The Focused Ranger

by dracodruid

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The Focused Ranger

VERSION 10.0

The Focused Ranger

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on perception and mobility and learn various techniques to quickly find and dispatch their prey.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

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 part of a conclave of rangers, possibly affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

If you already know which archetype to choose: what is the reason that made your character choose to emulate that particular archetype? Were you trained in its ways from the very beginning? Or did you experience a unique event — such as the destruction of your home by marauding orcs, devouring dragons, or invading fiends from the Abyss — that pushed you into this direction?

Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the Outlander background.

Table of Contents

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

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
  • Weapons: Simple weapons, martial weapons
  • Tools: One type of tools (e.g. woodworker's tools, herbalism kit, or vehicles (land))
  • Languages: Two languages of your choice; check with your DM before choosing an exotic language

  • Saving Throws: Strength, and either Dexterity, Constitution, or Wisdom
  • Skills: Choose four from Acrobatics, Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor, (b) chain shirt, or (c) scale mail
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • two melee weapons
  • a ranged weapon and a fitting container with 20 pieces of ammunition

Ranger Focus

The wilderness is a dangerous place to those not paying attention. You have learned to focus all your senses in order to survive.
 This is represented by your Focus Die, which you can add to different checks and rolls as you gain levels in this class. Your Focus Die is never expended, however, you can only add your Focus Die once to the same check or roll.

Expertise

You gain Expertise in two of your Skill Proficiencies of your choice. Perception and Survival are iconic choices for a Ranger if you have proficiency in them.

Hunter's Eye

Your keen eyes can quickly assess your surroundings and are equally adapt in both darkness and light.

You can take the Search action as a bonus action on your turn.

In addition, you can choose one of the following benefits:

  • You gain darkvision out to a range of 60 feet.
  • The range of your darkvision increases by 30 feet.
  • You ignore the penalties of your race's Sunlight Sensitivity feature.

— Spell Slots per Spell Level —

The Focused Ranger
Level Proficiency Bonus Features Focus Die 1st 2nd 3rd 4th 5th
1st +2 Expertise, Hunter's Eye, Natural Explorer 1d4
2nd +2 Fighting Style, Hunter's Focus, Spellcasting 1d4 2
3rd +2 Ranger Archetype, Cunning Action 1d4 3
4th +2 Ability Score Improvement 1d4 3
5th +3 Extra Attack 1d6 4 2
6th +3 Quick Stride, Hunter's Focus Improvement 1d6 4 2
7th +3 Ranger Archetype feature 1d6 4 3
8th +3 Ability Score Improvement 1d6 4 3
9th +4 1d8 4 3 2
10th +4 Superior Senses 1d8 4 3 2
11th +4 Ranger Archetype feature,
Hunter's Focus Improvement
1d8 4 3 3
12th +4 Ability Score Improvement 1d8 4 3 3
13th +5 1d10 4 3 3 1
14th +5 Ranger's Resilience 1d10 4 3 3 1
15th +5 Ranger Archetype feature 1d10 4 3 3 2
16th +5 Ability Score Improvement 1d10 4 3 3 2
17th +6 1d12 4 3 3 3 1
18th +6 Heightened Focus 1d12 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 4 3 3 3 2
20th +6 Apex Predator 1d12 4 3 3 3 2

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Natural Explorer

You have a natural talent to roam the world and safely guide others through its deep forests and forgotten ruins. You gain the following benefits:

Forager. While foraging, if you fail, you still find enough food and water to sustain one person for one day. If you succeed, you find twice as much food and water as would be determined by your rolls.

Look-out. You don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace, and even when you are engaged in another activity while traveling — such as foraging, navigating, or tracking — you remain alert to danger.

Scout. You can move stealthily while traveling at a normal pace and difficult terrain doesn't slow your travel.

Survivor. You can add your Focus Die on all your Wisdom (Survival) checks, as well as on your ability checks and saving throws to identify and overcome natural hazards (e.g. brown mold, razorvine, or slippery ice).

Swift Tracker. You can track while traveling at a fast pace, and finding a trail only takes 1 minute in a confined area such as a dungeon, or 10 minutes outdoors.

Guide. You can guide the travel for a group of up to six creatures. While guided by you, your group can move stealthily while traveling at a normal pace and difficult terrain doesn't slow your group's travel.

See PHB Chapter 8: Activity While Traveling,
DMG Chapter 5: Wilderness Survival,
and DMG Chapter 8: Exploration

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


Revised Fighting Styles are optional but recommended.

Archery (revised)

Your ranged attacks ignore half cover and treat three-quarters cover as half cover instead.

Blind (new)

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defensive (revised)

former Defense
While you aren't incapacitated, you gain a +1 bonus to AC.

Dual-Wielding (revised)

former Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack and you can draw or stow an additional weapon on your turn.

Dueling (revised)

When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon.

Hunter's Focus

Beginning at 2nd level, you can heighten your senses and focus them onto a creature, marking it as your quarry.

You can use a bonus action to mark a creature you can see within 90 feet as your focused prey.

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. Beginning at 6th level, you regain all expended uses when you finish a short or long rest.

The target is marked until you finish a long rest, are rendered unconscious, or use this feature again to target another creature.

While a creature is marked, you gain the following benefits:

Hunter's Reflex. Your mark provokes opportunity attacks from you even if it takes the Disengage action before leaving your reach.

Hunter's Strike. Once per turn, when you make an attack against your mark, you can roll your Focus Die and add it to either the attack roll or the damage roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. If added to the damage, it is of the same type as the attack's damage.

Beginning at 11th level, you can apply your Hunter's Strike whenever you make an attack against your mark, instead of only once per turn.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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 animal friendship, 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 prayer and meditation: at least 1 minute per spell level for each spell on your list.

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. 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

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Ranger Archetype

Also at 3rd level, you choose to emulate the ideals and training of a ranger archetype, all detailed at the end of the class description. Some rangers of the same archetype form so called Conclaves, loose organizations aimed to focus, guide, and further the knowledge and training of their shared philosophy.

Your archetype choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Archetype Spells

Each archetype has a list of associated spells. You gain access to these spells at the levels specified in the archetype description. Once you gain access to an archetype spell, you always have it prepared. Archetype spells don't count against the number of spells you can prepare each day.

If you gain an archetype spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Cunning Action

Starting at 3rd level, your focus and agility allow you to move and act quickly.

You can take the Dash, Disengage, or Hide action as a bonus action on your turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Quick Stride

Starting at 6th level, you can swiftly move where others struggle.

While you aren't wearing heavy armor, your speed increases by 10 feet and moving through nonmagical difficult terrain — as well as climbing and swimming — costs you no extra movement.

Superior Senses

At 10th level, you have honed your senses to perfection.

As long as you aren't both blinded and deafened, you have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Ranger's Resilience

At 14th level, surviving the harshness of the wilds has steeled your body, mind and soul.

When you make a saving throw, you can add your Focus Die to the roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Heightened Focus

At 18th level, your ability to focus on any given task has become second nature.

You can always choose to reroll your Focus Die but you must use the second result.

Apex Predator

At 20th level, you learned how to act with incredible speed.

Once per round, after another creature has taken its turn, you can take a special action. You can use this special action to move up to half your movement speed and take either the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

If you are surprised at the start of an encounter, you are not surprised but you do not gain this extra action in the first round of combat.

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Ranger Archetypes

Across the wilds, rangers follow various different archetypes whose members share a similar outlook on the world and their place and role within it.

These archetypes are replacing all published Ranger archetypes.

Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beasts and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with all animal as companions and friends.

To assist them in their tasks, each Beast Master develops a close bond with a special fey spirit that will take the form of a powerful beast at their side.

Archetype Spells

You gain archetype spells at the ranger levels listed.

Beast Master Spells
Ranger Level Spells
3rd revivify beast, summon nature's ally
5th find steed (fey), healing spirit
9th conjure animals, mass healing word
13th find greater steed (fey),
guardian of nature
17th commune with nature, insect plague

Animal Kin

At 3rd level, your bond to the animal kingdom grants you an innate understanding with beasts and they consider you kin as long as you don't threaten them.

You have advantage on your Wisdom (Animal Handling) checks, and you can speak to and understand beasts as if under the constant effect of the speak with animals spell.

Spirit Companion

Also at 3rd level, you learn to call forth a spirit from the Feywild to be your loyal partner. You can spend 1 uninterrupted hour communing with the spirits of the Feywild and call forth a willing spirit to be your loyal companion.

You determine its companion type, its size, speeds, and attack's damage type, and it uses your proficiency bonus (PB) in several places. Though it is a fey, your spirit companion takes the form of a beast of your choice best fitting its chosen type and you can treat it as a beast in order to affect it with your spells and abilities.

In combat, your spirit companion acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. You can also sacrifice one of your attacks when you take the Attack action to command the spirit to take the Attack action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

You can use an action to dismiss your spirit companion back into the Feywild — leaving behind anything it was carrying — or summon it back onto an empty space that you can see within 30 feet of you.

If your spirit companion dies, its body vanishes after 1 minute, leaving behind anything it was carrying. You must spend 1 uninterrupted hour to return your spirit companion to life, at which point, you can also make any changes to its companion type, size, speeds, and attack's damage type as if summoning it for the first time.

Your spirit companion shares all benefits of the following ranger features once you gain them: Hunter's Eye, Natural Explorer, Quick Stride, and Superior Senses.


Partner Features

You and your spirit companion learn ways to effectively fight as one. The abilities you gain at higher levels refer to you and your companion as partners, and can be used if something affects or is done by the other partner. Both you and your spirit companion can use the following features, once you gain them.

Shared Resolve

Starting at 7th level, being close of one another bolsters your resolve.

You can use your reaction to give your partner advantage on a saving throw they are about to make. You must be able to see or hear your partner within 30 feet to use this feature.

Storm of Claws and Blades

At 11th level, you and your partner have become a deadly unit, fighting as a single mind and body.

When your partner takes the Attack action on your turn, you can use your reaction to make a single weapon attack against the same target, provided that you can see both your partner and the target.

One Body, One Mind, One Soul

At 15th level, the magical bond between you and your partner has linked your body, mind, and soul.

When your partner takes damage, you can use your reaction to have your partner take only half damage, and you taking the remaining damage. In order to use this feature, you must be within 30 feet of your partner and the damage must not reduce your hit points below 0.

Spirit Companion Types

There are three distinct types of spirit companions. Each with its own strengths and weaknesses.

Seeker. Seeker spirits are ideally suited to sneak ahead and alert the ranger to looming dangers or to harass and distract your enemies. Typical seeker forms are giant rats or owls.

Sentinel. Sentinel spirits are trusted bodyguards and brothers-in-arms. Sentinels might be slow but they are strong and tough. Typical sentinel forms are bears or boars.

Stalker. Stalker spirits combine both agility and fighting prowess and are the preferred companions of rangers who rely on stealth. Typical stalker forms are panthers or wolfs.

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)



Seeker Spirit

Small or tiny fey, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points four times your ranger level (the spirit has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 50 ft., climb 50 ft., swim 50 ft.
      or 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 13 (+1) 8 (-1) 16 (+3) 11 (+0)

  • Senses Darkvision 90 ft., passive Perception 13 + PB
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Amphibious. If the spirit has a swim speed, it can breathe both air and water.

Elusive. The spirit doesn't provoke opportunity attacks when it moves out of an enemy's reach.

Keen Senses. The spirit has advantage on all Wisdom (Perception) checks that rely on hearing, sight, or smell.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the spirit makes.


Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d4 + 3 + PB magical piercing or slashing damage (your choice).



Sentinel Spirit

Large or medium fey, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points six times your ranger level (the spirit has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 30 ft. or 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 11 (+0)

  • Senses Passive Perception 10 + PB
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Amphibious. If the spirit has a swim speed, it can breathe both air and water.

Juggernaut. The spirit has advantage on its Strength checks and saving throws made to shove a creature or to resist being moved against its will.

Keen Sense. The spirit has advantage on Wisdom (Perception) checks that rely on one specific sense. Choose one of either hearing, sight, or smell.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the spirit makes.


Actions

Gore. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d10 + 3 + PB magical bludgeoning, piercing, or slashing damage (your choice).



Stalker Spirit

Medium or small fey, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points five times your ranger level (the spirit has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 40 ft., climb or swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses Darkvision 60 ft., passive Perception 12 + PB
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Amphibious. If the spirit has a swim speed, it can breathe both air and water.

Keen Senses. The spirit has advantage on Wisdom (Perception) checks that rely on two specific senses. Choose two of either hearing, sight, or smell.

Mauler. The spirit has advantage on ability checks made to grapple a creature and has advantage on attack rolls against a creature it has grappled.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the spirit makes.


Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d8 + 2 + PB magical bludgeoning, piercing, or slashing damage (your choice).

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

City Prowler

While most rangers roam the wilderness, there are those that are stalking the dark alleys and dusty catacombs of the sprawling cities and metropolises of their world.

Part bounty hunter, part investigator, these urban rangers know that the most dangerous and cunning beasts are the so-called intelligent races, and they specialize and excel in hunting this elusive prey.

City Prowlers are often employed to find missing people or fugitives, identify members of secret societies — such as cults or thieves guilds — and locate their hideouts, or to hunt intelligent monsters that prey upon a settlement's citizens.

Archetype Spells

You gain archetype spells at the ranger levels listed.

Urban Ranger Spells
Ranger Level Spells
3rd disguise self, urban awareness+
5th detect thoughts, knock
9th meld into stone, nondetection
13th freedom of movement, stone shape
17th passwall, transmute rock
+ new spell

Urban Explorer

At 3rd level, you have adapted to navigate and survive within an urban jungle.

You can add your Focus Die on your ability checks made to identify structural hazards (such as loose shingles or collapsing floors and ceilings).

In addition, squeezing through tight spaces — as well as moving through dense crowds — costs you no extra movement and you don't suffer the normal penalties while doing so.

Takedown

Also at 3rd level, you have become an expert in taking down your quarry.

You can use a bonus action to Shove a Large or smaller creature and you can add your Focus Die on the corresponding Strength (Athletics) check.

Infiltrate & Investigate

At 7th level, you know how to vanish from sight by blending in.

You can add your Focus Die on your ability checks made to blend in with a crowd or to disguise and present yourself as a member of a select group (e.g. a religious cult or a merchants guild).

In addition, whenever you make an Intelligence (Investigation) check, treat a roll of 7 or lower on the d20 as an 8.

Pin Down

At 11th level, you have learned how to pin your quarry to the ground.

When you are within 5 feet of a prone creature, you can use your reaction to make a single weapon attack against it.

In addition, once on each of your turns, when you hit a Large or smaller prone creature with a weapon attack, it must succeed on a Strength saving throw against your spell save DC or have its movement speed reduced to 0 until the beginning of your next turn.

Pierce the Veil

Beginning at 15th level, no trick or illusion can fool your senses.

You gain truesight out to a range of 30 feet.

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Horizon Walker

Horizon Walkers feel the urge to travel the world and learn of its myriad creatures and cultures, but they also guard it against threats that originate from other planes or that seek to ravage the mortal realm. Senior members seek out planar portals and keep watch over them, venturing to the Inner and Outer Planes as needed to pursue their foes.

Archetype Spells

You gain archetype spells at the ranger levels listed.

Horizon Walker Spells
Ranger Level Spells
3rd disguise self,
protection from evil and good
5th blink, misty step
9th fly, magic circle
13th banishment, dimension door
17th dispel evil and good, far step

Cultural Immersion

Beginning at 3rd level, you have the ability to mystically connect to the local culture, be that a remote dwarven clan, a wild gnoll tribe, or the drow capital of Menzoberranzan.

You can touch a creature as an action and absorb their knowledge of their culture, such as traditions, common laws, well known myths, legends and history, accepted courtesies and cultural taboos, provided that the target possesses that knowledge.

Once you have immersed yourself in a creature's culture, you can also speak, read, and write its most prominent language, and you have advantage on Charisma checks when dealing with the local population or when trying to pass as a native.

You retain these benefits (including the language) until you use this feature again.

Horizon Leap

Also at 3rd level, you can use minor magic to propel you into the air.

As a bonus action, you can give yourself a flying speed equal to your current walking speed that lasts until the end of your turn. This only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Ethereal Flicker

At 7th level, you can partially step into the Border Ethereal, in order to protect you from harm. When you suffer damage from an attack or by failing a saving throw, you can use your reaction to gain resistance to all that damage except force and psychic damage.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Find the Gate

Also at 7th level, you develop a keen sense for the realms beyond the material plane and the portals that lead to them.

By focusing your senses for 1 minute, you can detect the distance and direction to any planar portal within 1 mile of you as long as it isn't hidden from divination magic.

In addition, you can spend 1 uninterrupted hour analyzing a portal to discern its properties, such as the plane it leads to, the requirements necessary for its activation, or any dangers that might be involved by using it.

Step Beyond

At 15th level, you learn how to step beyond the horizon and into the multiverse.

You can cast either etherealness, plane shift, or teleport once without expending a spell slot. You can’t do so again until you finish a long rest.

In addition, you have advantage on any ability check or saving throw you make to resist or control any specific feature of any plane you are visiting (e.g. the Shadowfell's Despair, the Feywild's Memory Loss, or the Limbo's Power of Mind).


Gatekeeper Sect

Within the Horizon Walker conclave exists a small branch of dedicated guardians. These so-called Gatekeepers are trained from an early age to detect and deter otherworldly incursions into the material realm.

Gatekeeper's Sense

replaces Cultural Immersion
Beginning at 3rd level, otherworldly creatures register on your senses like a noxious odor or a disharmonious ringing.
 You can cast detect evil and good at will, without expending a spell slot.

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Moon Stalker

Many rangers are more at home in the wilds than in civilization, to the point where they see themselves more akin to animals than humanoids. Becoming a Moon Stalker means turning your back to the civilized world and embracing the purity and simplicity of the animal within you. Moon Stalkers are fierce protectors of the wilds — both against encroaching civilizations and unnatural forces.

Archetype Spells

You gain archetype spells at the ranger levels listed.

Moon Stalker Spells
Ranger Level Spells
3rd longstrider. predatory instinct+
5th alter self, enhance ability
9th conjure animals, spirit guardians (fey)
13th guardian of nature (primal beast), polymorph
17th commune with nature, wrath of nature
+ new spell

Intimidating Presence

Starting at 3rd level, embracing your primal predator nature triggers the flight or fight instinct in others.

You can add your Focus Die on your Charisma (Intimidation) checks as well as saving throws you make to prevent or end the frightened condition.

Wild Shape

Also starting at 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. This ability functions like the druid ability of the same name — using your ranger level instead of your druid level. If you gain this ability from multiple sources, you don't gain any additional uses, but you can add all corresponding class levels together to determine its limitations.

Conclave Forms

The rites of your conclave also grant you the ability to transform into more dangerous animal forms as well as regenerate while in animal form:

  • You can transform into a beast with a challenge rating as high as your ranger level divided by 4 (minimum CR 1/2). You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.
  • While you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Primal Resilience

Starting at 7th level, your primal nature makes you more resilient, no matter the form you take.

While in your normal form, your natural Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

While you are transformed by Wild Shape, you can add your proficiency bonus to your armor class, and when you expend a spell slot to regain hit points in your beast form, you regain an additional number of hit points equal to your Wisdom modifier (minimum of 0).

Primal Fury

At 11th level, you can unleash your bestial nature onto your enemies. Regardless of your current form, you can add your proficiency bonus to the damage dealt by your unarmed strikes or natural attacks and they count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

In addition, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a single melee weapon attack against that creature.

Primal Mastery

Beginning at 15th level, you can now Wild Shape using a bonus action and you can expend two uses of Wild Shape to transform into a beast with a challenge rating as high as half your ranger level.

In addition, you can cast many of your ranger spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a ranger spell while in a beast shape, but you aren't able to provide material components.

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Night Shade

Night Shades are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk fear such places, but a Night Shade thrives in the darkness, seeking to instill fear into the hearts of their enemies. Such rangers are often found where evil lurks in the shadows.

Archetype Spells

You gain archetype spells at the ranger levels listed.

Night Shade Spells
Ranger Level Spells
3rd cause fear, silent image
5th darkness, shadow blade
9th enemies abound, fear
13th greater invisibility, phantasmal killer
17th dream, mislead

Dread Ambusher

At 3rd level, you learn how to strike dread and terror into your enemies' hearts.

Once per turn, when you are unseen by a creature and hit it with an attack, the target must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn.

Shadow's Cover

Also at 3rd level, you learn how to utilize shadows and natural obfuscation to your advantage.

You can try to hide even when you are only lightly obscured (e.g. by dim light, patchy fog, or moderate foliage).

In addition, while in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Fear the Unseen

At 7th level, you have conquered your own fears and know how to cause lingering fear in others.

You can no longer be frightened.

In addition, creatures frightened by your spells or abilities have disadvantage on ability checks and attack rolls even if they can't see you.

Umbral Sight

Also at 7th level, your sight can pierce even the deepest darkness.

Within 120 feet of you, you can see in dim light and darkness (both magical and nonmagical) as if it were bright light.

Night Terror

At 11th level, you have become a master at striking your enemies when they are unaware or distracted.

When a creature you can see ends its turn while you are considered hidden from it or fails a saving throw to prevent being frightened, you can use your reaction to make a single weapon attack against that creature.

In addition, when you are hidden and miss a creature with a weapon attack, making the attack doesn't reveal your position.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you.

Whenever a creature makes an attack roll against you, you can choose to roll your Focus Die and add its result to your AC against this attack. You must use this feature before you know the outcome of the attack roll.

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a short or long rest.

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Slayer

Emulating the Slayer archetype means accepting your place as a bulwark between civilization and the terrors of the wild. As you walk the Slayer's path, you learn specialized tactics for fighting the ever-changing threats you face, adapting your style to slay rampaging ogres and hordes of orcs or towering giants and terrifying dragons.

Archetype Spells

You gain archetype spells at the ranger levels listed.

Slayer Spells
Ranger Level Spell
3rd heroism, hunter's mark
5th lesser restoration, primeval awareness
9th elemental weapon,
protection from energy
13th death ward, locate creature
17th greater restoration, hold monster

Slayer's Sense

Beginning at 3rd level, you have learned how to tap into the collective knowledge of the Slayer Conclave in order to predict the abilities, behaviors, and characteristics of different types of creatures.

As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities, as well as what they are and how they typically behave. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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.

Slayer Tactics

At 3rd level, you learn specialized tactics to bring down your prey. Whenever you finish a long rest, choose a number of benefits equal to your proficiency bonus from the following list, replacing the ones you have chosen before.

Avoid the Basilisk's Gaze. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

Between Hammer and Anvil. Creatures don't gain advantage on attack rolls against you from special features such as Pack Tactics, or when using the Help action or the optional flanking rule.

Clip the Wings. When you hit a flying creature with an attack, you can choose to deal no damage and instead force the creature to succeed on a Strength saving throw or be knocked prone. The DC equals 10 or half the damage you would have dealt, whichever number is higher. (see Xanathar's Guide to Everything p. 77)

In the Belly of the Beast. While you are swallowed or engulfed by a creature, you have resistance to the damage it deals to you. In addition, your attacks against it have advantage and deal double damage.

The Bigger They Come. You can add your Focus Die on your Strength (Athletics) checks when you try to shove a creature, and you can try to shove a creature even if it is more than one size larger than you.

Walk the Spider's Web. You are considered invisible towards Blindsight and Tremorsense.

Defensive Tactics

At 7th level, you learn tactics that help protect you on your hunt. Choose one benefit from the following list. When you finish a long rest, you can replace your current benefit with another one from the list.

Dodge the Ogre's Club. When a Large or larger creature you can see hits you with an attack, you can force that creature to reroll. You can't use this feature again until the beginning of your next turn.

Resist the Flayer's Mind. When a creature you can see uses an ability that forces you to make an Intelligence, Wisdom, or Charisma saving throw, you can add your Focus Die to the roll.

Wade in the Water. Your movement doesn't provoke opportunity attacks. In addition, once per turn, when a creature hits or misses you with an attack, you can move 5 feet immediately after the attack.

Retaliation Tactics

At 11th level, you have developed tactics to exploit any mistake your prey makes. Choose one benefit from the following list. When you finish a long rest, you can replace your current benefit with another one from the list.

Poke the Beholder's Eye. When a creature you can see forces you to make a saving throw, you can use your reaction to make a single weapon attack against that creature. You make this attack immediately before making the saving throw. If your attack hits, you have advantage on the save, in addition to the attack’s normal effects.

Punish the Lumbering Hulk. When a Large or larger creature you can see, makes a weapon attack against you, you can use your reaction to make a single weapon attack against that creature immediately before its attack. If your attack hits, the attack against you is made with disadvantage.

Turn the Tide. When a creature you can see misses you with an attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within its reach. You regain your reaction if that attack misses.

Survival Tactics

At 15th level, your vast experience allows you to deploy tactics to survive the most dire situations. Choose one benefit from the following list. When you finish a long rest, you can replace your current benefit with another one from the list.

Between the Hydra's Heads. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

In the Eye of the Storm. Whenever a creature hits you with an attack, you gain a +2 bonus to your AC at the end of that creature's turn. This bonus lasts until the beginning of your next turn.

Under the Dragon's Breath. When a creature you can see uses an ability that forces you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Verdant Protector

Rangers of the Verdant Protector Conclave follow an ancient tradition rooted in powerful druidic magic. Sometimes called Greenwood Rangers, these guardians learn to become one with nature, allowing them to channel the aspects of the mighty trees in order to overcome their foes.

These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.

Archetype Spells

You gain archetype spells at the ranger levels listed.

Verdant Protector Spells
Ranger Level Spells
3rd entangle, goodberry
5th barkskin, spike growth
9th plant growth, speak with plants
13th grasping vine,
guardian of nature (great tree)
17th commune with nature, wrath of nature

Guardian Form

Starting at 3rd level, you can use a bonus action to temporarily grow and turn yourself into a treelike person, covered with leaves and bark.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

You can stay in that form for a number of hours equal to half your ranger level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn, you automatically revert if you fall unconscious, drop to 0 hit points, or die.

You gain the following benefits while in your guardian form:

  • Any speed you have is reduced to half (round down).
  • You have advantage on your Strength checks and saving throws.
  • Your AC can't be less than 14 + your proficiency bonus, regardless of the armor you are wearing.
  • If you are smaller than Medium, you become Medium.
  • Your unarmed strike deals 1d6 magical bludgeoning or piercing damage (choose whenever you make an attack).
  • You choose whether your equipment merges into your new form, or is worn by it, though it doesn't change size or shape to match your new form. Nonmagical equipment that merges with the form has no effect until you leave the form.

Verdant Connection

Also at 3rd level, you gain an mystical connection to verdant life around you.

You can communicate basic concepts and ideas to plants and are able to understand their answers.

In addition, you can satisfy your hunger and thirst for the day by digging your feet into fertile ground while bathing in the sun for at least 10 minutes. You can't use this feature if the ground doesn't support abundant plant life or if there is no daylight available (a cloudy day is sufficient, but not at night or underground).

Grasping Roots

At 7th level, you gain the ability to sprout twisting roots around you while in your guardian form.

While in your guardian form, the ground within 20 feet of you is difficult terrain for any creature of your choice.

In addition, when a creature that is no more than one size larger than you enters that area for the first time on a turn or starts its turn there, you can use your reaction to try and grapple that creature using your roots.

Mighty Guardian

At 11th level, your Guardian Form becomes more powerful and your roots become dangerous weapons.

While in your guardian form, your size becomes Large — unless there is no room to do so — the damage of your unarmed strike increases to 2d6 magical bludgeoning or piercing damage and your reach increases by 5 feet.

In addition, when you successfully grapple a creature using your Grasping Roots, you can immediately make a single unarmed strike against it, ignoring your usual reach.

Through Root and Branch

At 15th level, you learn to connect to the mystical roots connecting all verdant life.

You can cast transport via plants or wall of thorns once without expending a spell slot. You can't do so again until you finish a long rest.

In addition, while in your guardian form, you are under the constant effect of the tree stride spell (without requiring your concentration).

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Ranger Spells

1st Level
  • Absorb Elements
  • Alarm
  • Animal Friendship*
  • Beast Bond*
  • Calm Beasts+
  • Cliffscaler+
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Entangle
  • Faerie Fire
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Hunter's Mark*
  • Jump
  • Longstrider
  • Minor Image
  • Predatory Instinct+
  • Purify Food and Drink
  • Revivify Beast+
  • Searing Smite
  • Sleep
  • Snare*
  • Speak with Animals
  • Summon Nature's Ally+
  • Thunderous Smite
  • Urban Awareness+
  • Waverider+
  • Zephyr Strike
2nd Level
  • Aid
  • Alter Self
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Blindness/Deafness
  • Blur
  • Branding Smite
  • Cordon of Arrows
  • Darkvision
  • Darkness
  • Enhance Ability
  • Find Steed
  • Find Traps
  • Gentle Repose
  • Healing Spirit
  • Invisibility
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Mirror Image
  • Pass without Trace
  • Primeval Awareness+
  • Protection from Poison
  • See Invisibility
  • Silence
  • Skywrite
  • Spider Climb
  • Spike Growth
  • Summon Beast
3rd Level
  • Blinding Smite
  • Catnap
  • Clairvoyance
  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Feign Death
  • Flame Arrows
  • Haste
  • Life Transference
  • Lightning Arrow
  • Major Image
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Speak with Plants
  • Spirit Guardians
  • Summon Fey
  • Swift Strike+
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Conjure Woodland Beings
  • Dominate Beast
  • Elemental Bane
  • Find Greater Steed
  • Fire Shield
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Nature
  • Hallucinatory Terrain
  • Locate Creature*
  • Staggering Smite
  • Stoneskin
5th Level
  • Banishing Smite
  • Commune with Nature
  • Conjure Volley
  • Contagion
  • Greater Restoration
  • Insect Plague
  • Mislead
  • Reincarnate
  • Scrying
  • Steel Wind Strike
  • Swift Quiver
  • Tree Stride
  • Wrath of Nature

+ new spell | * revised spell | removed spell

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

New and Revised Spells

The following spells either replace existing spells on — or are added to — the druid and ranger spell lists.

Animal Friendship (revised)

1st-level enchantment (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. The beast must have an Intelligence of 6 or lower or the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Beast Bond (revised)

1st-level enchantment (ritual)


  • Casting Time: 1 hour
  • Range: 5 feet
  • Components: V, S, M (fine food and rare herbs worth 50 gp, which the spell consumes)
  • Duration: until dispelled

You can form a close bond with an animal that is friendly to you or charmed by you.

When you cast the spell, choose a friendly beast within range. The beast must remain friendly and in range during the entire casting.

Once bond, this beast becomes your loyal companion and will obey your commands to the best of its abilities, giving you advantage on your Wisdom (Animal Handling) checks.

You also establish a telepathic link with the beast. While within line of sight, the beast can understand your telepathic messages, and it can telepathically communicate simple emotions and concepts back to you. In addition, this link allows you and the beast to sense each others direction and distance within up to 5 miles, and whether the other is injured or unconscious.

When the spell ends or is suppressed (e.g. by an antimagic field), the beast remains loyal to you, but you lose any benefits given by the spell.

Calm Beasts

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of beasts. Each beast of your choice in a 20-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw; a beast can choose to fail this saving throw if it wishes.

If a beast fails its saving throw, choose one of the following two effects:

  • You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  • Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the beast becomes hostile again, unless the DM rules otherwise.

Cliffscaler

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a goat's hoof)
  • Duration: 1 hour

Until the spell ends, one willing creature you touch gains a climbing speed equal to its movement speed, and has advantage on ability checks made to climb difficult surfaces (including creatures).

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Hunter's Mark (revised)

1st-level divination


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V
  • Duration: 1 minute

You choose a creature you can see within range — mystically marking it as your quarry. Alternatively, you can mark a creature if it is already marked by one of your features (e.g. Hunter's Focus, Hexblade's Curse, or Vow of Enmity) or by studying its tracks for at least 1 minute.

Until the spell ends, you always know the exact distance and direction towards your mark as long as it's on the same plane of existence as you, and your mark cannot be hidden from you.

In addition, once per turn, when you miss with an attack against your mark, you can reroll the attack roll.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's duration is extended: 10 minutes (2nd level), 1 hour (3rd level), 8 hours (4th level), 24 hours (5th level).

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Locate Creature (revised)

4th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small figurine, representing the type of creatures you wish to detect)
  • Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 5 miles of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close — within 30 feet — at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the range increases by 5 miles for each slot level above 4th.

Predatory Instinct

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You bestow one creature of your choice within range with keen hunting instincts. The target has advantage on initiative rolls, and has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

The spell ends for a target after its first turn of combat.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Primeval Awareness

2nd-level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a small figurine, representing the type of creatures you wish to detect)
  • Duration: Concentration, up to 10 minutes

You can attune your senses to the region around you and determine if creatures of a certain type lurk nearby.

When you begin casting this spell, choose a creature type (e.g. giants or monstrosities). For the duration, you know if any creatures of the chosen type are present within 1 mile around you, their numbers, individual sizes, and the creatures’ general direction and rough distance from you.

If there are multiple groups within range, you learn this information for each group.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the range increases by 1 mile for each slot level above 2nd.

Revivify Beast

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (rare herbs and incense worth 50 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a beast that has died within the last 10 minutes. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the beast returns to live with 10 additional hit points for each slot level above 1st. It can't gain more hit points than its hit point maximum.

Snare (revised)

1st-level abjuration


  • Casting Time: Special
  • Range: Touch
  • Components: V, S
  • Duration: Special

As you cast this spell, you draw a circle with a 5-foot radius on the ground or the floor. When you finish casting, the circle disappears and becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

If you cast this spell using 1 action, its duration is limited to 10 minutes. If you cast this spell over 1 minute, its duration is 24 hours. After the trap is triggered, the spell ends when no creature is restrained by it.

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Summon Nature's Ally

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small figurine, representing the type of beast you wish to summon)
  • Duration: Concentration, up to 1 hour

You call forth the spirit of a beast. The spirit manifests physically in an unoccupied space that you can see within range.

You can choose any beast with a Challenge Rating of 1/4 or lower.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.

The creature disappears when it drops to 0 hit points or when the spell ends.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the beast's CR can be as high as the spell slot level 1.

Swift Strike

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a willing creature and infuse it with martial prowess and heightened speed.

Until the spell ends, the target can use a bonus action on each of its turns to make a single weapon attack. If engaged in two-weapon fighting, the target can make this attack as part of the same bonus action it uses to make the attack with its other hand.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the target can make two attacks as a bonus action.

Urban Awareness

1st-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You must cast this spell within the confines of a settlement otherwise the spell fails.

You can sense the most prominent emotions running through the settlement, such as fear, unrest, or anger.

You also gain a rough vision of the general layout of the settlement, and you can identify specific districts such as temples, markets, or slums.

During the spell's duration, you can find the fastest routes to any destination within the settlement — finding small alleyways, bypassing blocked streets, and avoiding large crowds.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can maintain your concentration on the spell for an extended time: 10 minutes (2nd level), 1 hour (3rd level), 8 hours (4th level), 24 hours (5th level).

Waverider

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of sharkskin or sealskin)
  • Duration: 1 hour

Until the spell ends, one willing creature you touch gains a swimming speed equal to its movement speed, and the ability to breathe underwater.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

New and Revised Feats


These Feats are optional but recommended.

Combat Training (new)

replacing Fighting Initiate, Heavily/Lightly/Moderately Armored and Weapon Master
Prerequisite: Strength or Dexterity 13 or higher
You can select this feat multiple times.

You have practiced extensively with a variety of weapons.

You gain proficiency with all simple weapons and can choose two of the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with all martial weapons.
  • You gain proficiency with all armor and shields.
  • You learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Dual-Wielding Master (revised)

former Dual Wielder
Prerequisite: Strength or Dexterity 13 or higher

You master fighting with two weapons, gaining the following benefits:

  • You learn the Dual-Wielding Fighting Style or you can increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • When you engage in two-weapon fighting, you do not expend your bonus action to make the second attack. You can still gain the benefits of two-weapon fighting only once during your turn.

Great Weapon Master (revised)

Prerequisite: Strength 13 or higher

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes.

  • You learn the Great Weapons Fighting Style or you can increase your Strength score by 1, to a maximum of 20.
  • Before you make a melee attack with a weapon that you are wielding with two hands, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, your weapon deals additional damage equal to twice your proficiency bonus. You must be proficient with the weapon and it must have the two-handed or versatile property for you to gain this benefit.

Martial Adept (revised)

Prerequisite: Strength or Dexterity 13 or higher

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • If you already have superiority dice, you gain two more; otherwise, you have two superiority dice, which are d4s. See the fighter's Martial Superiority feature on how to use and regain your superiority dice.
  • You also learn two combat maneuvers of your choice from among those available to the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Polearm Master (revised)

Prerequisite: Strength or Dexterity 13 or higher

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you are wielding a javelin, quarterstaff, spear, or trident with one hand, the weapon gains the reach property.
  • While you are wielding a weapon with the reach property, other creatures provoke an opportunity attack from you when they enter your reach.
  • When you are wielding a glaive, halberd, quarterstaff, spear, or trident with two hands, you can treat the opposite end of the weapon as a club and use it to engage in two-weapon fighting against targets within 5 feet of you.

Sharpshooter (revised)

Prerequisite: Dexterity 13 or higher

You have mastered ranged weapons and can make shots that others find impossible.

  • You learn the Archery Fighting Style or you can increase your Dexterity score by 1, to a maximum of 20.

Whenever you make an attack with a ranged weapon that you are proficient with, you gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Before you make a ranged attack, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, your weapon deals additional damage equal to twice your proficiency bonus.

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Animal Companions

The knight and his trusted steed, the mercenary and his loyal fighting dog, the thief and her pick-pocketing monkey, the ranger and her fierce hunting falcon, or the young lion that was raised by the tribesman — humanoids have been using trained animals since the dawn of civilization.

Handling Animals

Whether or not you can effectively control one or multiple animals highly depends on your skills as an animal handler. Depending on your proficiency with the Animal Handling skill, you can control one or multiple animals at the same time. Your proficiency and experience also determines how strong and powerful an animal can be in order for you to tame and control it.

See the Handling Animals by Proficiency table for a quick overview.

Controlling Animals in Combat

An animal freely follows and executes commands it is trained to do. A beast of burden is trained to pull or move on command, a horse is trained to jump when the rider wants to, and a fighting dog is trained to attack. Commanding an animal to do what it is trained for requires no ability check by the handler, but an untrained handler must spend more of her focus on an animal than a proficient one.

Your animals take their turns on your initiative. On your turn, you can verbally issue one command to one animal. If you are proficient in the Animal Handling skill, you can also use a bonus action to issue the same simple command (e.g. heel) — or use your action to issue the same complex command (e.g. attack the same target) — to multiple of your animal companions.

Depending on the animals training, a command always includes ordering an animal to move to a certain (easy to reach) location and take one of certain actions, detailed in the Trainings Types and Commands table below.

Trying to command an animal to do something it isn't trained for — e.g. forcing an animal untrained for combat towards danger — or any other unusual but reasonable action always counts as a complex command and additionally requires a successful DC 20 Wisdom (Animal Handling) check.

An animal never requires your command to use its reaction, but only hunting, guard, and war animals can use their reactions to make opportunity attacks.

 An animal that is given a command it is trained to follow, will continue to perform that command until ordered otherwise. If it doesn't have a command to follow, the beast will either flee or hide (taking the Dash or Hide action) or stand its ground (taking the Dodge action).

If you are incapacitated, or absent, an animal acts on its own, following its training and nature to the best of its abilities.

Training Types and Commands
Training Simple Command Complex
Command
Pet, Draft, Riding Dash Hide
Hunting, Guard, War  Dash, Hide, Search Attack, Disengage, Help, Ready

Training Types

The following types of training exist:

Draft. A draft animal is trained to pull or push vehicles or carry heavy loads. Draft animals are usually bred for strength and a stoic personality, and are less difficult to keep under control than pets. A draft animal tries to flee or hide when it has lost a quarter of its hit points.

Guard. A guard animal is trained to stay on post or patrol an area on its own for an extended period of time, as well as alert its owner to any unknown person or threat it detects. Guard animals are often hostile towards other humanoids besides its owner. A guard animal tries to flee or hide when it has lost half of its hit points.

Hunting. A hunting animal is trained to assist during a hunt, by coursing, startling, or actively catching the prey. A hunting animal willingly attacks only creatures that are similar to its usual prey. A hunting animal tries to flee or hide when it has lost half of its hit points.

Pet. A pet is only trained to be housebroken and follow the owner around. A pet tries to flee or hide in the face of danger.

Riding. A riding animal is trained to carry a rider and quickly follow command from the saddle. A riding animal tries to flee or hide when it has lost a quarter of its hit points.

War. An animal trained for war is trained to attack creatures much larger than itself and has advantage on saving throws against being frightened. A war animal fights to the death.

Wild. If you find yourself accompanied by a wild animal that follows your commands, a predator is considered trained for hunting, while a flight animal is either a pet, draft, or riding animal.

Handling Animals by Proficiency
Animal Handling Max. Number
of Companions
Max. Total CR
of Companions
Issue
Simple Command
Issue
Complex Command
Not Proficient 1 character level / 8 Bonus Action Action
Proficient 2 character level / 8 Free* Bonus Action
Expertise 4 character level / 4 Free* Bonus Action
*once per turn

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

Downtime Activity: Train Animals

Taming or training an animal takes time, empathy, and patience.

Resources. Taming or training an animal typically takes at least several workweeks, in which you constantly train with the animal. You need at least 2 hours of concentrated training each day in order to make any progress. Any additional training might risk overexerting the animal and losing training progress or its Trust (see below). However, you can train different animals on the same day.

An untrained, but otherwise tame animal must always be trained as a pet before it can receive any further training.

Likewise, any wild animal must first be tamed — becoming used to the presence of the trainer and accepting food and physical contact — before it can receive training as a pet.

If you bought an already trained animal, you still need to gain its Trust first. Until then, you suffer certain penalties when commanding it (see Trust below).

Resolution. After each week of training, make a DC 10 Wisdom (Animal Handling) check. This check is modified by the type of training you wish to impart.

Once you have accumulated a certain number of training successes, the training is considered successfully finished.

Training Modifier Required
Successes
Tame Wild Animal -5 or lower 20
Pet 0 2
Draft 0 4
Riding -5 8
Hunting / Guard -5 12
War -10 20
Gain Trust 0 2

Complications. If you rolled a total of 5 or lower on your Wisdom (Animal Handling) check, you overexerted the animal or made a grave mistake. You lose a number of training successes equal to 6 minus your result. Rolling a 1 on the d20 always counts as a failure, though any setback is determined by the final result.

If you fail twice in a row, you lost the animal's Trust (see below).

If you fail twice in a row while trying to regain an animal's Trust, you lost the last chance of cooperation. It will no longer follow any of your commands unless it has no other choice and it will try to run away from you whenever the opportunity arises.

Trust

Whether you have recently bought a new animal companion or made several mistakes in training your own, you need to gain its trust in order for it to follow your orders without hesitation.

Until you (re-) gain an animal's Trust, you suffer the following disadvantages:

  • All your Wisdom (Animal Handling) checks regarding this animal are made with disadvantage.
  • You must succeed on a DC 15 Wisdom (Animal Handling) check to issue a command the animal is already trained to follow.

Option: Beast-like Creatures

With your DMs permission, you can also try to tame and train certain beast-like creatures (e.g. griffons, worgs, or wyverns). As a guideline, any beast-like creature with an Intelligence score of 6 or less, could be eligible, but the DM has the final say.

Taming and training such a beast-like monster follows the same rules as training an animal, however, your Wisdom (Animal Handling) checks to tame or train the creature suffer an additional negative modifier equal to the monster's CR (minimum 0), and the number of required successes is doubled.

Option: Breaking the Beast

Building trust and a positive relationship takes time, empathy, and patience. If you have neither, you can instead try to break the animal to make it heed your call. Breaking an animal only takes half the required successes, however if you fail a Wisdom (Animal Handling) check, you not only suffer a potential setback, but are also attacked by the animal and must first subdue it before being able to continue.

A broken animal bears no love to — and might potentially turn on — its master, if the master ever shows any signs of weakness. More than one goblin worg master was mauled by their beasts in a moment of weakness or carelessness.

New Feat: Animal Wrangler

Prerequisite: Proficiency with the Animal Handling skill

You have a knack dealing with beasts and making them follow your commands. You gain the following benefits:

  • You gain expertise in the Animal Handling skill, doubling your proficiency bonus for any ability check you make that uses that proficiency.
  • On your turn, you can issue one additional free or bonus action command to one of your animal companions.
  • In addition, you learn animal friendship and beast bond, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for both spells.

Buying Animals (examples)
  Animal Price  
  Dog, pet 5 gp  
  Dog, draft 10 gp  
  Dog, riding 25 gp  
  Dog, guard 50 gp  
  Dog, hunting 50 gp  
  Dog, war 100 gp  
  Animal Price  
  Horse, draft 50 gp  
  Horse, riding 75 gp  
  Horse, war 300 gp  
  Bird, pet 25 gp  
  Bird, hunting 75 gp  
  Bird, war 150 gp  

The Focused Ranger v10.0 | by DracoDruid (@GMBinder | @Reddit)

From a Fan

For Fans

Like many of you out there, I was deeply disappointed and simply sad by the way Dungeons & Dragons 5th Edition had utterly gutted our beloved Ranger.

So, like many of you, I thought I would try my hands to create not only a fun and interesting Ranger class worthy of the name, but also one that seamlessly fits in right besides the remaining official classes of 5e.

My thanks go to the many members of r/DnD5CommunityRanger for their invaluable feedback and collaboration.

I hope you will enjoy the Ranger again by playing The Focused Ranger.

Created by DracoDruid
[@GMBinder | @Reddit]

Cover Art 'Grahtwood Ambusher'
by Gabriela Dea Julia
was created for
The Elder Scrolls Legends

Format: DIN A4

Additional Brews

The Indomitable Fighter

Always wanted to have use Superiority Dice and Combat Maneuvers with any subclass?

The Spellblade

Always thought that there was a true gish class missing?

The Promised Warlock

Always thought the pact choice should have a bigger impact on your warlock and that the pact blade should work without the Hexblade Patron?

The Sorcerer Revisited

Always thought that the pact magic and invocation mechanics would work perfectly for a sorcerer?

The Zealous Paladin

Always thought that Smite shouldn't use spell slots, but rather have you choose between healing the brave or smiting the wicked?

The Blood Hunter Revisited

Always thought the blood hunter could be a little better?

The Soulmonger

Always thought the Hexblade was just an obvious patch for the pact blade and rather wished for a less on the nose Patron from the Shadowfell?

Circle of Primal Might

Always dreamed of turning into giant dinosaurs and devour your enemies?

Path of the Stormbringer

Always wished you could become Thor - God of Thunder and Lightning?

Way of the Radiant Soul

Always wanted to live out your Super Saiyan fantasy?

Untamed Orcs

Always loved Orcs and wished they were portrayed as a more complex race?

Dragonborn Reborn

Always loved the Dragonborn but felt a little disappointed?

Humans

Always felt that Humans got the short end of the creative stick in 5e?

Warforged Reforged

Always loved the Warforged but felt a little disappointed?

 

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