Ranger 5b

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Ranger 5b

Introduction

This is my take on how I think the Ranger class should look in 1D&D. It is based on the playtest material presented by WoTC, but uses a few concepts that are already outdated: my version of the unified class progression, Epic Boons, and universal spell lists.

Comments

All terms undefined in this document are defined as in the latest 1D&D UA document they appear in. All terms undefined there are identical to their definition in the 2014 version.

Goals

  • Fun: The most important goal, is for every class to be fun to play as, fun to play alongside, and fun to DM for. Players should be excited for their next level, and should feel like the character they are playing is unique.
  • Choice: Each class should provide plenty of choices on level up. The benchmark is 15 levels of semi-permanent choices (at least until the next level up).
  • Balance: All classes should be relatively balanced. This means they should be of a power level close to the 2014 Bard, Paladin and Wizard. Of course, balancing is more of an art than a science, and the class below hasn't been playtested yet, so feel free to comment your thoughts.
Rangerz
Level Proficiency Bonus Class Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Spellcasting 2 2
2nd +2 Deft Explorer, Fighting Style,
Weapon Mastery
3 2
3rd +2 Ranger Archetype 4 3
4th +2 Feat 5 3
5th +3 Extra Attack 6 4 2
6th +3 Empowered Mark
Favored Enemy Improvement
7 4 2
7th +3 Ranger Archetype 8 4 3
8th +3 Feat 9 4 3
9th +4 Primal Connection 10 4 3 2
10th +4 Ranger Archetype 10 4 3 2
11th +4 Deft Explorer Improvement,
Favored Enemy Improvement
11 4 3 3
12th +4 Feat 11 4 3 3
13th +5 Empowered Strikes 12 4 3 3 1
14th +5 Ranger Archetype 12 4 3 3 1
15th +5 Nature’s Veil 13 4 3 3 2
16th +5 Feat 13 4 3 3 2
17th +6 Foe Slayer 14 4 3 3 3 1
18th +6 Feral Senses 14 4 3 3 3 1
19th +6 Feat 15 4 3 3 3 2
20th +6 Epic Boon 15 4 3 3 3 2

Creating A Ranger

To create a Ranger, consult the following lists.

Hit Points

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

Proficiencies

Saving Throws: Strength, Dexterity
Skills (Choose 3): Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None

Armor Training

Light Armor, Medium Armor, Shields

Ranger Class Features

As a Ranger, you gain the following class feature when you reach the specified levels in this class. These features are listed on the Ranger table.

1st Level: Favored Enemy

You are adept at focusing on one foe at a time. As a bonus action, you can mark an enemy within 90 feet of you as your favored target. Once per turn, you can deal an extra 1d6 damage to the marked target when you hit it with a weapon attack, and you have advantage on any Wisdom ability checks you make related to the target. The mark stays on the target until the marked target dies, until you use this ability again, until you are unconscious or until you take a short or long rest. You can use this a number of times equal to your proficiency bonus, and you regain all expanded uses when you finish a short or long rest.
You can also expand a spell slot to regain uses of this feature. The number of uses you gain is equal to the spell slots level, up to the maximum of Proficiency Bonus uses.

At 6th level the damage triggers on all your weapon attacks that hit the marked target, no longer limited to once per turn.

At 11th level the bonus damage increases to 2d6 per hit.

1st Level: Spellcasting

You have learned how to create Primal magical effects. The source of this magic might be spells taught to you by a Druidic circle, a gift bestowed upon you by a fey, a list of potions you have learned to concoct by trial and error, or any other source that suits your Ranger. No matter what source you choose, you follow the following rules:

Your spells are chosen from the Ranger or the Primal spell lists. Other than than, this feature is identical to 1D&D UA Ranger.

2nd Level: Deft Explorer

Choose a skill from the Ranger skill list that you are proficient in. You gain expertise in it. You can also speak, read, and write an additional language of your choice.
Additionally, choose one of the two following options:

  • Favored Terrain. Whenever you finish a long rest, you prepare yourself for adventuring in a specific setting. Choose a type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, the Underdark, or Urban. You have Advantage on all Nature and Survival checks related to the chosen terrain.
  • Roving. You have a climb speed and a swim speed equal to your speed while you are not wearing heavy armor.
  • Tireless. Your speed increases by 10 feet while you are not wearing heavy armor. Additionally, whenever you finish a short rest, your exhaustion level, if any, decreases by 1.



At 11th level, choose another skill from the Ranger skill list that you are proficient in. You gain expertise in it. You can also speak, read, and write an additional language of your choice. Finally, choose another option from Favored Terrain, Roving and Tireless, different from the one you chose at 2nd level. You gain its benefits.

2nd Level: Fighting Style

You have honed your martial prowess. You gain one of the following Fighting Style feats of your choice: Archery, Defense, Dueling, or Two Weapon Fighting.

2nd Level: Weapon Mastery

Unchanged.

3rd Level: Ranger Archetype

You gain a Ranger subclass of your choice: Beast Master, Fey Wanderer, Gloom Stalker, or Hunter.

4th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

5th Level: Extra Attack

Unchanged.

6th Level: Empowered Mark

Choose two of the following options:

  • Disrupting Mark. Your mark inflicts confusion that interferes with spellcasting. When you use a weapon attack to damage a creature that is marked by you and is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • Distracting Mark. Your mark deflects the attention of your target. Your movement does not trigger reactions from creatures marked by you.
  • Elemental Mark. Your attacks against your marked target have an elemental flavor. Whenever you mark a target, choose acid, cold, fire, lightning, or thunder. As long as the target is marked, your bonus damage from Favored Foe is of the chosen type.
  • Insightful Mark. When you mark an enemy, you take the time to inspect them thoroughly. You gain advantage on any Intelligence ability checks you make related to the target, and you can immediately make a Study check about the marked target.
  • Slowing Mark. When marking a target, you entangle it using either magical or mundane means. While marked by you, a creatures speed is reduced by 10 feet.
  • Unyielding Mark. Your mark lets you overcome the targets defenses. Your weapon attacks against marked targets ignore resistance.

    Whenever you gain a level in this class, you can replace each choice with a different option.
7th Level: Ranger Archetype

You gain a new feature from your Ranger subclass.

8th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

9th Level: Primal Connection

You have mastered simple nature magic. You gain two Primal cantrips of your choice, and always have Pass Without Trace, and Speak with Animals prepared. They do not count against your number of known spells. You can cast each of them without expanding a spell slot, and you regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for these spells and cantrips.

Whenever you gain a level in this class, you can replace one of the cantrips with a different Primal cantrip.

10th Level: Ranger Archetype

You gain a new feature from your Ranger subclass.

12th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

13th Level: Empowered Strikes

Choose two more Empowered Mark options (from the 6th level feature) or one of the following options:

  • Devastating Strikes. When it comes to your marked targets, you know how to hit the perfect spot. The bonus damage from your mark is increased to 2d8 (and increases again to 3d8 at level 17).
  • Evasive Strikes. When striking, you move with the blink of an eye. Whenever you attack your marked target with a weapon, you can move 10 feet before or after each attack, without expanding your normal movement. This movement does not provoke opportunity attacks, and you can use choose to attack the target even if your target is not in your attack range, as long as you make the attack at the end of the movement. At level 17 this movement increases to 15 feet.
  • Invigorating Strikes. Your successful attacks on your mark bring new energy to you or your allies. Whenever you hit a marked target with a weapon attack, choose a creature within 30 feet of the target, including yourself. That creature gains a number of temporary hit points equal to the bonus damage dealt by the mark.

    Whenever you gain a level in this class, you can replace your choice with a different option.
14th Level: Ranger Archetype

You gain a new feature from your Ranger subclass.

15th Level: Nature's Veil

You mix primal magic and natural skill to hide yourself from view. 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 wisdom modifier, and you regain all expended uses when you finish a long rest.

16th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

17th Level: Foe Slayer

You become an unparalleled hunter. Your attacks and damage against marked targets gain a bonus equal to your Wisdom modifier, and the bonus damage from Favored Foe increases to 3d6.

18th Level: Feral Senses

Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

Additionally, you now have the benefit of all three options from Deft Explorer: Favored Terrain, Roving and Tireless,

19th Level: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

20th Level: Epic Boon

TBD.

Ranger Spells

1st - Ensnaring Strike, Snare, Zephyr Strike.
2nd - Animal Messenger, Cordon of Arrows, Find Traps.
3rd - Conjure Barrage, Flame Arrows, Lightning Arrow.
4th - Dominate Beast, Freedom of Movement, Locate Creature.
5th - Conjure Volley, Steel Wind Strike, Swift Quiver.

Subclasses

Identical to the UA version, but archetype features are gained at levels 3, 7, 10, and 14.

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