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Subclasses (Altered)
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## Table of Content | | | | :- | -: | General Overview | pg. 2 | Beast Master | pg. 3 | Drakewarden | pg. 4 | Horizon Walker | pg. 5 | Hunter | pg. 6 | Monster Slayer | pg. 6 | Links to Homebrews| pg. 8 (Last Page) \columnbreak ## Just an FYI The subclasses' spell granting features have wording for ranger as a preparation caster, as they are compliant with my alterations to the ranger class made in a separate homebrew. Here's a link to that brew if it interests you. \ Ranger class homebrew: [Ranger, Altered | D&D 5e Class](https://www.gmbinder.com/share/-N7m6JXh-6n4dmseBxC5). \ Other than the spell preparation wording, as written, the subclasses are playable with official ranger content.
# General Overview: Subclass Changes | Subclass | 3rd | 7th | 11th | 15th | :- | :-: | :-: | :-: | :-: | *Beast Master* | ----------------- | ----------------- | ----------------- | ----------------- | | The Ranger Companion feature is renamed "Primal Bond". Commands can be given as a free action. You can have multiple beast companions. | Replaced Exceptional Training feature with Improved Primal Bond. Which allows you to command and bond with multiple beasts at once. | Changed wording to accommodate Primal Bond, but is otherwise unchanged. | Changed wording to accommodate Primal Bond, but is otherwise unchanged. | | Added Beast Master spells. | | | | *Drakewarden* | ----------------- | ----------------- | ----------------- | ----------------- | | Added an "Expanded Spell List" portion to the Draconic Gifts feature. | Added an option for drake mount movement. | No change | No change | *Horizon Walker* | ----------------- | ----------------- | ----------------- | ----------------- | | Expanded on Detect Portal's concept with a new feature Detect Outsider, which looks for extraplanar creatures. | Spectral Defense is gained at 7th level instead of 15th level. | No change | Ethereal Step is granted at 15ht level instead of 7th level and is reusable with spell slots. | | Reworked Detect Portal to be reusable with spell slots. | | | | | Planar Warrior won't eat your bonus actions anymore. | | | | *Hunter* | ----------------- | ----------------- | ----------------- | ----------------- | | New feature Hunting Tactics, which resembles Sneak Attack. | Replaced Defensive Tactics with a modified version of its Multiattack Defense option. | Replaced Multiattack with Harrying Assault, which is between Multiattack and Extra Attack (3) in potency. | Replaced Improved Hunter's Defense with Improved Hunting Tactics. | | Added Hunter spells. | | | | *Monster Slayer* | ----------------- | ----------------- | ----------------- | ----------------- | | New feature Primeval Adversary, which grants additional favored enemies. | Instead of Supernatural 'Defense', you get Supernatural 'Offense'. | No change | No change | | Improved the Hunter's Sense feature | | |
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# Beast Master ##
### Primal Bond You can summon types of beasts with which you are familiar to accompany you on your adventures. On taking this subclass, you bond with a number of beasts up to your proficiency bonus whose CRs collectively do not exceed 1/4 (two CR 0s count as one CR 1/8); no beast you choose can be larger than Medium. The collective CR increases one rating at 7th (1/2), 11th (1), and 15th level (2). #### Bonded Beasts Your bonded beasts gain the following. - They add your proficiency bonus to the their AC, attack rolls, and damage rolls, as well as to any saving throws and skills they are proficient in. - Your beast companion's hit die size becomes d8 if that is larger. They have a number of Hit Dice equal to your level. Like any creature, they can spend Hit Dice during a short rest. - They're provided a pool of hit points equal to five times your ranger level. These hit points are distributed evenly- for example, if you have three bonded beasts, then each one gets a third of the total hit points in the pool, rounded down. The hit point total provided by your bond replaces a bonded beast's hit point maximum, provided it is more than their default hit point maximum. - You can spend 1 minute to restore your beast companion's hit points. At the end of that minute, you expend a spell slot. - While nobody else is with you, each bonded beast can travel through your favored terrain, moving stealthily with you at a normal pace. #### Using Your Bond You can command your bonded beasts in combat. - Bonded beasts share your initiative in combat, each taking its turn immediately after yours. - **Beast Commands**. On your turn, you can command a beast (no action required by you) where to move, as well as to take the **Attack**, **Dash**, **Disengage**, **Dodge**, or **Help** action. You can give a subsequent command using a bonus action or attack made as part of your Attack action. If not given a command, a beast takes the Dodge action on each of its turns. \columnbreak - **Pack Commands**. As a bonus action, you can command all beasts to take the Attack action against the same target. Any movement is made by all bonded beasts toward the same point of interest. Alternatively, you can command all beasts to Disengage and move to a point you designate. - **Harass**. As a bonus action, you command a beast take the Attack or Help action, as well as to repeat that action against the same target on each of the beast's turns. This lasts until a different command is given. If you are incapacitated or absent, a beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. At the end of a long rest, you can summon beasts with which you are familiar and bond with them, individually being either the same type of beast as before or a different one. Alternatively, you can find a new beast that isn't hostile to you, interact with it for 1 minute, and then expend a spell slot to establish a new bond. Attempting to force Primal Bond beyond its limits results in you choosing which bonds to keep. ### Beast Master Magic You gain access to the spells on the Beast Master Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you. #### Beast Master Spells | Level | Spell | :---: | :--- | 3rd | Animal Friendship | 5th | Summon Beast (no material component required) | 9th | Create Food and Water | 13th | Find Greater Steed (fey only) | 17th | Greater Restoration ### Improved Primal Bond Starting at 7th level, when you cast *summon beast*, you can alter the spell to instead summon and bond to a new beast. ### Bestial Fury Starting at 11th level, once on each of your turns, when you command your beast companion to take the Attack action, they can make two attacks, or it can take the Multiattack action if it has that action. ### Share Spells Beginning at 15th level, when you cast a spell targeting yourself, you can also affect one bonded beast with the spell if the beast is within 30 feet of you.
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# Drakewarden ### Draconic Gift The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits: - **Thaumaturgy**. You learn the *thaumaturgy* cantrip, which is a ranger spell for you. - **Tongue of Dragons**. You learn to speak, read, and write Draconic or one other language of your choice. - **Expanded Spell List**. *Dragon's Breath* and *Summon Draconic Spirit* are added to your ranger spell list. ##
artwork is ["Hallar, The Firefletcher"](https://www.artstation.com/artwork/KKEGR) is by Bram Sels ### Drake Companion As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. \columnbreak Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. ### Bond of Fang and Scale By 7th level, the bond you share with your drake intensifies, protecting you and stoking the drake's fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed. In addition, while your drake is summoned, you and the drake gain the following benefits: **Drake Mount**. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can't use the flying speed of this feature. Also while riding your drake, you can expend your remaining movement to allow your drake to use its movement on your turn. The expended movement, however, is not regained on the drake's turn. **Magic Fang**. The drake's Bite attack deals an extra 1d6 damage of the type chosen for the drake's Draconic Essence. **Resistance**. You gain resistance to the damage type chosen for the drake's Draconic Essence. ### Drake's Breath At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn't have to match your drake's Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one. This damage increases to 10d6 when you reach 15th level in this class. Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. ### Perfected Bond At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: **Empowered Bite**. The drake's Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). **Large Drake**. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale. **Reflexive Resistance**. When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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# Horizon Walker ### Detect Portal At 3rd level, you gain the ability to magically sense the presence of a planar portal. As a variation of Primeval Awareness, you spend an action to detect the distance and direction to the closest planar portal within 1 mile of you. On subsequent turns over the next minute, you can spend another action to detect a portal, detecting the next nearest portal each time (if any). Once you use this feature, you can't use it again unless you finish a short or long rest, or spend a spell slot to do so. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. ### Detect Outsider You can treat the following creature types as favored enemy types for your uses of Primeval Awareness: **aberrations**, **celestials**, **dragons**, **elementals**, **fey**, **fiends**, and **undead**. ### Planar Warrior Once on each of your turns, when you hit a creature within 30 feet with a weapon attack, you can convert the damage you deal into force damage and deal an extra 1d8 force damage. When you reach 11th level in this class, the extra damage increases to 2d8. ### Horizon Walker Magic You gain access to the spells on the Horizon Walker Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you. \columnbreak #### Horizon Walker Spells | Level | Spell | :---: |:----------- | 3rd | Protection From Evil and Good | 5th | Misty Step | 9th | Haste | 13th | Banishment | 17th | Teleportation Circle ### Spectral Defense At 7th 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. ### Distant Strike At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. ### Ethereal Step At 15th level, you learn to step through the Ethereal Plane. As a bonus action, 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 unless you finish a short or long rest, or spend a 4th-level or higher spell slot to do so.
artwork is ["Magic Portal"](https://www.pinterest.com/pin/431641945541429707/), by Samuele Bandini
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## Hunter ##
artwork is ["Expert Trackers"](https://www.artstation.com/artwork/ndZ6O), by Alexandr Elichev ### Adept Ambusher You can add your proficiency bonus to your initiative rolls. When subject to the surprised condition, you can take the Attack action or Hide action on your turn. You cannot be subject to the surprised condition while in your favored terrain, provided you are conscious, as well as can see and hear. ### Sure Shot Once on each of your turns, when you miss on a weapon attack against a favored enemy, you can add your die from Favored Foe to the attack roll, potentially turning a miss into a hit. Doing so means you cannot add that die to the damage dealt to that creature for the rest of the turn. ### Hunter Magic You gain access to the spells on the Hunter Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you. #### Hunter Spells | Level | Spell | :---: |:----------- | 3rd | Hunter's Mark | 5th | Cordon of Arrows | 9th | Elemental Weapon | 13th | Guardian of Nature | 17th | Wrath of Nature ### Adaptive Defense Starting at 7th level, you have a +4 bonus to your AC against attacks made by favored enemies. Also, when you're hit by an attack from a creature that is not your favored enemy, you gain the bonus against the offending creature until the start of your next turn. \columnbreak ### Hunting Tactics By 11th level, you are an expert in studying your opponents and leveraging opportunities in combat. Once on each of your turns, after you make a weapon attack with advantage, you can make an extra weapon attack- either against the same creature or a creature within 5 feet of the initial target. You must be using a weapon with which you are proficient. You do not need advantage if a target of either attack is a favored enemy. ### Gamekeeper Starting at 15th level, you gain +10 to Survival checks and to Perception checks. ### Deadly Aim Starting at 15th level, when you hit a favored enemy with a weapon attack, you can force the target to make a Dexterity saving throw against 8 + your proficiency bonus + your ability modifier used for the attack. On a failure, the attack is a critical hit. You can force a saving throw with this feature a number of times equal to your Wisdom modifier. You regain any expended uses upon finishing a long rest. ## Monster Slayer ##
artwork is ["Vampire Slayer"](https://www.artstation.com/artwork/B3189A), by Tomas Duchek ### Monster Slayer Magic You gain access to the spells on the Monster Slayer Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you. #### Monster Slayer Spells | Level | Spell | :---: |:----------- | 3rd | Protection From Evil and Good | 5th | Zone of Truth | 9th | Magic Circle | 13th | Banishment | 17th | Hold Monster
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### Primeval Adversary Outsiders to the Material Plane and their consorts are your prey. The following are counted among your favored enemy types (see Tracker knack): **aberrations**, **celestials**, **dragons**, **elementals**, **fey**, **fiends**, and **undead**. ### Hunter's Sense As a bonus action, you target a creature you can see within 60 feet. You learn whether it has any resistances, immunities, or vulnerabilities, and what they are if they do. ### Supernatural Offense Starting at 7th level, attacks you make with non-magical weapons count as magical for purposes of bypassing resistances and immunities to non-magical attacks. Also, a creature struck by you cannot regain hit points until the end of your next turn. Additionally, the body of a creature you slay is placed under the effects of the Gentle Repose spell. ### Magic-User's Nemesis At 11th level, you gain the ability to thwart someone else's magic. When you see a creature within 120 feet of you casting a spell or teleporting, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. You cannot use this again unless you complete a long rest or expend a spell slot of 3rd-level or higher to do so. ### Slayer's Counter At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If a favored enemy forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. \columnbreak ##
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# Links to Homebrews \ **Note**: They're all on GMBinder. ### Not By Me
#### Ranger Classes * [Ranger++](https://www.gmbinder.com/share/-MKjpwrnuoDkVMIlUW_O) by Izzy * [Ranger: Redesigned](https://www.gmbinder.com/share/-M9QT0xZccLlmJWPKoW-) by Cannibalistic Pandas * [Ranger Rework](https://www.gmbinder.com/share/-LfMuhuS5OSkV2hi1vVZ) by PhDpwnerer * [The Ranger Nobody Asked For](https://www.gmbinder.com/share/-MNPKdzgPjVm6oUqKlmB) by crazyfuton * [The Ranger Renewed](https://www.gmbinder.com/share/-LgICmzRKad_B78y_6iF) by aran-gen * [Alternate Ranger](https://www.gmbinder.com/share/-M7iu19Af89SH2G_5RGa) by laserllama * [Ranger (Revised, Nonmagical)](https://www.gmbinder.com/share/-N8ayKmz1TTahHV0wyHl) by NickLantz * [Versatile Ranger 3](https://www.gmbinder.com/share/-LetYo9SOKNF_5mL73fR), by Regular
#### Ranger Subclasses * [Ranger Archetype: The Bounty Hunter](https://www.gmbinder.com/share/-MUPvtedOVRe9I2EqQsu) by LuckyRed (Luke Ritchie?) * [Ranger: Big Iron Conclave](https://www.gmbinder.com/share/-MPBsu8R4pGswVf9esxd), by kingstarman * [Ranger - The Traveler Conclave](https://www.gmbinder.com/share/-MUKCmoyId9hRhIqxREy) by CanPakesDND
#### Other * [Ranger: Additional Optional Features](https://www.gmbinder.com/share/-MMLJS5yCj-p2hMcDSXj) by thingwhatsqueaks
### By Me
#### Ranger Stuff * [Ranger, Altered | D&D 5e Class](https://www.gmbinder.com/share/-N7m6JXh-6n4dmseBxC5) * [Courser | 5e Ranger Subclass](https://www.gmbinder.com/share/-NAB3VqsoOPgyfhF6pH1) * [Lycian | 5e Primal Subclass](https://www.gmbinder.com/share/-NB54NVwnEhSESjd0oQy) * [Manhunter | 5e Ranger Subclass](https://www.gmbinder.com/share/-NCBRXgaL2SxHR0gxjGS) * [Windwaker | 5e Ranger Subclass](https://www.gmbinder.com/share/-NBrr1n7FqyyC3LqbJhZ)
#### Other * [Martial Prowess | 5e Combat Supplement](https://www.gmbinder.com/share/-N8yTipp223mZgSzhLro): provides additional combat options for martial classes. * [5e Background: House of Fools](https://www.gmbinder.com/share/-N7KE9p8cMZxo5g_2dDQ): a background revolving around playing cards. * [5e Psion](https://www.gmbinder.com/share/-Mt5CcC-si4qZdBdHngX): a swing I took at making a psionic class.