of your choice from the list of Fighter Maneuvers. You can use only one maneuver per attack. You learn one additional maneuvers of your choice at 5th, 9th, 13th and 17th level. When you gain a level, you can replace one maneuver you know with another of your choice.

Maneuver Dice. You have two maneuver dice, which are d6s for you. You must expend a maneuver die to use one of your maneuvers. You regain all of your expended maneuver dice when you finish a short or long rest. You gain an additional maneuver dice at 4th, 8th, and 12th level. At 9th level, your maneuver dice turn into d8s.

Saving Throws. Some of your maneuvers or ranger abilities require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Ranger Archetype

At 3rd level, you choose an Archetype that best represents the training and skills of your Ranger.

The Ranger Archetype you choose grants you features at 3rd level, and again when you reach 7th, 11th, and 15th level.

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.

Extra Attack

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

Slayer's Defense

At 9th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever your Marked Prey forces you to make a saving throw and whenever you make an ability check to escape that foe's grapple, you may choose to end the Mark on them to add your Wisdom modifier (minimum of 1) to your roll.

Adaptable

Your time in the wilderness has taught you that anything that doesn't change dies. Starting at 11th level, when you finish a long rest, you can replace one Knack you know with another Knack of your choice, so long as you meet its prerequisites.

Feral Senses

Your enhanced senses allow you to find your prey with perfect accuracy. Starting at 18th level, you gain blindsight to a range of 30 feet.

Additionally, you cannot have disadvantage on any attack roll you make that targets a creature that is your Marked Prey.

Foe Slayer

You are a Ranger of mythic skill, rivaling the great huntsmen of legend. At 20th level, when you hit your Marked Prey with a weapon attack, you can immediately end the mark and cause that attack to deal maximum damage instead of rolling.

If the damage from this attack reduces the target to 50 hit points or fewer, it is instantly reduced to 0 hit points.

Once you use this feature you must finish a short or long rest before you can use it again.

Survivalist Knacks

Below are the Knacks available to a ranger. If a Knack has a prerequisite, like your ranger level or another Knack, you can learn it at the same time that you meet the prerequisites.

Alpine Adept

Prerequisite: 6th level ranger

You are amazingly surefooted. You gain a 30-foot climbing speed, and you can use your reaction to reduce any falling damage you take by an amount equal to your Ranger level.

If you already have a climbing speed it increases by 10 feet.

Arctic Adept

Prerequisite: 6th level ranger

You have adapted to the frozen tundra. You gain resistance to cold damage. Also, you and creatures of your choice who travel with you (maximum 10), have advantage on saving throws to resist the negative effects of arctic environments.

Aquatic Adept

Prerequisite: 6th level ranger

You can swim through the water like a native creature of the sea. You gain a 30-foot swimming speed, and while you are underwater, you can hold your breath for up to 1 hour. If you already have a swimming speed it increases by 10 feet.

Desert Adept

Prerequisite: 6th level ranger

You have adapted to scorching deserts. You gain resistance to fire damage. Also, you and creatures of your choice who travel with you (maximum 10), have advantage on saving throws to resist the negative effects of desert environments

Explorer I

Whenever you make a Wisdom (Survival) check to navigate in the wild, forage for food and water, or to avoid becoming lost, you can treat a roll of 7 or lower on the d20 as an 8.

Explorer II

Prerequisite: 6th level ranger, Explorer I

At the end of a long rest, you can attune to your surrounding environment. Examples include, but are not limited to: arctic, coastal, desert, forest, grassland, mountain, or swamp. While in your attuned environment you gain the following benefits:

  • You have advantage on Intelligence and Wisdom checks related to the native plants, animals, or ecosystem.
  • You find twice as much food when foraging or hunting.
  • You cannot be surprised unless you are incapacitated.
  • You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of 1).

Fell Handed I

Prerequisite: 6th level ranger

When you score a critical hit with a weapon attack against a creature, you have advantage on the next attack you make against that creature before the end of your next turn.

Fell Handed II

Prerequisite: 14th level ranger, Fell Handed I

When you land an attack with advantage against a Marked Prey, your critical hit range against that Marked Prey expands by 1, until you land a critical hit against that Marked Prey.

Herbalist I

You have a deep knowledge of plants and their healing properties. You have advantage on Intelligence (Nature) checks to identify the medicinal properties of plants, and Wisdom (Medicine) checks made to stabilize creatures.

Herbalist II

Prerequisite: 3rd-level Ranger, Herbalist I

You have learned to use natural plants and herbs to create healing potions. You gain proficiency with herbalism kits and can use them in place of a healer's kit.

At the end of a long rest, you can use a herbalism kit to create a potion of healing. It retains its potency for a number of days equal to your proficiency bonus, after which it spoils.

Herbalist III

Prerequisite: 6th level ranger, Herbalist I, II

When you take a short rest, you and any friendly creatures who rest with you, regain an additional 1d8 hit points as long as they expend at least one Hit Die to regain hit points.

Jungle Adept

Prerequisite: 6th level ranger

You have adapted to the jungles. You gain resistance to poison damage. Also, you and creatures of your choice who travel with you (maximum 10) have advantage on saving throws to resist negative effects of jungle environments.

Natural Regeneration

Prerequisite: 14th level ranger

During a short rest, you can recover spell slots of a combined level equal to your Wisdom modifier. Once you do, you must finish a long rest before you can use this feature again.

Ranger Knight I

Though you spend your time in the wilderness you still have some military training. You gain proficiency in heavy armor.

Ranger Knight II

Prerequisite: 3rd level ranger

Though you are a warrior of the wild you understand chivalry and politics. Whenever you make an Intelligence (History) or Charisma (Persuasion) check you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1)

Rider I

Whenever you make a Wisdom (Animal Handling) check to control, train, or tame a mount, you can treat a roll of 7 or lower on a d20 as an 8. Also, dismounting from a trained mount only costs you 5 feet of movement.

Rider II

Prerequisite: 3rd level ranger, Rider I

You have trained to fight from your mount. You gain the Mounted Warrior Fighting Style. If you already know this Fighting Style you learn another Fighting Style of your choice. Also, you can ride mounts that are your size or larger.

Rider III

Prerequisite: 6th level ranger, Rider I, II

You are a master of mounted combat. When you are riding mount and it is hit by an attack, you can choose to become the target of that attack instead.

Also, if your mount makes a saving throw while you ride it, you can use your reaction to grant it advantage on its roll.

Slayer I

Prerequisite: 3rd level ranger

When you hit a creature with a weapon attack you can mark it as your Marked Prey as part of the same attack, and apply your Marked Prey damage bonus to the damage roll.

Moreover, whenever you make a Wisdom (Perception) or a Wisdom (Survival) check to locate or track your Marked Prey, you can treat a roll of 7 or lower on the d20 as an 8.

Slayer II

Prerequisite: 6th level ranger, Slayer I

Your tracking abilities have become supernaturally accurate. You always know the exact direction and distance of your Marked Prey within a 1-mile radius, while you are both on the same plane of existence.

Slayer III

Prerequisite: 14th level ranger, Slayer I, II

Once per turn, when you hit your Marked Prey with a weapon attack, you can force it to make a Constitution saving throw against your Spell or Maneuver Save DC. On a failed save, the creature is blinded, deafened, frightened, muted, poisoned, or restrained (your choice) until the beginning of your next turn.

Stalker I

You are a master at covering your tracks. While moving at a normal pace, you and any creatures of your choice who travel with you (maximum 10), produce no tracks nor scent, and cannot be tracked by mundane means unless you wish to be.

Stalker II

Prerequisite: 3rd level ranger, Stalker I

You have learned to hunt your prey from afar while remaining unseen. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. You can also take the Hide action as a bonus action on your turn.

Stalker III

Prerequisite: 9th level ranger, Stalker I, II

You cannot be tracked, even by magic. You are always under the effects of the nondetection spell, and you can't be tracked by divination magic or magical means unless you wish to be.

Stalker IV

Prerequisite: 14th level ranger, Stalker I, II, III

You can ward yourself to briefly disappear from sight. When you take the Hide action, you, along with anything you are wearing or carrying, become invisible until the start of your next turn. This ends early if you attack or cast a spell.

Strider I

You ignore the effects of difficult terrain imposed by natural environments, such as undergrowth, snow, or marshlands.

Also, you and creatures of your choice who travel with you (maximum 10) don't have travel slowed by difficult terrain.

Strider II

Prerequisite: 3rd level ranger, Strider I

Once in your sights, you pursue your quarries relentlessly. You can take the Dash action as a bonus action on your turn.

Strider III

Prerequisite: 6th level ranger, Strider I, II

You can surmount almost any obstacle that would block your path. Your base walking speed increases by 10 feet, and you ignore the effects of difficult terrain imposed by spells, magical phenomena, and any other magical effect.

Strider IV

Prerequisite: 14th level ranger, Strider I, II, III

You move through the world unhindered by even the most powerful magic and restraints. You are always under the effects of the freedom of movement spell while conscious.

Survivor I

Prerequisite: 6th level ranger

Your time in the wilds has hardened your body. As a bonus action on your turn, you can grant yourself temporary hit points equal to your Constitution modifier (minimum of 1).

Survivor II

Prerequisite: 9th level ranger, Survivor I

Your body can rapidly recover from injury. When you expend a Hit Die to regain hit points, you regain additional hit points equal to your Wisdom modifier (minimum of 1 hit point).

Survivor III

Prerequisite: 14th level ranger, Survivor I, II

You persevere even in the face of death. When you make a death saving throw, you can add your Wisdom modifier to the roll (minimum of +1). If the result of your roll is 20 or higher, you treat it as if you had rolled a 20 on the d20.

Trapper

As an action, you can set a hidden trap made out of natural materials in an adjacent 5-foot space. The first creature to move into the area must succeed on a Dexterity saving throw against your Spell Save or Maneuver DC or become restrained.

A creature repeats its saving throw at the start of each turn, ending the effect on a success. A creature can detect a trap by succeeding on an Intelligence (Investigation) check against your Spell Save DC. You can have a number of active traps equal to your Wisdom modifier (minimum of 1 trap).

Underground Adept

Prerequisite: 6th level ranger

You are especially skilled at navigating the winding tunnels under the earth. You gain low-light vision out to a range of 60 feet. If you already have low-light its range increases by 20 feet.

Also, you can close your eyes and gain tremmorsense in a 60-foot radius. Within that radius, you can sense anything touching the ground. This special sense lasts for 1 minute, or until you open your eyes. Once you use this action you must finish a short or long rest before you can use it again.

Wild Insights I

You have a way with wild animals. You can communicate simple ideas to beasts using sounds and gestures.

Also, whenever you make a Wisdom (Animal Handling) check that targets an animal or beast that is friendly toward you, you can treat a roll of 7 or lower on the d20 at 8.

Wild Insights II

Prerequisite: 3rd level ranger, Wild Insight I

You have bound yourself with a minor nature spirit. You learn the find familiar spell. It counts as a Ranger spell for you, you always have it prepared, but it doesn't count against the total number of spells you prepare each day. When you cast this spell your summoned familiar is always a fey creature.

Wild Insights III

The power of your nature spirit grows. When you cast find familiar, it can take the form of any beast of CR 1/2 or lower.

Woodsman I

You are familiar with forests, trees, and timber of all kinds. You gain proficiency with woodcarver's tools, and you have advantage on any Intelligence (Nature) checks to identify, recall information, and construct things from wood.

Also, if you hit a tree, raw timber, or a wooden structure with a melee weapon attack, it is an automatic critical hit.

Woodsman II

Prerequisite: 3rd level ranger, Woodsman I

You can identify the strengths and weak points of wooden objects and creatures. You gain the following benefits:

  • You gain proficiency with carpenter's tools. Anything you construct from wood has twice as many hit points.
  • At the end of each long rest, if you have timber available, you can craft a total number of clubs, greatclubs, javelins, and quarterstaffs equal to your proficiency bonus.
  • When you hit a plant or wooden construct with a battleaxe or greataxe, you score a critical hit on a roll of 19 or 20

Ranger Archetype

At 3rd-level, a ranger gains the Ranger Archetype feature.

Beast Master

Some Rangers that develop intense bonds with nature have been known to attract the attention of guardian spirits known as Primal Beasts. Primal Beasts fight side by side with their partners, changing their shape to face the challenge at hand.

Beast Master’s Magic

Starting at 3rd level, you gain the ability to cast the spells in the table below. Your ranger level must be at least equal to the level listed alongside the spell. Once you cast any spell in this way, you cannot do so again until you complete a long rest.

Ranger Level Spell
3rd Beast Bond
5th Beast Sense
7th Conjure Animals
13th Dominate Beast
17th Commune with Nature

Beastmaster's Companion

At 3rd level, you have formed a bond with a Primal Beast. You choose its stat block from one of the options at the end of this class: the Beast of the Cave, Land, Sea, or Sky. The Primal Beast stat blocks use your proficiency bonus (PB) in several places.

The Primal Beast is friendly to you and your allies and obeys your commands. In combat, it acts on your turn. It can move and use its reaction on its own, but it can only take the Dodge action unless you use a bonus action to order it to take an action from its stat block, or another combat action. If you are incapacitated, your Primal Beast can act on its own.

If your Primal Beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st-level or higher to return it to life with its maximum hit points.

During a long rest, you can spend 1 hour performing a ritual that causes your Primal Beast to take on a new form, choosing a new stat block and appearance for it.

Exceptional Training

Beginning at 7th level, as a reaction, you and your Primal Beast can grant the other advantage on any saving throw they are forced to make, so long as you can see and are within 30 feet of each other.

Also, your Beast's attacks count as magical for the sake of overcoming resistance and immunity to non-magical attacks.

Bestial Fury

Starting at 11th level, when you command your Beast to take the Attack action, it can make two natural weapon attacks as part of that action.

Primal Bond

At 15th level, the bond with your Primal Beast has reached its apex. When you cast a Ranger spell that targets yourself, your Beast also gains the benefits as long as it is within 30 feet of you.

Alternatively, your Primal Beast can expend your maneuver dice to use a maneuver you know.

Gloom Stalker

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Gloom Stalker Magic

Starting at 3rd level, you gain the ability to cast the spells in the table below. Your ranger level must be at least equal to the level listed alongside the spell. Once you cast any spell in this way, you cannot do so again until you complete a long rest.

Ranger Level Spell
3rd Disguise Self
5th Rope Trick
7th 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.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If it hits, the target takes bonus damage equal to one roll of your Marked Prey die.

Umbral Sight

At 3rd level, you gain low-light vision out to a range of 60 feet. If you already have low-light from your race, its range increases by 20 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.

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 Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

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.

Grim Warden

Sometimes it takes a monster to destroy a monster. Rangers that take up the mantle of the Grim Warden undergo a dark alchemical ritual, known as the Warden's Rite, that enhances their physical abilities. They sacrifice any chance they have at a normal life by mingling their blood with that of monsters, in order to gain dark, unnatural power to destroy their foes.

Grim Warden Magic

Starting at 3rd level, you gain the ability to cast the spells in the table below. Your ranger level must be at least equal to the level listed alongside the spell. Once you cast any spell in this way, you cannot do so again until you complete a long rest.

Ranger Level Spell
3rd Bane
5th Hold Person
7th Bestow Curse
13th Blight
17th Hold Monster

Warden's Rite

At 3rd level, you have survived the Warden's Rite, an alchemical ritual that suffuses your blood with sinister magic. You gain proficiency with alchemist's supplies and in the Religion skill.

Also, whenever you make an Intelligence (Religion) check related to fiends, undead, or necromancy magic you gain a bonus to your roll equal to one roll of your Marked Prey die.

Crimson Brand

Also at 3rd level, the sinister magic within your blood allows you to enhance your strikes with your own life force. When you hit a Marked Prey with a weapon attack, you can expend a Hit Die to cause all the damage of your attack to become necrotic, and to deal bonus necrotic damage equal to a roll of your Hit Die. Any necrotic damage dealt by this feature ignores resistance to necrotic damage, and can treat immunity to necrotic damage as resistance.

Lastly, when you use Crimson Brand against a fiend or undead creature, you can maximize the necrotic damage roll of your Hit Die in place of rolling.

Dark Augmentation

Beginning at 7th level, sinister magic enhances your physical capability. Whenever you make a Strength, Dexterity, or Constitution ability check, you gain a bonus to your roll equal to one roll of your Marked Prey die, and your walking speed increases by 5 feet.

Greater Crimson Brand

Starting at 11th level, once per turn, when you hit a creature with a weapon attack, you can deal an additional 1d10 necrotic damage to it.

Sanguine Mastery

At 15th level, the magic of your Warden's Rite manifests its full potential. You have advantage on saving throws to resist the frightened condition, and you are always under the effects of protection from good and evil while you are conscious.

Hunter

Rangers are as varied as the lands that they hail from. Some use their knowledge of the wilderness to become guides and naturalists. Others use their skills to become trackers or traders. Some wander the countryside, while others stand as guardians of sacred forests. While they fulfill various roles, deep down inside every Ranger beats the heart of a Hunter.

Marauding hordes of Orcs, vile trolls, great and terrible dragons, or great beasts of the wild, it matters not to a true Hunter. They always find a way to overcome their quarry.

Hunter Magic

Starting at 3rd level, you gain the ability to cast the spells in the table below. Your ranger level must be at least equal to the level listed alongside the spell. Once you cast any spell in this way, you cannot do so again until you complete a long rest.

Ranger Level Spell
3rd Snare
5th Pass without Trace
9th Nondetection
13th Locate Creature
17th Conjure Volley

Hunter's Prey

At 3rd level, you are ruthless in pursuing your chosen prey. You gain the features below, but once you use one of these features you cannot use another until the beginning of your next turn:

Cripple. When you hit a Marked Prey with a weapon attack, you can force it to make a Dexterity saving throw against your Save DC. On a failed save, its speed is reduced to 0 until the beginning of your next turn.

Flurry. When you hit your Marked Prey with a weapon attack, you can make an additional weapon attack with the same weapon against another creature within 5 feet of your Marked Prey and within the weapon's range.

Focus. When you hit your Marked Prey with a weapon attack and it has fewer then its maximum hit points, you can double your Marked Prey damage bonus against it

Defensive Tactics

Starting at 7th level, you have trained to defend yourself against your prey. You gain one of the features below of your choice:

Counter. When a creature that is at least one size larger than you hits or misses you with an attack, you can use a reaction to make one weapon attack against it.

Nimble. Opportunity attacks against you are made at disadvantage, and if your Marked Prey makes an opportunity attack against you it misses unless they roll a critical hit.

Iron Will. When you are forced to make a saving throw to resist being charmed, frightened, or stunned, you gain a bonus to your roll equal to one roll of your Mark Prey die.

Flexible Hunter

Beginning at 11th level, at the end of a long rest you can do one of the following:

  • Replace your Fighting Style with another Fighting Style, choosing from those available to the Ranger class.
  • Replace your Defensive Tactics feature with another feature of your choice from Defensive Tactics.

Multiattack

You are adept at destroying your prey and any creatures that would stand with them. You gain the following features:

Volley. As an action, you can make a ranged attack against your Marked Prey and any number of creatures within 10 feet of it, so long as the targets are also within the range of your weapon. You must roll a separate attack roll for each target, and you must have ammunition for each individual attack.

Whirlwind Attack. As an action, you make a melee attack against your Marked Prey and any number of other creatures within range. Make a separate attack roll for each target.

Superior Defense

At 15th level, you have mastered defending yourself from those that you have marked as your prey. You gain the following features:

Evasion. When your Marked Prey subjects you to an effect that allows you to make a Dexterity saving throw to take half damage, such as you instead take no damage if you succeed on a saving throw, and only half damage if you fail

Uncanny Dodge. When your Marked Prey hits you with an attack, you can use a reaction to halve the damage you take

Spellbreaker

Spellbreakers are a small but dedicated enclave of Rangers that specialize in hunting mages who use their arcane power for evil. While most pursue the life of a Spellbreaker for noble reasons, there are some who seek to destroy anyone with the potential to use magic. Most Spellbreakers work in secrecy, only striking when success is a certainty. When one wrong move could end in disintegration, there is no room for error.

Spellbreaker Magic

Starting at 3rd level, you gain the ability to cast the spells in the table below. Your ranger level must be at least equal to the level listed alongside the spell. Once you cast any spell in this way, you cannot do so again until you complete a long rest.

Ranger Level Spell
3rd Detect Magic
5th Silence
9th Dispell Magic
13th 4th-level Counterspell
17th Wall of Force

Spellsight

At 3rd level, You have learned to detect the innate arcane potential of others. When you mark a creature as your Marked Prey you instantly learn its spellcasting ability (if it has one) and the level of the highest spell that it has the ability to cast.

If the creature is hidden from divination magic, such as a nondetection spell, it appears as if it cannot cast spells.

Reflect Spell

Starting at 3rd level, you can cast absorb elements at 1st-level, without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of this feature when you finish a long rest.

After you cast absorb elements, if your next weapon attack is against the creature whose spell you absorbed, you treat the absorb elements damage as its maximum amount.

Arcane Defense

Beginning at 7th level, whenever you are forced to make a saving throw to resist a spell or another magical effect, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).

Mage Breaker

At 11th level, you are a hunter of mages. When you mark a spellcaster as your Marked Prey, you gain the following additional benefits:

  • Your weapon attacks against it deal force damage.
  • When you damage it, it has disadvantage on any saving throw it makes to maintain concentration on any spells.
  • When you hit it with a weapon attack, you can expend a spell slot to deal additional force damage equal to one roll of your Marked Prey bonus per level of the slot you expend.

Mantle of the Master

At 15th level, your training as a Spellbreaker has reached its apex. You are resistant to all damage from spells and other magical effects.

Swarmkeeper

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Swarmkeeper Magic

Starting at 3rd level, you gain the ability to cast the spells in the table below. Your ranger level must be at least equal to the level listed alongside the spell. Once you cast any spell in this way, you cannot do so again until you complete a long rest.

Ranger Level Spell
3rd Entangle
5th Spider Climb
9th Gaseous Form
13th Arcane Eye
17th Insect Plague

Gathered Swarm

At 3rd level a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance.

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

Writhing Tide

Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

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.

Mighty Swarm

Starting at 11th level, your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal

At 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

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.

Wrangler

While most Rangers have some skill with animals, those who pursue the life of a Wrangler are true masters at taming wild beasts. Drawing upon their intimate understanding of animal behavior, they tame and control all sorts of fantastical beasts. Rugged and wild, Wranglers are always on the hunt for ever more strange and exotic creatures to tame and befriend.

Wrangler Magic

Starting at 3rd level, you gain the ability to cast the spells in the table below. Your ranger level must be at least equal to the level listed alongside the spell. Once you cast any spell in this way, you cannot do so again until you complete a long rest.

Ranger Level Spell
3rd Command
5th Calm Emotions
9th Slow
13th Charm Monster
17th Hold Monster

Monster Tamer

At 3rd level your intimate understanding of animal behaviors and habits grants you certain benefits. You gain the following features:

Your weapon attacks against beasts and monstrosities score a critical hit on a roll of 19 or 20 on the d20. You have advantage on Strength (Athletics) checks to grapple, climb, or wrestle beasts and monstrosities. Any enchantment spell you have prepared that targets humanoids can also target beasts and monstrosities.

Bring to Heel

Beginning at 7th level, you can bend creatures of the wild to your will. When a beast or monstrosity that is charmed by you makes a saving throw to end the charmed condition, you can use your reaction to force it to make that saving throw with disadvantage.

You can also command the monsters you tame. Any beast or monstrosity charmed by you acts during your turn for the duration of your charm, and if you are within 30 feet and the creature can hear you, you can use your action to command it to take one of the actions from its stat block.

Master Tamer

Starting at 11th level, your abilities are nearly supernatural Your Wrangler features now affect celestials, dragons, fey, fiends, giants, and plants with an Intelligence score less than or equal to your level.

Also, you can command any beast or monstrosity charmed by you to take an action from its stat block as a bonus action.

Wrangler of Legends

At 15th level, once you charm a creature, there is little it can do to escape. Any enchantment spells you cast on beasts and monstrosities last until your concentration is broken.

Also, short and long rests do not break your concentration on enchantment spells you cast on beasts or monstrosities.

 

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