Homebrew Ranger (5.24e)

by Phoenix1410

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The Ranger

The Ranger

A Hombrew Version based on the D&D Class (5.24e)

Credits

This homebrew version of the Ranger class is mainly based on the class found in the Player's Handbook (2024), Tasha's Cauldron of Everything and the OneD&D Unearthed Arcana Playtest made and published by Wizards of the Coast (WotC).

My main inspiration behind this idea was Bob World Builder and his YouTube video Why D&D Rangers Never feel quite right, as well as general dissatisfaction with the 2024 Ranger. In addition, there is the YouTube review of the individual classes and subclasses made by d4: D&D Deep Dive, which contributed to this homebrew version of the Ranger class.

Other inspiration from the video game world and the role-playing game scene were Baldur's Gate 3 by Larian Studios and Tales of the Valiant by KoboldPress (see 18th-level feature), respectively.

Above all, I would like to give credit to the Reddit users u/RavenFromFire (see here), u/therealbobcat23 (see here) and u/guidoremmer (see here), as I tried to incorporate their suggestions and created features, if not completely adopted them.

Art Credits

Here are the credited creators of the artworks used within this document:

  • Cover Art – created by "to be added..."
  • Art of Forest – created by "to be added...", and edited by me.

The Ranger

FAR FROM BUSTLING CITIES, AMID THE trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.

Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.

Becoming a Ranger ...

When you become this class, you ...

As a Level 1 Character

  • Gain all the traits in the Core Ranger Traits table.
  • Gain the Ranger's level 1 features, which are listed in the Ranger Features table.

As a Multiclass Character

  • Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields.
  • Gain the Ranger's level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in chapter 2 to determine your available spell slots
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 two-weapon fighting make Strength higher than Dexterity. ) Second, choose the Guide background.

Core Ranger Traits
Primary Ability Dexterity and Wisdom
Hit Point Die D10 per Ranger level
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP
Ranger Features
Level Proficiency Bonus Features Favored Enemy Prepared Spells 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Spellcaszing, Weapon Mastery 2 2 2
2nd +2 Deft Explorer, Fighting Style 2 3 2
3rd +2 Ranger subclass, Primal Awareness 2 4 3
4th +2 Ability Score Improvement 2 5 3
5th +3 Resilient Survivalist 3 6 4 2
6th +3 Steadfast Hunter 3 6 4 2
7th +3 Subclass feature 3 7 4 3
8th +3 Ability Score Improvement 3 7 4 3
9th +4 Nature's Veil 4 9 4 3 2
10th +4 Tireless 4 9 4 3 2
11th +4 Subclass feature 4 10 4 3 3
12th +4 Ability Score Improvement 4 10 4 3 3
13th +5 Vicious Hunter 5 11 4 3 3 1
14th +5 Feral Senses 5 11 4 3 3 1
15th +5 Subclass feature 5 12 4 3 3 2
16th +5 Ability Score Improvement 5 12 4 3 3 2
17th +6 Precise Hunter 6 14 4 3 3 3 1
18th +6 Elusive 6 14 4 3 3 3 1
19th +6 Epic Boon 6 15 4 3 3 3 2
20th +6 Foe Slayer 6 15 4 3 3 3 2

Ranger Class Features

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

1st Level: Favored Enemy

You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

1st Level: Spellcasting

TextYou have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.

Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.

The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.

If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.

Changing You Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.

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 Longbows or Shortswords.

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

2nd Level: Deft Explorer

Thanks to your travels, you gain the following benefits:

  • Strider. Your speed isn’t halved when you move through non-magical or magical difficult terrain. You suffer other penalties caused by moving through difficult terrain as normal.
  • Roving. Your speed increases by 10 feet while you aren't weating Heavy Armor. You also have a climbing speed or swimming speed equal to your base movement speed.
  • Tool Proficiency. You gain proficiency in one tool of your choice. Herbalism Kit, Poisoner's Kit or Woodcarver's Tools are recommended.
  • Expertise. Choose one of your skill or tool proficiencies which you lack Expertise. You gain Expertise in that skill or tool. At Ranger Level 9, you gain Expertise in two more of your skill and/or tool proficiencies of your choice.
  • Languages. You know two languages of your choice from the language table.

2nd Level: Fighting Style

You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.

Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class's section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

3rd Level: Ranger Subclass

You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.

3rd Level: Primal Awareness

You can focus your awareness through the interconnections of nature learning additional spells. When you reach a Ranger level specified in the Primal Awareness Spells table, you thereafter always have the listed spells prepared.

Primal Awareness Spells
Ranger Level Spells
3 Speak with Animals, Find Familiar
5 Beast Sense
9 Speak with Plants
13 Locate Creature
17 Commune with Nature

4th Level: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12 and 16.

5th Level: Resilient Survivalist

Navigating through harsh environments has hardened your body and increased your combat mobility. Due to this, you gain the following benefits:

  • Damage Resistances. You choose a damage resistance to one of the following damage types: Cold, Fire or Poison. You gain an additional damage resistance at Ranger level 11 and 17.
  • Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.

6th Level: Steadfast Hunter

The dangers of the wilderness hardened your mind and sharpened your will. Due to this, you gain the following benefits:

  • Steadiness. The use of your Hunter's Mark no longer requires concentration.
  • Improved Mark. The damage die of your Hunter's Mark is now a d8 instead of a d6.

9th Level: Nature's Veil

You involve spirits of nature to magically hide yourself. 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 Wisdom modifier (minimum of once), and you regain all expanded uses when you finish a Long Rest.

10th Level: Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits:

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). You can use this action a number of times equal to your Wisdom modifier (minimum of once), 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 decreases by 1.

13th Level: Vicious Hunter

Nature's endless struggle for survival has strengthened your combative approach. Due to this, you gain the following benefits:

  • Viciousness. As a part of your attack action, you can reapply Hunter's Mark to a different creature you are attacking on your turn.
  • Improved Mark. The damage die of your Hunter's Mark is now a d10 instead of a d8.

14th Level: Feral Senses

Your connection to the forces of nature grants you Blindsight with a range of 15 feet.

17th Level: Precise Hunter

Due to your tough experiences in the wilderness you were able to improve your aim and power. You gain the following benefits:

  • Precision. You have advantage on attack rolls against the creature currently marked by your Hunter's Mark.
  • Improved Mark. The damage die of your Hunter's Mark is now a d12 instead of a d10.

18th Level: Elusive

Your movement never provokes opportunity attacks, and you have advantage on any check made to resist an effect that would cause you to become grappled, restrained, or paralyzed or that would otherwise reduce your movement speed to 0 feet.

19th Level: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

20th Level: Foe Slayer

You become an unparalleled hunter of your foes. When you make an attack roll against a creature marked by your Hunter's Mark, you can choose to let that roll become a critical hit. Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Thanks for Reading!

Additionally, here is a list about on updates and changes regarding features of this Ranger.

  • Foe Slayer (V1.1): Based on the suggestion of Reddit User u/SilverRanger999, the waiting time of this feature is scaled down from a Long Rest to a Short or Long Rest.
  • Feral Senses (V1.2): Based on the suggestion of Reddit User u/No_Drawing_6985, the range of blindsight is scaled down from 30 feet to 15 feet.
 

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