Ranger Redesign

by Seala

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Ranger Redesign

Ranger

A trained huntress moves silently through the forest, her keen senses attuned to the subtle signs of her prey. After days of tracking her honed instincts tell her the trail is still fresh. Her companions follow in her precise footsteps, each mimicking her movements to avoid detection. As a clearing emerges ahead, revealing the unaware target, the huntress smiles and draws her bow, ready for the decisive moment.

In the depths of an ancient dwarven fortress the elf whistles and his companion charges into a fierce assault. The cacophony of jeering goblins turns to howls of pain as the beast rips through their ranks. Drawing his blades and uttering a short word of power, the elven beastmaster moves like the wind itself. No goblins escape the dungeon alive.

An explorer and their band trudges through the endless expanse of the desert, their quest for long-forgotten treasures almost at an end. Bursting forth from the shifting sands, a towering djinn emerges, glowering at the puny mortals beneath it, preparing to strike. Unfazed, the explorer speaks in the primordial tongue, negotiating a common cause they could share, knowing much of the djinn and their customs. The party proceeds to be hosted at the djinn’s extraplanar manse, the explorer is the guest of honour.

In the untamed wilds, where civilization’s reach falters and nature reigns supreme, the ranger thrives. These seasoned travellers are not defined by ancient tomes or scholarly pursuits but by the raw and practical knowledge gained through practical experience. Rangers are masters of survival, able to adapt and excel in any environment.

Constant wanderers

A ranger’s life is a ceaseless journey, defined by relentless exploration. From dense forests to rugged mountains and across vast deserts, every step and decision is guided by instinct and practical wisdom. Rangers are seldom idle: the reasons for their travel often vary - whether pursuing a quarry, revelling in the freedom of the open road, or perhaps fleeing from some threat. What remains constant is their restlessness: rangers are always on the move, seldom lingering in one place for long.

Their extensive travels have exposed them to a myriad of cultures and societies, granting them an innate understanding of diverse customs and traditions. Whether negotiating with reclusive tribes, adapting to the rites of distant peoples, or discerning the subtleties of foreign etiquette, rangers are adept at navigating both terrain and culture with equal skill.

Practical Survivors

Rangers are the quintessential explorers, their expertise rooted in adaptability and hands-on experience. Forgoing rigid academic study, they learn directly from the natural world, developing an intuitive grasp of its rhythms and challenges. This practical knowledge makes them remarkably versatile and resilient, allowing them to thrive in even the harshest conditions.

Rangers harness the raw power of the natural world, mastering the use of its flora and fauna for a variety of practical applications. Whether brewing potent poisons, crafting healing salves, or foraging for sustenance, they transform natural elements into essential tools and weapons. Their deep understanding of nature ensures they are always prepared for any challenge, ready to face whatever the wilds may throw at them.

Ranger
Level Proficiency Bonus Features Spell Slots Slot Level Talents Known
1st +2 Ranger Magic, Hunter's Mark, Weapon Mastery 1 1st -
2nd +2 Fighting Style, Survivalist, Primal Talents 2 1st 2
3rd +2 Ranger Subclass, Primal Talents 2 2nd 3
4th +2 Ability Score Improvement 2 2nd 4
5th +3 Extra Attack 3 3rd 4
6th +3 Roving 3 3rd 5
7th +3 Subclass Feature 3 4th 5
8th +3 Ability Score Improvement 3 4th 6
9th +4 4 5th 6
10th +4 Tireless 4 5th 7
11th +4 Subclass Feature 4 5th 7
12th +4 Ability Score Improvement 4 5th 7
13th +5 Precise Hunter 5 5th 8
14th +5 Nature's Veil 5 5th 8
15th +5 Subclass Feature 5 5th 9
16th +5 Ability Score Improvement 5 5th 9
17th +6 5 5th 9
18th +6 Feral Sense 6 5th 10
19th +6 Epic Boon 6 5th 10
20th +6 Foe Slayer 6 5th 10

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain? Or perhaps you learned your skills as a part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, either through book study in a civilized environment, or as a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on heavier weapons would instead make their Strength higher than their Dexterity.) Second, choose the outlander background.

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 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from 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 shortswords or scimitars, (b) two simple melee weapons, or (c) one martial melee weapon
    •     (a) a dungeoneer’s pack or (b) an explorer’s pack
    •     (a) A longbow and a quiver of 20 arrows or (b) a large quiver containing 10 Javelins

1st Level: Ranger Magic

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spells slots are the same level. To cast one of your ranger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

You prepare a 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 + your ranger level (minimum of 1). A spell you prepare must be of a level no higher than what's shown in the Ranger table's Slot Level column for your level.

For example, if you are a 5th-level ranger, you have three 3rd-level spell slots. With a Wisdom of 16, your list of prepared spells can include eight spells of 1st, 2nd, or 3rd-level spells, in any combination. To cast the 1st-level spell Cure Wounds, you must spend one of those slots, and you cast it as a 3rd-level spell. Casting a spell doesn't remove it from list of your 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 comes from an empathetic connection with nature, or instincts honed through hard work. 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.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Spellcasting Focus - Optional

Though generally relaying on the material available to them in the wild, Ranger can occasionally learn to use a druidic focus as a spellcasting focus for their spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Hunter's Mark

This feature is intended to replace the 1st level ranger spell of the same name. While this homebrew is being used, the spell Hunter's Mark should be removed from the ranger spell list.

1st Level: Hunter's Mark

Beginning at 1st level, when you hit a creature with an attack roll, you can call on your talents with hunting to mark the creature as your quarry for 1 hour.

While Marked, the first time on each of your turns that you hit this creature with a weapon attack, including when you mark it, you deal an additional 1d6 force damage.

You also have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to track it.

You can use this feature to mark a creature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d8 at 6th level, 1d10 at 14th level and 1d12 at 20th level.

1st Level: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as the Longbow and Shortsword.

Whenever you finish a Long Rest, you can change the kinds of weapons you choose. For example, you could switch to using the mastery properties of Scimitars and Longswords.

2nd Level: Survivalist

Your skill in overcoming environmental challenges is unmatched. With your expertise in the wilderness, you navigate various landscapes effortlessly and excel at finding the natural resources essential for survival.

Explorer. You gain a climbing speed and a swimming speed equal to your walking speed.

Forager When you forage and succeed, you find twice as much food and water as you normally would.

2nd Level: Fighting Style

When you reach 2nd level you may choose a feat with the Fighting Style feature prerequisite OR if using 2014 version of 5e take any fighting style available. This includes Druidic Warrior.

3rd Level: Primal Talents

At 3rd level, you gain two Primal Talents of your choice. You gain additional Talents as shown in the Ranger Class 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.

A level prerequisite refers to your levels in this class.

The list of Talents available to choose from is found at the end of this document

3rd Level: Ranger Subclasses

At 3rd level, you choose to emulate the ideals and training of a ranger subclass. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Subclass compatibilty

This redesign is intended to be compatible with both the subclasses released for 2014 edition of DnD 5e as well as the 2024 version as well.

4th Level: Ability Score improvement

You gain the Ability Score Improve,emt feat (see chapter 5 of 2024 PHB) or another feat of your choice for which you qualify.

You gain this feature again at Ranger levels 8, 12, and 16.

5th Level: Extra Attack

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

6th Level: Roving

Your walking speed increases by 10 feet, if you are not wearing heavy armour. Your speed is now no longer affected when you move through nonmagical or magical difficult terrain.

Additionally, the duration of your Hunter's Mark feature increases to 8 hours.

10th Level: Tireless

Your resilience and unwavering determination make you an indomitable force in the wilderness. With an unshakable spirit you push yourself beyond your normal limits, undeterred by fatigue or hardship.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, is decreased by 1.

13th Level: Precise Hunter

You have Advantage on attack rolls against the creatures currently marked by your Hunter’s Mark feature.

Additionally, the duration of your Hunter's Mark feature increases to 24 hours.

14th Level: Nature's Veil

You can draw on your experience with the natural world to hide yourself from view. As a bonus action, you can give yourself the Invisible condition until the end 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.

18th Level: Feral Senses

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

19th Level: Epic Boon

You gain an Epic Boon feat or another feat of your choice. The 2024 Player’s Handbook recommends:

  • Boon of Dimensional Travel: Increase one ability score by 1 (up to a maximum of 30), and immediately after you take the Attack or Magic action, you can teleport up to 30 feet.

2oth Level: Foe Slayer

You have reached the pinnacle of ranger prowess, embodying the ultimate harmony between hunter and environment. With unrivaled expertise, you command the wilds and bend them to your will.

At 20th level, you become an unparalleled hunter of your enemies.

You can now also add your Wisdom modifier to the attack rolls or the damage roll of any attacks you make. If you have chose to add it to the attack roll then you cannot also add it to the damage.

Primal Talents

3rd Level Primal Talents

Ambusher

You do not simply hide, you slip in and out of the shadows. You wear the darkness like a second skin. You are the night.

You gain the following features, when you choose this Talent:

  • You can use the Hide action as a bonus action on your turn.

Apprentice of Many, Master of None

Prerequisite: Have NOT taken the Practice Makes Perfect Talent

You have a broad range of interests and though you have not mastered them all, your passion for various subjects can be to your advantage.

You gain the following features, when you choose this Talent:

  • You can add half your proficiency bonus, rounded down, to any ability check made with a skill you are not proficient in.

Beastiary

You have developed a trove of knowledge while hunting creatures, recording it in your Bestiary. This Bestiary can take the form of a leather-bound grimoire, blood-stained scrolls or a mind palace.

The Bestiary includes pre-recorded notes about various creatures of a chosen type, you may choose one of the following starting entries: Aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, and undead.

Making New Entries: You can spend 10 minutes, recalling information about a specific creature you have seen within the last 24 hours.

You gain the following features, when you choose this Talent:

  • You have advantage on ability checks made to learn or recall information on creatures that are recorded in your Bestiary.

Botanist

You have always had a love for things that grow and your wanderings have deepened your insight into the natural world. You can identify most plants and harness their useful properties.

You gain the following features, when you choose this Talent:

  • You learn the Druidcraft cantrip

  • You gain proficiency with the Herbalism Kit; if you are already proficient then gain Expertise.

  • You can add your Wisdom modifier to any Intelligence (Nature) checks.

Cultural Chameleon

Prerequisite: Fey Wanderer Subclass

Your interactions with the fey have shown you the merit of adopting the right face for the right occasion.

You gain the following features, when you choose this Talent:

  • You can cast the Disguise Self at will, without expending a spell slot.

Empathic Bond

Your innate affinity with animals allows you to forge meaningful connections and utilise their aid more effectively.

You gain the following features, when you choose this Talent:

  • You gain proficiency in the Animal Handling skill; if you are already proficient then gain Expertise.

  • You can cast the Animal Friendship spell at will, without expending a spell slot.

Fey Trickster

Prerequisite: Fey Wanderer Subclass

Your mischievous charm and skill with words mirror those of the creatures of the Feywild.

You gain the following features, when you choose this Talent:

  • You learn the Minor Illusion cantrip.

  • You gain proficiency in one of the following skills: Deception, Intimidation, Performance, or Persuasion.

Fleet of Foot

To chase your prey, or escape danger, you have learned to move quickly and control your speed to act with precision after a sprint.

You gain the following features, when you choose this Talent:

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

Hunter's Insight

With the keen instincts of a hunter, you perceive your enemies' subtle weaknesses and strengths, transforming every encounter into a calculated advantage.

You gain the following features, when you choose this Talent:

You can spend an action studying your prey, learning certain information about it. The DM reveals to you one of the following characteristics of your choice:

  • Any one ability score

  • Armour Class

  • Current hit points

  • Resistances (if any)

  • Immunities (if any)

  • Vulnerabilities (if any)

Keeper of Rituals

You have a deep bond with the rituals of nature, possibly through study with a druidic circle or perhaps simply by listening to whispers on the wind.

You gain the following features, when you choose this Talent:

  • You learn two 1st-level spells with the ritual tag from the Ranger or Druid spell lists.

  • You can now cast your Ranger and Druid spells with the ritual tag as rituals if you have the spell prepared.

Practice makes Perfect

Prerequisite: Have NOT taken the Apprentice of many, Master of None Talent

Through rigorous training and regimented practice, you have refined your skills to an exceptional level.

You gain the following features, when you choose this Talent:

  • Gain Expertise in a skill you already have proficiency in.

Repeatable. You can take this Talent again at Ranger Level 6, 10 and 14. Each time, choose a different skill you are already proficient in.

Resourceful Crafting

You have developed a keen sense for practical solutions out in the field, allowing you to craft basic tools and items from natural materials.

You gain the following features, when you choose this Talent:

  • You learn the Mending cantrip

  • You gain proficiency with one of the following tools: Carpenter’s Tools, Woodcarver’s Tools, or Tinkerer’s Tools.

  • Using resources from your surroundings, you can spend one hour to create a non-magical item detailed in the Adventuring Gear section of the Core Rules with a value of 5 gp or less (e.g. 50 ft of Hempen Rope; Hunting trap; Tent; 20 Arrows) using materials from the environment. This item is clearly worthless functions effectively for 24 hours before it degrades. Though otherwise functional, objects created using this feature are visibly worthless junk.

Rugged Endurance

Your life in extreme climates has made you incredibly hardy, able to survive through brutal necessity in the face of disaster.

You gain the following features, when you choose this Talent:

  • You can add double your Constitution modifier when rolling hit dice to regain hit points.

  • You have advantage on saving throws against the effects of extreme weather.

Animal Ally

Prerequisite: Empathic Bond Talent

You form a special bond with a beast, enhancing your connection with the natural world.

You gain the following features, when you choose this Talent:

  • You learn the Find Familiar spell, and always have it prepared. It does not count against the number of ranger spells you prepare.

Expert Tracker

Prerequisite: Tracker Talent

Your experience in the wilds has refined your tracking abilities. Not only can you follow the most elusive trails, but you can also gather detailed information on your quarry.

You gain the following features, when you choose this Talent:

  • When you make a Wisdom (Survival) check, you can treat a d20 roll of 9 or lower as a 10.

  • While tracking other creatures, you also learn their exact numbers, their sizes and how long ago they passed through the area.

Improved Bestiary

Prerequisite: Bestiary Talent

Your Bestiary is an ever-growing repository of knowledge about your defeated enemies, allowing you to strike with greater effectiveness.

You gain the following features, when you choose this Talent:

  • You may choose an additional creature type as a bestiary entry, any creatures of that type already recorded in your bestiary now fall under this entry.

  • Gain a +2 bonus to weapon attack rolls to hit creatures recorded in your Bestiary.

Mind of Steel

Your willpower and discipline honed through countless trials, grant you an ironclad focus that helps you maintain concentration on your spells despite the chaos of battle.

You gain the following features, when you choose this Talent:

  • You have advantage on Constitution saving throws to maintain concentration on a spells.

Multicultural

Prerequisite: World Traveller Talent

You have spent much of your life amongst a wide variety of people and creatures, learning how to bridge linguistic gaps.

You gain the following features, when you choose this Talent:

  • You can cast Comprehend Languages at will, without expending a spell slot.

  • You can communicate ideas on a rudimentary level after having observed someone speaking a language you are not proficient in for at least a full day.

Natural Remedies

Prerequisite: Botanist Talent

Your extensive study of wild flora allows you to use plants and herbs (even those considered common weeds by others) to create potent remedies, enhancing your healing capabilities.

You gain the following features, when you choose this Talent:

  • Gain proficiency with the Healer’s Kit; if you are already proficient then gain Expertise.

  • You can add your Wisdom modifier to any Intelligence (Medicine) checks.

  • When you cast a ranger spell of 1st level or higher to restore hit points to a creature, the creature gains additional hit points equal to your Wisdom modifier (minimum of +1).

Poisoned Arsenal

Prerequisite: Botanist Talent

Your expertise in natural toxins and venoms enables you to brew poisons derived from the plants and animals that surround you in the wild.

You gain the following features, when you choose this Talent:

  • Gain proficiency with the Poisoner’s Kit; if you are already proficient then gain Expertise.

  • As a bonus action, you can coat your weapon with poison. The next time you hit a creature within 1 minute it takes an extra 1d4 poison damage and needs to make a Constinution saving throw against your Spell Save DC or become poisoned until the start of your next turn. You can use this feature a number equal to your proficiency bonus, you regain all uses of this feature after a long rest.

Primal Kinship

Prerequisite: Empathic Bond Talent

Your prolonged time in the wilderness has unlocked an uncanny ability to speak with all manner of beasts. Some say you are simply going mad.

You gain the following features, when you choose this Talent:

  • You can cast Speak with Animals at will, without expending a spell slot.

  • Your Animal Friendship spell can now be cast at 3rd level without expending a spell slot.

Second Life

Prerequisite: Beastmaster Subclass

You may die a dozen deaths, as your beast companion falls. But when your true death comes, you will live again. The second life is simpler and sweeter, they say. Your soul is preserved in the beast.

You gain the following features, when you choose this Talent:

  • When you die, your Primal Companion no longer vanishes. Instead, it acts as if you have the Incapacitated condition.

  • If your Primal Companion is alive and you are dead, then a spell such as Raise Dead (having the sole effect of restoring you to life but not undeath) can be cast on you without the need for material components.

Wilderness Guide

You expertly guide your companions through even the most treacherous terrain, finding the safest and most efficient paths while ensuring they never lose their way.

You gain the following features, when you choose this Talent:

  • Your group can’t become lost except by magical means

  • Difficult terrain doesn’t slow your group’s travel

  • You will always be able to forage food and fresh water, provided that the land offers these, for yourself and up to five other creatures each day without having to roll for a check.

10th Level Primal Talents

Deadly Precision

Your keen eyes and steady hands allow you to strike with flawless accuracy.

You gain the following features, when you choose this Talent:

  • Your weapon attacks score a critical hit on a roll of 19 or 20.

Eagle Eyed

Your eyes see much that others do not, spotting the slightest movement with ease when you put your mind to it. Your prey does not so easily escape you.

You gain the following features, when you choose this Talent:

  • When you make a Wisdom (Perception) check, you can treat a d20 roll of 9 or lower as a 10.

  • You gain Darkvision to a range of 120 feet. If you already have Darkvision when you gain this feature, its range increases by 120 feet.

Friend to Forest, Fiend and Foe

Prerequisite: Primal Kinship Talent

An open mind and a big heart goes a long way in this world. Even the deadliest monsters can be charmed by you, to see your point of view from time to time.

You gain the following features, when you choose this Talent:

  • You can cast Charm Monster once without expending a spell slot. You can't do so again until you finish a long rest.

  • Your Animal Friendship spell can now be cast at 5th level without expending a spell slot.

Herbal Restoration

Prerequisite: Natural Remedies Talent

Your greater knowledge in tending to the sick or wounded, allows you to support and protect your allies with the bountiful resources of the wilderness.

You gain the following features, when you choose this Talent:

  • You can cast Goodberry once for free, without using a spell slot. You can’t do so again until you finish a long rest.

  • During a short rest, if you have a healer’s kit, you may choose up to 6 creatures you can hear and see, they gain a number of extra hit dice to use during the rest equal to your proficiency bonus.

Noxious Fortitude

Prerequisite: Poisoned Arsenal Talent

Your exposure to poisonous gases and venoms has led to an impressive tolerance, allowing you to detect even the slightest trace of toxins.

You gain the following features, when you choose this Talent:

  • You gain advantage on saving throws against the poisoned conditions and diseases.

  • You gain resistance to poison damage.

  • You can now cast Detect Poison and Disease at will, without expending a spell slot.

Polyglot Explorer

Prerequisite: Multicultural Talent

Your linguistic skills are as diverse as your experiences, allowing you to communicate effectively with all manner of creatures and help your allies do the same.

You gain the following features, when you choose this Talent:

  • You can cast the Tongues spell once for free, without using a spell slot. You can’t do so again until you finish a long rest.

  • You gain Expertise in the Persuasion skill; if you already have Expertise then gain an additional skill proficiency.

  • You gain proficiency in Insight; if you are already proficient then gain Expertise.

Primaeval Awarness

Your instincts, honed from constant alertness, allow you to notice subtle details and hidden threats that others might miss.

You gain the following features, when you choose this Talent:

  • You gain a + 5 bonus to your passive Perception.

  • You can add your Wisdom modifier to Intelligence (Investigation) checks

  • You gain proficiency inImmediately after rolling initiative, you can move up to half your movement before combat begins.

14th Level Primal Talents

Call to Nature

Prerequisite: Friend to Forest, Fiend and Foe Talentt

Many in these realms, full of darkness and danger, will attempt to tear down all that is good. But when the shadow passes overhead, you can call upon the spirits of nature to come to your aid and fight at your side.

You gain the following features, when you choose this Talent:

  • You can cast Conjure Animals once at 7th level, without expending a spell slot. You can't do so again until you finish a long rest.

  • Your Animal Friendship spell can now be cast at 7th level without expending a spell slot.

Monster Grimoire

Prerequisite: Improved Bestiary Talent

Through relentless study and battle with various creatures, your Bestiary has evolved into a highly sought after resource, comprehensive and intricately detailed. Your deep familiarity with its contents enables you to exploit your foes' weaknesses with precision.

You gain the following features, when you choose this Talent:

  • You may choose an additional creature type as a bestiary entry, any creatures of that type already recorded in your bestiary now fall under this entry.

  • You gain an additional + 2 to damage rolls made against creatures recorded in your Bestiary.

Expert Hunter

Years of relentless pursuit and meticulous study have honed your skills to an art. You track and engage with your prey with unparalleled expertise.

You gain the following features, when you choose this Talent:

  • You have double the uses of your Hunter’s Mark ability.

Hide in Plain Sight

You are an expert at camouflaging yourself and others, whether through using magic or relying on naturally occurring materials.

You gain the following features, when you choose this Talent:

  • You can cast Pass without Trace at will, without expending a spell slot.

Martial Expert

To survive beyond civilisation, you have learned to fight amongst the greatest warriors and have learned much from allies and enemies you have encountered.

You gain the following features, when you choose this Talent:

  • You gain an additional Weapon Mastery.

  • You gain an additional Fighting style feat.

Natural Armour

The wilds have sculpted you into a living shield, with nature itself fortifying your defences.

You gain the following features, when you choose this Talent:

  • You can cast Barkskin on yourself at will, without expending a spell slot or material components.

  • While not wearing heavy armour you gain a +1 bonus to AC

Tactical Readiness

You have learned to be prepared for any eventuality, thanks to your meticulous planning and resourcefulness.

You gain the following features, when you choose this Talent:

  • You can cast the Contingency spell once on yourself without material components. You can’t do so again until you finish a long rest.

Inspirations

Obviously the major inspirations come from both the 2014 and the 2024 Player's Handbook from Wizards of the Coast. As well as Tasha's Ranger and Revised Ranger.

I also took inspiration from other Homebrews and RPGS most notably:

Goshtfire Gaming's Monster Hunter

Sebastian Crow's Guide to Drakkenheim - Apothocary

DC20's Ranger

u/imfromnasa's Yet Another Variant Ranger

 

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