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Ranger Optional Features
##### Ranger Optional Features | Level | New Optional Features | |:---:|:---| | 1st | Faithful Familiar, Trick Shots, Deadly Fangs, Techniques from the Wild | | 2nd | Fighting Style *(New options)*, Spellcasting *(Revised)*| | 3rd | Hunter's Knowledge | | 4th | - | | 5th | Predatory Reflexes | | 6th | *(Faithful Familiar, Trick Shots, Deadly Fangs and Techniques from the Wild improvements)* | | 7th | - | | 8th | Meticulous Anticipation | | 9th | - | | 10th | Trapper, *(Techniques from the Wild improvement)* | | 11th | - | | 12th | - | | 13th | - | | 14th | Leader's Mark, *(Faithful Familiar, Trick Shots and Deadly Fangs improvements)* | | 15th | - | | 16th | - | | 17th | - | | 18th | Superior Mark | | 19th | - | | 20th | Monsters Tamer |
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### Art Credit : Wizards of the Coast
> ##### Optional Features >*You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a Ranger.* > >
> >*Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically.* > >
> >*Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them.*
#### Faithful Familiar *1st level feature, which replaces the Favored Enemy feature.*
You learn the Find Familiar spell. It doesn't count toward the maximum spells you know or prepare and you can cast it as a ritual. When you cast that spell, the familiar is a beast instead of a celestial a fey or a fiend, and its hit points maximum increases by an amount equal to twice your ranger level. \pagebreak
In addition, when you hit a target that is within 5 feet of your familiar for the first time on your turn, your attack deals an extra 1d4 damage.
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.
#### Trick Shots *1st level feature, which replaces the Favored Enemy feature.*
As an exceptional marksman, you have learn how to craft and use special pieces of ammunition depending on the prey you are hunting. When you finish a long rest, you can create up to 10 pieces of superior ammunition *(they can be either arrows or crossbow bolts)*. For each one, choose which kind of superior ammunition on the list below. They retain their special abilities for 24 hours, and only you can benefit from these additional effects. If an other creature uses one, it only counts as a normal piece of ammunition. - **Hock Cutting Arrow.** When you hit a creature moving on four legs with that piece of ammunition, it must succeed a constitution saving throw with a DC of 8 + your proficiency bonus + your dexterity modifier, or it falls prone. - **Wing Piercing Arrow.** When you hit a winged creature with that piece of ammunition, its flying speed is reduced by 10 feet until it regains hit points. This speed reduction can be cumulated multiple times if you hit that creature with several Wing Piercing Arrows. - **Penetrating Arrows.** When you make an attack with that piece of ammunition against a creature that has a natural armor that gives it an AC of 16 or more, or a creature wearing an heavy armor or a shield, you can add a bonus of +2 to your attack roll. - **Debilitating Arrow.** When you hit a creature with that piece of ammunition, it rolls its concentration check with disadvantage. - **True-Silver Arrow.** This piece of ammunition is coated with silver and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage of undead creatures. - **Long Range Arrow.** Both the short and long range of this piece of ammunition are increased by 20 feet. - **Flask Arrow.** You can tie a vial or a flask to that piece of ammunition *(acid, oil, holy water, alchemist's fire etc.)*. When you hit a creature with that piece of ammunition, it counts as if it was hit by the vial or flask. - **Big Game Arrow.** When you hit a creature with that piece of ammunition, it takes 1d4 necrotic damage at the start of each of its turns for 1 minute or until it regains hit points, as it suffers from a severe bleeding. Every time you hit that creature with a Big Game Arrow, the necrotic damage die increases by 1 rank up to 1d12.
\columnbreak When you reach 6th level in this class, you can create and carry up to 10 additional pieces of superior ammunition *(for a total of 20)*. When you reach 14th level, you can create and carry 10 more pieces *(for a total of 30)*. #### Deadly Fangs *1st level feature, which replaces the Favored Enemy feature.*
Once per turn when you hit a creature with a 1-handed weapon, if you have already hit that creature with a different 1-handed weapon this turn, your attack deals an extra 1d6 damage.
When you reach 6th level in that class, the extra damage of this feature increases to 1d8, and when you reach 14th level, it increases again to 1d10.
#### Techniques from the Wild *1st level feature, which replaces the Natural Explorer feature.*
As a ranger, you are an expert of the survival in the wilderness. You know the following techniques. ##### 1st Level Techniques : - **Fisher's Wall.** As an action, you can throw a net you are holding in one of your hands in a free immersed space within 10 feet of you *(immersed in water or any other liquid)*. When you do so, the net creates a 15-foot long, 15-foot high and 1/4 inch thick wall centered on the point you chose. Creatures that move through the wall become hit by the net as if you had made a weapon attack with the net against them. The wall has an AC of 10 and is destroyed if it takes 5 slashing damage or more. - **Fast Shoveling.** As an action, if you wield a shovel with both of your hands, you can dig a 5-foot cube hole in a malleable ground such as snow or sand, and create a 5-foot cube wall within 5 feet of you with the material you digged through. The wall has an AC of 10 and 5 hit points. - **Side Slide.** When you willingly move through a slippery terrain such as snow or ice for instance, your walking speed increases by 10 feet and you have advantage on any acrobatic check imposed by that terrain. - **Vine Jumping.** When you are within 15 feet of a huge or larger plant, your maximum jump distance is tripled if you have a free hand, as you know how to grab the branches or vines of the plant to help you in your jump. - **Firm Lever.** As an action, you can use a 10-foot poll to move a rock that weight up to 3 times your usual maximum push and drag capacity. When you do so, you can move the chosen rock up to 10 feet in any horizontal direction. If you push a rock down a hill or a stair, it rolls down in a strait line until it meets an obstacle. Both the rock and the obstacle then take bludgeoning damage as if the rock fell on the obstacle *(see fall damage rules)*. - **Skygliding.** As an action, you can grab your cape with both of your hands to use it as a paraglider. When you do so, you fall twice slower and you can move horizontally 5 feet for every 5 feet you fall. If you touch the ground this turn, the damage you take from the fall is halved. \pagebreak - **Superior Torch.** When you light up a torch, you can choose that it either lasts twice as long or that it shades bright and dim light 20 feet farther.
##### 6th Level Technique : When you reach 6th level in this class, you gain the following technique on top of all the 1st level ones : - **Safe Campsite.** When you are outdoor in the wild, you can take 10 minutes to create a 10-foot radius hidden campsite. Creatures outside that radius can't see creature and objects inside. Moreover, if a small or larger creature moves within 30 feet of the hidden campsite, you are alerted and you wake up. The atmosphere inside the hidden campsite is comfortable and dry, regardless of the weather outside.
##### 10th Level Techniques : When you reach 10th level, you have refine your ranger's skills to the extreme. You gain the following benefits on top of your 1st and 6th level Techniques : - **Expertise.** Choose two skills you are proficient in from the ranger's list. You gain the expertise in both of those skills.
#### Fighting Style *(New Options)* *2nd level feature.*
##### Arctic Hunter - When you attack a creature that is in a difficult terrain, you can add 1d4 either to your attack or damage roll. - You have the advantage on saving throws imposed by terrains made out of snow or ice. ##### Coastal Hunter - When you make an attack against a creature with a net, or when you make an attack against a creature suffering from the Restrained condition, you can add 1d4 either to your attack or damage roll. - As a bonus action, you can make an attack with a trident against a Restrained creature. - You have a swimming speed equal to your walking speed. If you already have a swimming speed, it is increased by 10 feet. ##### Desert Hunter - When you make an attack that can deal poison damage to a creature *(with a weapon coated with poison for instance)*, or when you make an attack against a creature that suffers from the poisoned condition, you can add 1d4 either to your attack or damage roll. - You are proficient with the poisoner kit. - You have the advantage against poisons and against being poisoned. ##### Forest Hunter - When you benefit from an Help action to attack a creature, you can add 1d4 either to your attack or damage roll. - You can take the Help action as a bonus action. \columnbreak ##### Grassland Hunter - When you move at least 20 feet before attacking a creature, you can add 1d4 either to your attack or damage roll. - Your speed is increased by 5 feet. Moreover, when you are on a mount, its speed is increased by 10 feet until you dismount. ##### Mountain Hunter - When you attack a creature that is at least 10 feet lower than you, that is prone or that you climbed onto *(see climbing on large creatures rules)*, you can add 1d4 either to your attack or damage roll. - You have a climbing speed equal to your walking speed. ##### Swamp Hunter - When you attack a creature that is affected by an hunting trap or by caltrops, you can add 1d4 either to your attack or damage roll. - When you take the attack action, you can set up an hunting trap or spread a set of caltrops in place of one of your attacks. You can replace any number of attacks this way *(so you can set two hunting traps with one attack action if you have the extra-attack feature)*. - You learn the Minor Illusion Cantrip. Wisdom is your spellcasting modifier for that spell. ##### Underdark Hunter - When you attack a creature that is in dim light or in darkness, if you can see it, you can add 1d4 either to your attack or damage roll. - You have Darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. ##### Urban Hunter - When you attack a humanoid you have marked with one of your spells or features, you can add 1d4 either to your attack or damage roll. - You have proficiency in Thieves Tools and Investigation. - You can attempt to hide even when you are not obscured if at least 3 other creatures are within 10 feet of you, as you are an expert at hiding in the crowd. ##### Mounted Warrior - During a short or a long rest, you can create a bond between you and a friendly beast so that it becomes your mount. That bond lasts until you make a new one with an other beast or until the creature is no longer a beast or no longer friendly to you. When that mount is within 5 feet of you and it should take damage, you can choose to take that damage instead.
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#### Spellcasting *(Revised)* *2nd level feature.*
Instead of learning spells, 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 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. Preparing a new list of ranger spells requires time spent in training and meditation: at least 1 minute per spell level for each spell on your list.
#### Hunter's Knowledge *3rd level feature, which replaces the Primeval Awareness feature.*
Choose a skill between Arcana, History, Nature or Religion : you become proficient in that skill.
In addition, when you mark a creature thanks to a spell or a feature (such as Hunter's mark or Favored Foe), you can try to learn some of its strengths and weaknesses. You can also try to learn information about a creature you can see as a bonus action.
When you try to learn some pieces of information about a creature, make an appropriate intelligence check (see below). On a result of 10 or higher, you learn one secret of your choice from the list below; then for each 5 points above 10 you learn an additional secret of your choice.
##### *Creatures Secrets*
- *Its **AC*** - *Its **Hit Points Maximum*** - *All of its **speeds** (walking, flying, climbing, swimming etc.)* - *One of its **saving throw Proficiencies** (or the fact that it doesn't have one)* - *One of its **resistances** or **immunities** (or the fact that it doesn't have one)* - *One of its **vulnerabilities** (or the fact that it doesn't have one)* - *One of its **ability scores*** - *One of its **special abilities** or **attacks** (just the general effects without the exact numbers)* - *The **languages** it speaks* - *The kind of **food** it usually eats*
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##### *Intelligence Check required*
| Creature's Type | Skill | |:---|:-----------| | Aberration, Construct, Ooze | Arcane | | Beast, Fey, Plant | Nature | | Giant, Humanoid, Legendary creatures* | History | | Celestial, Fiend, Undead | Religion | | Dragon | Arcane or History (your choice) | | Elemental, Monstrosity | Arcane or Nature (your choice) | _* *Legendary creatures are creatures that are known through entire regions because bards write songs and stories about them, such as the kraken or the tarrask for instance.*
#### Predatory Reflexes *5th level feature, which replaces the Extra-Attack feature.*
You can use this feature after you expend a bonus action or a reaction to regain the expended resource. Once you have used this feature, you must wait until the start of your next turn before you can use it again *(So you can do 2 bonus actions or 2 reactions in a same round)*.
#### Meticulous Anticipation *8th level feature, which replaces the Land's Stride feature.*
You always prepare for the adventure to come, adapting to the environment through secret oils and elixirs, gadgets or tools. When you finish a long rest, choose one of the benefits from the list below : you gain that benefit until you finish an other long rest. Moreover, you can choose a number of creatures equal to your wisdom modifier, they also gain that same benefit until they take a long rest. - **Frost Adaptation.** You reduce any cold damage you take by 1d6 and you have the advantage on ability checks and saving throws imposed by extremely cold weather. - **Heat Adaptation.** You reduce any fire damage you take by 1d6 and you have the advantage on ability checks and saving throws imposed by extremely hot temperature. - **Toxic Adaptation.** You reduce any poison damage you take by 1d6 and you have the advantage on ability checks and saving throws imposed by poisons and diseases. - **Oceanic Adaptation.** You gain a swimming speed equal to your walking speed and you can hold your breath for 1 hour. - **Height Adaptation.** Your maximum jump distance is increased by 10 feet, and you have the advantage on athletic checks to climb. \pagebreak - **Sly Adaptation.** You have the advantage on Stealth Checks and on any other skill check made to hide your identity or to hide a tiny object. - **Fortitude Adaptation.** You gain 3 additional hit dice. Those are d10s. Your hit points maximum doesn't increase though.
#### Trapper *10th level feature, which replaces the Hide in Plain Sight feature.*
When outdoor, you can spend 10 minutes to do one of the following maneuvers : - Turn a 15-foot radius area you can touch into a difficult terrain. - Create and set up 2 hunting traps, sets of caltrops or sets of ball bearings within a 15-foot radius area.
#### Leader's Mark *14th level feature, which replaces the Vanish feature.*
When you mark a creature with a spell or a feature, all of your allies gain the same benefits as you against that target until the start of your next turn.
For instance, if you use hunter's mark on a creature, all of your allies can add 1d6 to their damage roll when they make an attack against that creature and have advantage on their survival checks to track it.
#### Superior Mark *18th level feature, which replaces the Feral Senses feature.*
When you mark a creature thanks to a spell or a feature such as Hunter's Mark or Favored Foe, you have the advantage on all your attack rolls against that creature until your mark ends.
#### Monsters Tamer *20th level feature, which replaces the Foe Slayer feature.*
When you conjure or summon a creature, you can choose that it gets the following benefits : - Its size increases by 1 rank. - Its hit points maximum increases by 20. - Its AC increases by 1. - When it deals damage to a target, it deals an extra 5 damage. \columnbreak
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