Yup, Another Ranger Homebrew v1.2
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 techniques that are particularly useful against their specific favored foes.
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—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as 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, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.
What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? 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. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.
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, Medicine, 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) a martial weapon and a shield or (b) two shortswords or two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
Yup, Another Ranger
Level | Proficiency Bonus |
Features | Favored Enemies |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Natural Explorer, Ally of the Wilds | 1 | — | — | — | — | |
2nd | +2 | Fighting Style, Spellcasting, Ranger's Mark | 1 | 2 | — | — | — | — |
3rd | +2 | Ranger Archetype, Primeval Awareness | 1 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 1 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 2 | 4 | 2 | — | — | — |
6th | +3 | Hide in Plain Sight | 2 | 4 | 2 | — | — | — |
7th | +3 | Ranger Archetype Feature | 2 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 2 | 4 | 3 | — | — | — |
9th | +4 | Extra Language | 3 | 4 | 3 | 2 | — | — |
10th | +4 | Fleet of Foot, Vanish | 3 | 4 | 3 | 2 | — | — |
11th | +4 | Ranger Archetype Feature | 3 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3 | 4 | 3 | 3 | — | — |
13th | +5 | - | 4 | 4 | 3 | 3 | 1 | — |
14th | +5 | Ambusher | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Archetype Feature | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 5 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Master of the Hunt | all | 4 | 3 | 3 | 3 | 2 |
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. When attacking your favored enemy, you score a critical hit on a 19 or 20.
Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
You gain an additional favored enemies at later levels as per the Favored Enemies column on the ranger table. You also learn a new language at 9th level.
Natural Explorer
You are a master of navigating the natural world. You gain the following benefits:
- Choose one skill from Animal Handling, Nature or Survival, you gain proficiency in the chosen skill. If you are already proficient, you double your proficiency bonus instead.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- You can move stealthily at a normal pace during travel.
- You don't suffer a penalty to your perception while traveling at a fast pace.
Ally of the Wilds
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.
Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes
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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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 of the Player's Handbook for the general rules of spellcasting.
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your 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 cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Ritual Casting
You can cast a ranger spell as a ritual if that spell has the ritual tag.
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 +
Spell attack modifier = your proficiency bonus +
Ranger's Mark
Also at 2nd level, you always have prepared the spell Hunter's Mark. This spell doesn't count against your maximum number of spells prepared.
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: detailed in the Players Handbook at the end of the ranger class description, and in other published materials.
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. This document has alternative versions of the archetypes in the Player's Handbook.
Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You can attune your senses to determine what creatures lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you, their approximate number and their general direction. This feature doesn't reveal the creatures precise location or exact number.
You can use this feature a number of times equal to 1 + your Wisdom modifier per long rest.
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.
Hide in plain sight
Starting at 6th level, you can spend 1 minute creating camouflage for yourself or others. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once camouflaged in this way, a creature can try to hide by pressing itself up against a solid surface, such as a tree or wall, that is at least as tall and wide as it is. The creature has advantage on the stealth check. Once a creature moves or takes an action or a reaction, it must camouflage again to gain this benefit.
When you camouflage yourself this way, you also gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
Fleet of foot
Beginning at 10th level you have mastered the art of avoiding danger that would hinder your movements, you ignore all difficult terrain.
In addition, you have advantage on ability checks and saving throws against being grappled, knocked prone, or restrained.
Vanish
Starting at 10th level, you or your group can't be tracked by nonmagical means, unless you choose to leave a trail.
Ambusher
Beginning at 14th level, you have advantage on initiative rolls and, during the first round of combat, you have advantage on attack rolls against creatures that have not yet acted.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you make an attack roll against a creature you can’t see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of all creatures within 30 feet of you, provided you aren't blinded or deafened.
Master of the Hunt
At 20th level you become an unparalleled hunter, gaining the following benefits:
- You gain the benefits of your Favored Enemy against all creatures.
- Whenever you make an attack, you can choose to add your wisdom modifier to either the attack roll or the damage roll. You can choose this after the roll, but before the outcome is determined.
Ranger Archetype
At third level, the Ranger gains a Ranger Archetype. Here are variations of the archetypes in the Player's Handbook. This version of the class is compatible with the archetypes in Xanathar's Guide to Everything.
Beast Master Archetype
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast 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 an animal as its companion and friend.
Bonus spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you have prepared.
Level | Spell |
---|---|
3rd | Speak With Animals |
5th | Beast Sense |
9th | Conjure Animals |
13th | Freedom of movement |
17th | Awaken |
Ranger's Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as you as a faithful companion. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. The beast obeys your commands as best as it can and gains the following changes:
- It loses is multiattack feature if it has one.
- Your companion uses your proficiency bonus instead of its own. In addition, it adds your proficiency bonus to its AC and damage rolls.
- Whenever you level up, your companion gains an additional hit die and increases its HP accordingly.
- Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. As normal, it can't increase an ability score above 20.
- Your companion gains proficiency in all Saving Throws.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit. You can return an animal companion to life in this manner even if you do not possess any part of its body.
Exceptional Training
When in combat, your companion and you work as a unit. And gain the following benefits:
- Your companion takes your turn in initiative. If you are not incapacitated, it waits for your command to take any action.
- You can verbally command it to move (no action required) and, if it makes no attacks in the same turn, you can use your bonus action to command it to take the Dash, Disengage or Help action on its turn.
- When you take the attack action, you can replace one of your attacks to order it to take the attack action.
- If you don’t issue a command, the beast takes the Dodge action.
- Your companion benefits from your favored enemy feature.
- If you become incapacitated, your companion no longer waits for your commands and acts on its own. In addition, if you fall unconscious, your companion tries to defend you and gains advantage on all attack rolls, ability checks and saving throws while within 30ft of you.
Bonded magic
Beginning at 7th level, when you cast a spell targeting yourself, you can also affect your animal companion with the spell if it is within 60ft of you.
In addition, your companion attacks are now considered magical for the purpose of overcoming resistance, and it can now benefit from your Hunter's Mark spell.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Beast Defense
At 15th level, whenever your companion is damaged by an enemy that it can see, it can use it's reaction to halve the damage.
Hunter Archetype
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Bonus spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you have prepared.
Level | Spell |
---|---|
3rd | Entangle |
5th | Cordon of Arrows |
9th | Slow |
13th | Guardian of Nature |
17th | Far Step |
Hunter’s Prey
At 3rd level, you gain one of the following features of your choice.
- Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
- Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
- Horde Breaker Once on each of your turns when you make a weapon attack, you can immediately make another attack with the same weapon against a different creature within 5ft of the original target.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
- Escape the Horde. Opportunity attacks against you are made with disadvantage.
- Multiattack Defense. 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.
- Steel Will. You can't be frightened.
Multiattack
At 11th level, you gain one of the following features of your choice.
- Focused attack. When you take the attack action and make all of your attacks against the same enemy, if the second attack is a hit you can then make a third attack as part of the same action.
- Volley. When you take the attack action, you can use it to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
- Whirlwind Attack. When you take the attack action, you can use it to make one melee attack against any number of creatures within your reach, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
- Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
- Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
- Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.