Ranger with and without Spells

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Iouncurain Ranger

Version 0.93

Ranger

Warriors of the wilderness, rangers are natural survivalists able to survive harsh conditions and find their path through winding terrain. Their wilderness talents make Rangers expert guides through confusing terrain and adept guardians against the dangers of the wilds.

Rangers are also proficient fighters and skilled hunters. Their skills allow them to track down dangerous prey through all manner of terrain. Once found, their combat abilities are such that they can bring down even the mightiest of creatures.

Reconnaissance, preparation, and ambushing tactics are key elements in a Ranger's toolkit. Thus, swiftness, stealth, and knowledge are vital to a Ranger's success. To this end, the Ranger is aided either by druidic spellcasting or specialist survival skills with natural materials.

Class Themes

Rangers are adroit survivalists. They possess an array of diverse skills, wilderness knowledge, and honed instincts that make them adept that surviving and even thriving in the wilds.

Key Mechanics: Adept Survivalist, Wilderness Expert, Survival Instinct. The ranger is the best at surviving dangers with their expertise in wilderness knowledge and survival skills combined with the inherent advantages developed from a life in the wilds.

Rangers are adept hunters. Their senses, stealth, mobility, and fighting ability combine to make the ranger an expert in setting ambushes or wearing down monstrous foes.

Key Mechanics: Fighting Style, Hunter's Mark, Hunting Style, Primal Instincts, Skirmisher's Stealth. These mechanics and bonuses combine to allow for synergy in tracking and defeating various prey.

Rangers are far ranging explorers. They are not limited by terrain and can readily use their skills and abilities in any environment beyond the walls of civilization.

Key Mechanics: Adept Survivalist, Wilderness Expert. The benefits from their experiences in their Home Terrain are often beneficial far beyond borders of their home regions.










































The Iouncurain Ranger (Formerly Malleable Ranger) is a homebrew Ranger designed to work in world where magic is racially tied. This version will thus have a spellcasting variant and a spell-less variant with identical core mechanics with attempts to incorporate UA material for the Ranger within the class. This class will be more malleable and adaptable to changing circumstances such as enemy or terrain.

In the four archetypal paradigm of D&D: warrior, expert, mage, and support; this Ranger is designed to be fighter first and an expert second. This Ranger should be quite adept in the Exploration and Combat pillars of 5e D&D for this class is equal parts Survivalist, Explorer, and Hunter with a dash of Wilderness Guide on top.

Part 1 | Introduction

Fey-Ancestry Ranger

Level Proficiency Bonus Fey Ancestry Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Adept Survivalist, Fighting Style - - - - - -
2nd +2 Wilderness Expert, Hunter's Mark, Spellcasting 2 2 - - - -
3rd +2 Ranger Discipline, Hunting Expert, Primal Instincts 3 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Extra Attack 4 4 2 - - -
6th +3 Journeyman Survivalist, Skirmisher's Stealth 4 4 2 - - -
7th +3 Ranger Discipline Feature 5 4 3 - - -
8th +3 Ability Score Improvement, Land's Stride 5 4 3 - - -
9th +4 - 6 4 3 2 - -
10th +4 Journeyman Survivalist, Wilderness Expert, Primal Instincts 6 4 3 2 - -
11th +4 Ranger Discipline Feature 7 4 3 3 - -
12th +4 Ability Score Improvement 7 4 3 3 - -
13th +5 - 8 4 3 3 1 -
14th +5 Survival Instinct 8 4 3 3 1 -
15th +5 Ranger Discipline Feature 9 4 3 3 2 -
16th +5 Ability Score Improvement 9 4 3 3 2 -
17th +6 - 10 4 3 3 3 1
18th +6 Primal Instincts 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Master Survivalist, Ranger Discipline Feature 11 4 3 3 3 2

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? Does your blood-line have fey roots either recently or long past? 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. You may even be a partisan, fighting a dangerous group or oppressive regime either as an individual or as part of a larger group of freedom fighters, exiled rulers, or foreign nation.

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 as it is important for a ranged combatant or in two-weapon fighting. Wisdom is your second most important ability whether you choose to be the spellcasting Ranger or use the spell-less variant. Next, choose the outlander background.
Part 1 | Introduction

Class Features

As a ranger, you gain the following class features.

Hit Points

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

modifier per ranger level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism Kit or the Poisoner’s Kit

Saving Throws: Strength, Constitution
Skills: Choose three from Animal Handling, Athletics,

Acrobatics, Insight, Investigation, Nature, Perception,

Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows

Adept Survivalist

As a Ranger, you are adept at surviving in any wilderness region. While in the wilderness, you gain the following benefits:

  • You have advantage on survival checks to avoid getting lost or to recover from being lost.
  • When foraging for food, you are considered proficient in the survival skill and you gather twice as much food.
  • When traveling alone, you move stealthily at normal pace.
  • During a long rest, you can perform light activity for 4 hours. The 8+ hour long rests extend this limit.
  • When traveling for more than an hour in the wilderness, your group will not be slowed by difficult terrain.
  • When you take a long rest, you can spend 1 hour to prepare a camp. Each creature that rests in your camp regains one additional hit die up to their max when it finishes a long rest.

Furthermore, your time in the wilds has given you additional benefits depending on your Home Terrain.

Home Terrain

Choose one Terrain type. You double your proficiency bonus when you make knowledge checks related to home region or terrain that is similar to your Home Terrain.

Arctic

You have extensive experience surviving in cold climates (Tundra, Alpine, or Arctic regions). You have advantage on Constitution saving throws against extreme cold and frigid water. Further, whenever you suffer cold damage, you reduce the damage taken by your proficiency plus wisdom modifier.

Arid

You have extensive experience surviving in extremely hot and dry regions (Arid, Semi-Arid, or Desert regions). You have advantage on Constitution saving throws against extreme heat and dehydration. Further, whenever you suffer fire damage, you reduce the damage taken by your proficiency plus wisdom modifier.

Forest

You have extensive experience surviving in heavily forested regions such as dense jungles, rain forests, or temperate woodlands. Climbing does not cost you extra movement. If you possess or gain this benefit or a climbing speed from any other feature or source, your movement speed while climbing increases by 10 ft as long as the feature or source's conditions are met.

Grasslands

You have extensive experience surviving in various hilly landscapes or flatlands where distances are vast and sights largely unhindered. You can dash as a bonus action. Additionally, you have advantage on Constitution saving throws for forced marches and extensive running.

Mountains

You have extensive experience surviving in mountainous regions with natural caverns and tunnels. In such lands, climbing with and without equipment has been a major part of your travels. You have double proficiency on athletics, acrobatics, and knowledge checks involving climbing.

Oceanic

You have extensive experience surviving in coastal regions, on islands or ships, or under the seas. Swimming does not cost extra movement. If you possess or gain this benefit or a swim speed from any other feature or source, your movement speed while swimming increases by 10 ft as long as the feature or source's conditions are met. You have advantage on Constitution saving throws related to extensive swimming.

Swamp

You have extensive experience surviving in the more dangerous swampy regions where disease-carrying insects, stagnant water, and poisonous creatures abound. You have advantage on Constitution saving throws against poison and diseases. Poison damage is reduced by your proficiency bonus plus wisdom modifier.

Feywild

You have extensive experience surviving in various regions of the Feywild. A place of mystery and magic where not all is as it seems at first glance and plane-shifting to and from this plane can leave the average individual lost and confused. Your experiences allow you to quickly hide as a bonus action. Additionally, you can hide when only lightly obscured by natural phenomenons such as foliage, heavy rain, mist, etc. Further, you do not lose your memories when traveling to and from the Feywild.

Part 2 | Class Features
Underdark

You have extensive experience surviving in deep, dark regions of the Underdark. This time in such a lightless land have boosted your perception in the dark through a combination of training your eyes and honing your other senses. As long you are not deafened, you do not suffer disadvantage on perception checks in lightly obscured conditions.

Fighting Style

At 1st 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. You can change your fighting style every time you level up in Ranger.

Archery

You gain a +2 bonus on attack rolls you make with ranged weapons.

Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

Druidic Warrior (Fey Ancestry)

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

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.

Mariner

As long as you are not wearing heavy armor or using a shield, swimming and climbing do you cost you extra movement equal to your normal speed, and you gain a +1 bonus to AC.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier. If you strike with two free hands, you can use your bonus action to attack again without adding your strength modifier. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can attack the grappled creature with advantage.

Whirling Blades

When you engage in two-weapon fighting while wearing no or light armor, you can make a single off-hand weapon attack as part of your attack action. This attack adds your ability modifier to the off-hand attack.

Hunter’s Mark (Fey Ancestry)

At 2nd level, you can call on your bond with nature to mark a creature: you know the hunter’s mark spell without it counting against your spells known. You can cast it a certain number of times without expending a spell slot equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Whenever you cast another concentration spell while concentrating on the Hunter's Mark spell, the benefits of the spell are only suppressed while you are concentrating on the second spell. If you fail a concentration check on the second spell, you will lose both spells. At 6th level, casting Hunter's Mark via this feature no longer requires concentration.

Spellcasting (Fey Ancestry)

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 Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Spell Slots

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

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

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 + proficiency bonus + Wisdom modifier

Spell attack mod = proficiency bonus + Wisdom modifier

Part 2 | Class Features

Wilderness Expert

At 2nd level, choose one of your skill proficiencies from among the following list of Ranger skills: Animal Handling, Nature, Perception, Stealth, or Survival. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

At 10th level, you can choose another of your proficiencies to gain this benefit as long as it is a Ranger skill, the Herbalism Kit, or the Poisoner’s Kit.

Hunting Expert

Beginning at 3rd level, your previous experiences and research dealing with a varying array of common and unusual threats has provided you extensive knowledge in fighting monsters and other creatures. In addition, certain threats have drawn your particular attention over others. Based on your chosen Hunting Style, you are experienced in studying, tracking, hunting, and even talking to certain groups of creatures known as your Favored Prey.

Favored Prey

When you choose a Hunting Style, certain creatures become your Favored Prey. When you gain this feature, you add two languages of your choice that is spoken from among your Favored Prey. You have advantage on Medicine and Survival Checks against, on or in pursuit of these creatures. In addition, you have advantage and proficiency on any intelligence check to recall or research information about them excluding when using the Combat Knowledge ability.

Further, once per turn, whenever you hit your Favored Prey with an attack, choose one of your attacks’ damage die to be maximized. This choice must be made before you roll damage.

Your focus on interacting with and fighting your Favored Prey has improved your skills and abilities providing you with additional benefits based on the Favored Prey.

Combat Knowledge

As a bonus action in an encounter, you can attempt to intuit pertinent information from general knowledge and past experiences about a particular creature that you can see who is one of your favored prey. As part of this action, you can relay this information to your allies if they can hear you.

You roll an intelligence check with proficiency. If the check is successful, roll a d6 and consult the following table to determine which piece of information about the creature you obtain.

d6 Information
1 All Senses
2 Two Damage/Condition Immunities
3 Two Resistances
4 One Vulnerability/Special Weakness (if none, re-roll)
5 One Special Action/Bonus Action/Reaction
6 One Passive Ability/Bonus (if none, re-roll)

This ability can only be used once per stat block per long rest and does not work against unique creatures or non-statblocked NPCs. This ability does not preclude less specific knowledge checks about creatures outside of combat.

For DMs: Suggested DC:

DC = 10 + (Target CR - Ranger Level)

DC = 10, whichever is higher.

Hunting Style

Choose one of the following Hunting Styles:

Abomination Slayer

You seek out and hunt down various creatures created or corrupted by fell magics or crafted from lifeless matter.

Favored Prey: Constructs, Monstrosities, Oozes, Undead

Benefit: Advantage on Saving Throws vs Being Knocked

Prone, Paralyzed, or Petrified

Bounty Hunter

You seek out and hunt down various humanoid creatures whose nature or society drives their individuals toward acts considered chaotic on the cosmological morality scale.

Favored Prey: Chaotic Humanoid Races

Benefit: Advantage on Perception Checks vs Stealth

Giant Stalker

You seek out and hunt down large and dangerous prey that are quite substantial in size.

Favored Prey: Dragons and Giants

Benefit: Damage from Hunter's Mark die or Ranger

Maneuver die is doubled against Dragons, Giants, and

Huge or Larger creatures

Light Bringer (Fey Ancestry)

You bring light to the dark places of the planes. You seek out and hunt down dark beings and their creatures whether it be Fiery Fiends, Alien Aberrations, or Unholy Undead.

Favored Prey: Aberrations, Fiends, Undead

Benefit: Hunter’s Mark deals Radiant Damage

Partisan / Commando

A particular faction of Humanoids have proven to be threat to a way of life you cherish or a group of people you protect, or they violate principles you hold dear. This faction may be a criminal organization, a pirate crew, a business enterprise, or even a nation. You are always actively seeking knowledge to give you an edge in your fight to stop or destroy this faction. Also, you only gain one language spoken by the each faction.

Favored Prey: a Faction of Humanoids

Benefit: Add a new faction every 3 Ranger Levels

Planes Keeper (Fey Ancestry)

Your primary goal is the protection of the prime material plane from the interference of creatures beyond it.

Favored Prey: Aberrations, Celestials, Elementals, Fey,

Fiends

Benefit: All attacks deal magical damage

Part 2 | Class Features
Wilderness Warden

The wilds can be a dangerous place for any creature. You actively protect civilization from these dangers while also aiding nature in maintaining an ecological balance.

Favored Prey: Beasts, Monstrosities, Plants

Benefit: Advantage on Animal Handling checks. Beasts,

Monstrosities, and Plants with less than 5 Intelligence

can be calmed by Animal Handling checks.

Rule: Expanded Animal Handling

See Addendum: Rules

Primal Instincts

At 3rd level your survival training has honed your senses to an uncanny level. You can use your Primal Instincts a number of times equal to 1 plus your Wisdom modifier (minimum 1). You regain any expended uses at the end of a short or long rest. As an action, you can use this feature to heighten your senses and gain one of the following benefits:

Primeval Awareness At 3rd level, you can use your Primal Instincts to focus your awareness on various clues in the area around you. For 1 minute, you can sense whether your favored prey is present within 1 mile of you. This feature also reveals vague information about the direction, distance, type, and group size of these creatures from your current position.

Gut Feeling Beginning at 10th level, you can use your Primal Instincts to intuit the position of unseen foes. For the next minute, your inability to see an enemy does not impose disadvantage on your attack rolls unless you are deafened.

Feral Sense Beginning at 18th level you can use your Primal Instincts to develop a sixth sense. For one hour you cannot be surprised, and you know the location of any invisible creatures within 30’ of you, provided the creature isn’t hidden from you and you aren’t blinded or deafened.

Ranger Discipline

At 3rd level, you choose to emulate the ideals and training of a Ranger Discipline: Hunter, Gloom Stalker, Horizon Walker, Monster Slayer, Primeval Guardian, or Beast Master. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 20th level.

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.

Journeyman Survivalist

As you gain Ranger levels, your general, wilderness survival abilities improve.

At 6th level, you are always alert to danger and cannot be surprised when not incapacitated. Further, your group leaves no trail when in the wilderness and cannot be tracked through non-magical means unless you choose to leave a trail.

At 10th level, any allies within 60 ft who can either see or hear you cannot be surprised when you are not incapacitated. In addition, you can aid allies to recover during a short rest. You and any allies with you can re-roll 1s and 2s on hit die spent during the rest, choosing the greater of the rolls.

Skirmisher’s Stealth

Beginning at 6th level, your speed and stealth in combat make you hard to pin down. You can take the Hide action as a bonus action. Additionally, if you are hidden when you roll initiative, making an attack during the first round of combat does not reveal your location if you otherwise fulfill the conditions needed to hide.

Land’s Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or similar hazards. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Survival Instinct

At 14th level, you gain proficiency in Dexterity Saving Throws.

Master Survivalist

By 20th level, you are a master at surviving in the wilderness in many and varied regions. You double your proficiency bonus for all survival checks and whenever you make a knowledge check about any wilderness region.

Part 2 | Class Features

Non-Magical Ranger

Level Proficiency Bonus Non-Magical Features Maneuver Die Maneuvers Known Concoctions Known Ranger Points
1st +2 Adept Survivalist, Fighting Style - - - -
2nd +2 Wilderness Expert, Ranger Maneuvers, Herbalism and Wilderness Crafting 1d6 1 2 2
3rd +2 Ranger Discipline, Hunting Expert, Primal Instincts, Animal Friendship 1d6 1 3 3
4th +2 Ability Score Improvement 1d6 1 3 4
5th +3 Extra Attack, Ranger Maneuvers 1d6 2 4 8
6th +3 Journeyman Survivalist, Skirmisher's Stealth 1d6 2 4 9
7th +3 Ranger Discipline Feature 1d6 3 5 10
8th +3 Ability Score Improvement, Land's Stride 1d6 3 5 11
9th +4 Ranger Maneuvers 1d8 3 6 15
10th +4 Journeyman Survivalist, Wilderness Expert, Primal Instincts 1d8 3 6 16
11th +4 Ranger Discipline Feature 1d8 3 7 17
12th +4 Ability Score Improvement 1d8 3 7 18
13th +5 Ranger Maneuvers, Call Natural Allies 1d8 4 8 23
14th +5 Survival Instinct 1d8 4 8 24
15th +5 Ranger Discipline Feature 1d8 4 9 25
16th +5 Ability Score Improvement 1d8 4 9 26
17th +6 Ranger Maneuvers 1d10 5 10 35
18th +6 Primal Instincts 1d10 5 10 36
19th +6 Ability Score Improvement 1d10 5 11 37
20th +6 Master Survivalist, Ranger Discipline Feature 1d10 5 11 38

Magical vs Normal Ranger

On the continent of Iouncuria, some races especially humans lack the spark of magic required to cast spells and use mystical energies of the weave. Their genetics just do not have the attributes that allow for this type of direct manipulation without the aide of some other worldly power. However, some fraction of the human population is found to possess the right stuff to manifest and wield arcane power.

It is unknown through what mechanism an individual comes to possess such talents. However, many of these individuals also have a close relative such as an uncle or grandparent who possessed this spark. Thus, it has long been suspected that this power is familial and likely stems from a long past ancestor who was elven or a similar race that married into humanity.

Whatever the case may be, not all Rangers are inherently magical and instead rely on their wits, experience, and skill to brave and flourish in the wilds often in combination with the more magical aspects of the wilderness itself. These Rangers have many of the same abilities as their Fey Ancestry counterparts. In place of the specially listed magical features, the non-magical Ranger possesses special maneuvers and an ability to craft various concoctions, traps, and other things from what is readily available in the wilderness.
Part 2B | Non-Magical Class Features

Ranger Maneuvers

Starting at 2nd level in Ranger, you learn maneuvers that can be performed in combat. As you gain Ranger levels, you learn new maneuvers. You can gain maneuver die equal to 2 + your Wisdom Modifier (minimum 1). You regain all expended maneuver die on a short or long rest. When you gain this feature, you learn 1 maneuver and gain 1 new maneuver at levels 5, 9, 13, and 17. You can also trade out maneuvers every time you level up.

Maneuver save DC = 8 + proficiency + Dexterity modifier

Maneuvers

Ambush - When you make a Dexterity (Stealth) check or an initiative roll, you can expend one maneuver die and add it to your roll.

Disarming Strike - When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Evasive Footwork - When you move, you can expend one maneuver die, adding your proficiency bonus to your AC until you stop moving.

Parry - When another creature damages you with a melee attack, you can use your reaction and expend one maneuver die to reduce the damage by the number a roll of your maneuver die.

Trip Attack - When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to knock the target down. If the target is large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Double Arrow (Requires Level 5) - As an action, you can expend 1 maneuver die and 1 Ranger point to fire two arrows at the same time at the same creature. If the attack hits, treat it as two successful weapon hits. If the attack is a miss greater than 1, the target takes a single arrow hit.

Focused Strike (Requires Level 9) - As an bonus action, you can expend 1 maneuver die and 1 Ranger point to take careful aim at a target. As long as you maintain concentration, your attacks against that target during your next turn are made with advantage.

Dashing Shove (Requires Level 13) - As a reaction, you can expend 1 maneuver die and 2 Ranger points to move up to half your movement to shove an enemy or ally to impose disadvantage on the weapon or spell attack roll by the enemy against your ally. This must be performed before the roll is announced.

Rapid Dual Strike (Requires Level 13) - If you are dual-wielding melee weapons and take the attack action, you can expend 1 maneuver die and 2 Ranger points to include the off-hand weapon attack with each main weapon attack without expending a bonus action. The bonus action cannot be used for an off-hand weapon attack.

Rapid Fire (Requires Level 17) - As a bonus action, you can expend 1 maneuver die and 3 Ranger points to make two ranged attacks as a bonus action.

Concentrated Volley (Requires Level 17) - As an action, you spend 1 maneuver die and 3 Ranger points to shoot 20 arrows into a 100 ft line, 15 ft wide from your position. Each creature in that line must make a Dex saving throw vs your Ranger Strike DC or take 4d6 Piercing damage.

Herbalism and Wilderness Crafting

By the time you reach 2nd level, you have learned to use the flora, fauna, and minerals of your environment in the preparation of various materials to aide you in the combat or the wilds. You gain proficiency in either the Herbalism or Poisoners’ Toolkits.

While resting, you can use Ranger Points to prepare various poultices, remedies, camouflage and other concoctions shown in Addendum: Concoctions. These concoctions are prepared and completed at the end of a short rest or long rest unless stated otherwise. Given the nature in which these concoctions are prepared, they only last 10 hours before losing potency and effectiveness unless stated otherwise. These concoctions all require an action to use or consume.

The number of concoctions you know how to prepare and your available Ranger points are shown in the Non-Magical Ranger table. With each Ranger level, you can trade out one known concoction for another. Expended Ranger Points are restored on a long rest. Saving Throw DCs for your concoctions are equal to 8 + Wisdom Modifier + Prof. Bonus.

Animal Friendship

At 3rd level, your way with animals gives you an advantage on animal handling checks. Additionally, you can attempt to sooth and win over one hostile beast or a small group of hostile beasts that allied with each other (max 6 beasts) with a successful animal handling check. Note that the advantage from this feature is canceled by the disadvantage of animal handling a hostile beast.

Call Natural Allies

Starting at 13th level, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.

After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.

Part 2B | Non-Magical Class Features

Ranger Disciplines

Hunter

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 to fight the threats you face, from rampaging ogres and hordes of orcs, to towering giants and terrifying dragons.

Hunter Magic (Spellcaster)

Hunter Spells

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd fog cloud
5th misty step
9th plant growth
13th freedom of movement
17th hold monster

Hunter’s Prey

At the 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 make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At the 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 or misses 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 are immune to being frightened.

Multiattack

At the 11th level, you gain one of the following features of your choice:

Volley You can use your action 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 You can use your action to move up to half your speed and make a melee attack against any number of creatures that came within 5 feet of you during this movement. You must make a separate attack roll for each target, and this movement provokes attacks of opportunity as normal.

Hunter’s Strike Your Hunter’s Mark damage die is increased by 1. Additionally, all attacks made against Favored Prey can be treated as if they are targeted by Hunter’s Mark.

Superior Hunter’s Defense

At the 15th level, you gain one of the following features of your choice:

Evasion You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity 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.

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 again 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.

Foe Slayer

At 20th level you become an unparalleled hunter of your enemies. When you hit an enemy with an attack, you can choose to deal an additional 5d8 damage and have them make a Constitution saving throw against your spell save DC. If the target fails, you can choose one of the following conditions to inflict upon them: blinded, deafened, frightened, or incapacitated. The creature suffers from this effect until the end of your next turn. If the creature is one of your favored prey and has fewer than 50 hit points, it dies. Once you use this feature, you cannot use it again until after you finish a long rest.

Part 3 | Ranger Disciplines

Gloom Stalker

Gloom Stalker Magic (Fey Ancestry)

Same as in Xanathar's Guide to Everything

Dread Ambusher

Same as in Xanathar's Guide to Everything

Umbral Sight

Same as in Xanathar's Guide to Everything

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Intelligence saving throws. In addition, you can use your reaction to spend one of your primal instincts to gain advantage on a Wisdom or Intelligence saving throw.

Stalker's Flurry

Same as in Xanathar's Guide to Everything

Shadowy Dodge

Same as in Xanathar's Guide to Everything

Master Ambusher

Your talent at ambushing foes is top tier. You have advantage on all initiative rolls and stealth ability checks. In addition, you have advantage on all attack rolls made against enemies who are surprised or who do not perceive you.

Horizon Walker (Fey Ancestry)

Horizon Walker Magic

Same as in Xanathar's Guide to Everything

Detect Portal

Same as in Xanathar's Guide to Everything

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

Once per round, you can channel this energy into a weapon attack made against a creature within 30 feet of you. All damage dealt by that attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature using your primal instincts, but the spell ends at the end of the current turn.

Distant Strike/Spectral Defense

Same as in Xanathar's Guide to Everything

Flashing Strikes

Once per short rest, you can as part of an attack action, blink in and out repeatedly. All attacks made during your turn are critical hits.

Monster Slayer

Monster Slayer Magic (Fey Ancestry)

Same as in Xanathar's Guide to Everything

Hunter's Sense

At 3rd level, you can use your primal instincts to peer at a creature and discern how best to hurt it. 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 and what they are.

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe increasing the harm you inflict on it. Any creature that is targeted by your Hunter's Mark becomes your Slayer's Prey. Your Slayer's Prey suffers an additional 1d6 damage on the first successful hit you make against it each round. In addition, your Hunter's Mark feature lasts until you take a short or long rest.

Supernatural Defense

Same as in Xanathar's Guide to Everything

Magic-User's Nemesis (Fey Ancestry)

At 11th level, you gain the ability to thwart someone else's magic using your primal instincts. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction and primal instincts to try to magically foil it by breaking the caster's mental focus. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Caster's Disruption (Non-Magical)

At 11th level, you gain the ability to thwart someone else's magic using your primal instincts. When you see a creature casting a spell or teleporting within attack range of you, you can use your reaction and primal instincts to break the caster's concentration through an attack. As part of this reaction, you make an attack roll by firing a projectile, throwing a weapon, or making a melee attack against the caster. If you hit the target, they must make a Constitution saving throw as normal or their spell is stopped and wasted.

Slayer's Counter

Same as in Xanathar's Guide to Everything

Master Slayer

You ability to hone on your opponent's weak points is expert. You advantage on all attacks made against your Slayer's Prey. Your damage die used for your Slayer's Prey feature is now 1d8.

Part 3 | Ranger Disciplines

Beast Master

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 a young animal as its companion and friend.

Beast Master Magic (Fey Ancestry)

Beast Master Spells

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd animal friendship
5th revivify beast
9th conjure animals
13th death ward
17th reincarnate beast

Ranger’s Companion

At 3rd level, you gain a Beast Companion that accompanies you on your adventures and is a loyal companion in battle that you regularly train. Choose a Beast Type from the Beast Types section then select a Beast from within that Type for the base stats, skills, senses, and attacks of your Beast Companion. Your beast uses your proficiency bonus for all checks, saving throws, attacks, and abilities. If the Dexterity Modifier is less than your proficiency bonus, then replace the Dexterity Modifier with your proficiency bonus for determining the creature's AC.

Companion Hit Points and Hit Die

Your Companion’s hit points are based on one less than your Ranger’s Character Level of Hit Die plus your Ranger’s Character Level times the Companion’s Constitution Modifier. The Companion’s Hit Die is based on the size of the beast. A tiny Companion uses d4 hit die, a small Companion uses d6 hit die, and a medium Companion uses d8 hit die.

Your Companion can expend Hit Die to heal during a Short Rest. The Companion has a number of Hit Die equal to the Beast Master’s Character Level divided by 2, rounded up.

Companion Death

When the Companion falls to 0 hit points, it rolls Death Saves following the normal rules for PCs. The Companion can also be restored via Resurrection Magic.

If your Companion dies, you can perform an 8 hour Raise Dead ritual within 10 days of the beast’s death. This ritual costs 250 gp worth of various materials.

Alternatively, you can select another Beast Type and Beast, who is friendly to you, to become your companion through two days of downtime interaction.

Changing Companions

It is also possible to release your companion back into the wild allowing the Beastmaster to choose another Beast and Beast Type. The downtime interaction with your new beast can occur before releasing your current companion.

A Variant for Changing Companions is included in the Addendum: Rules - Beast Master Menagerie allowing the Beast Master to maintain multiple companions and switching them between during an 8 hour downtime period.

Coordinated Actions

Your Companion obeys your commands as best it can. The Companion takes its turn on your initiative, though it doesn’t take action unless you command it to. On your turn, you can (verbally or via some gesture) command the beast where to move (no action required by you). If no command to given for the beast's action, it will perform the Dodge action.

You can use your action to command your beast to take the Attack action. Once you gain the Extra Attack feature, when you take the Attack action the beast can make a single attack as one of your attacks. Alternatively, when you order your Companion to make an attack, you can make a single attack.

As a bonus action, you can command your Companion to take the Dash, Disengage, Dodge, or Help action. Your Companion performs attacks of opportunity without needing your command. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself.

Your Companion receives the benefits of your Hunter's Mark, Favored Prey, and Adept Survivalist features as well as any self-buffing spells.

Beastly Abilities

The beast that you have selected as your companion possesses special abilities that develop and become available through interaction, training, and experience at Beastmaster Ranger Levels 3, 7, 11, 15, and 20.

Beast Command actions, bonus actions, and reactions are special commands that involve more complex animal handling ability. Beast Command Actions do not allow for extra attack. As a result, the Beastmaster can only perform these a certain number of times based on the Beastmaster’s Ranger Level. Your Beast Commands can be performed 1 + your Wisdom Modifier per long rest. When you reach level 15, your Beast Commands recharges every short or long rest. At Level 20, you can use your Beast Commands without limit.

Exceptional Training

At Beastmaster Levels 4, 8, 12, 16, and 19; your Companion gains an Ability Score Increase with a max of 20 in any single ability score. One of these Ability Score Increases can be replaced with the Resilient Feat. One of these Ability Score Increases can be replaced with the Skilled Feat.

Part 3 | Ranger Disciplines

Growing Beast

At 11th level, your Companion through aging, diet, exercise, and their relationship with the Beast Master has grown. If your beast is medium or smaller, than it has grown by one size category. If your beast was already large, than its carry capacity is 50% larger. As a result of this increase, the Companion’s hit die and natural weapon damage die increases in size by 1 (e.g. 10d8 to 10d10; 2d4 to 2d6).

Beast Types

Pack Hunter

Your beast companion is a medium sized canine. Usually this beast is a wolf, but could be a young dire wolf or large dog. You and your companion fight well as a team or as part of a larger pack of creatures. Your beast is also a skilled hunter; adept at tracking and ambushes.

3rd Level: Keen Senses – The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

3rd Level: Pack Tactics – The wolf has advantage on Attack rolls against a creature if at least one of the wolf's allies is within 5 ft. of that creature and the ally isn't Incapacitated.

3rd Level: Shoving Strikes – The wolf has the ability to knock creatures prone with each attack. The targeted creature must make a Strength Save vs a DC of 8 + the Companion’s Strength Modifier + the Beastmaster’s Proficiency bonus or be knocked prone.

7th Level: Master Hunter – Advantage on Wisdom (Survival) checks to track a creature and Advantage on Dexterity (Stealth) checks.

7th Level: Cunning Coordination (Beast Command Bonus Action) – The Beastmaster can use his bonus action to issue a Beast Command for the wolf to hide as its bonus action.

11th Level: Cry Havoc (Beast Command Bonus Action) – The Beastmaster can use his bonus action to begin howling into the sky (or ceiling), which results in the wolf using its bonus action to bellow a series of even louder howls. Allies within 100 ft of the wolf gain 5 temporary hitpoints for the next minute. If the ranger and wolf are outside in the wilderness, the Ranger should roll a d20. On an 18, 19, or 20; the howls are returned by a nearby pack of wolves, winter wolves, or dire wolves. It is the DM’s discretion regarding their breed, stats, and whether they are friendly, neutral, or hostile to any of combatants. Once you roll an 18-20; you cannot roll again until 24 hours have passed, or you travel more than 20 miles away from your current location. If the party is outside in a city, then the howl is always returned by the howling of various dogs or similar creatures that live in the city; this howling will likely draw attention from nearby humanoids.

11th Level: Viscous Attack – Whenever the wolf attacks a prone creature or causes a creature to be knocked prone, it can make a second attack against that same creature as a bonus action.

15th Level: Pack Defense – When an attacker that the Beastmaster can see hits the wolf companion with an attack, the Beastmaster can call out a warning. If your wolf companion can hear you, it can use its reaction to halve the attack’s damage against it.

20th Level: Savage Bite – The wolf’s vigor, ferocity, and skill are such that the wolf goes for the jugular when attacking prone creatures resulting in grievous and critical injuries such as to the neck. When the wolf successfully makes a melee attack against a prone, living creature that is large or smaller and that creature survives the attack with hit points below 20; the creature will have suffered a fatal injury from the wolf’s last attack and be reduced to 0 hits points.



Wolf

Medium beast, unaligned


  • Armor Class 11 + Dex (Nat. Armor)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception, Stealth
  • Armor Light Barding
  • Saving Throws Wisdom and Dexterity

Actions

Bite. Melee Weapon Attack: Dex or Str Attack, reach 5 ft., one target. Damage Base: 2d4 piercing.



Dire Wolf

Medium beast, unaligned


  • Armor Class 12 + Dex (Nat. Armor)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception, Stealth
  • Armor No Barding
  • Saving Throws Wisdom and Strength

Actions

Bite. Melee Weapon Attack: Dex or Str Attack, reach 5 ft., one target. Damage Base: 2d4 piercing.

Part 3 | Ranger Disciplines


Mastiff

Medium beast, unaligned


  • Armor Class 10 + Dex
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception
  • Armor Light and Medium Barding
  • Mount. Small and Tiny Creatures
  • Saving Throws Wisdom and Dexterity

Actions

Bite. Melee Weapon Attack: Dex or Str Attack, reach 5 ft., one target. Damage Base: 1d6 piercing.

Coastal Skirmisher

Your beast companion is the Giant Crab. A medium sized, armored beast able to effectively grapple enemies. Ambushes and battlefield control are the hallmarks of the Coastal Skirmisher.

3rd Level: Amphibious – The crab can breathe air and water.

3rd Level: Grapple – The Giant Crab autograpples when it attacks a creature that is Large or Smaller with its claw. Once a claw grapples a creature, that claw can no longer be used in attacks. The crab can however use its other claw to attack and grapple a separate creature. Creatures grappled by the Giant Crab must succeed on an athletics or acrobatics check vs a DC of 8 + Giant Crab’s Strength Modifier + Ranger’s Proficiency.

7th Level: Burrow – The creature can spend 1 minute to burrow down 10 ft into sand or other soft ground. While in this mode, the crab has an AC of 20 and a passive perception of 18 against non-flying creatures that are within 30ft of the burrowed Giant Crab. Creatures must succeed on a DC 20 perception check/passive perception to detect the crab.

7th Level: Hunker Down (Beast Command Reaction) – After an attack is rolled against it, the Beastmaster can command the giant crab to hunker down to provide better protection (+2 AC) for itself against that attack. The creature receives this AC bonus until the Beastmaster’s turn begins. This reaction cannot be used if the Giant Crab currently has a creature grappled or is "prone" or has already used it reaction.

11th Level: Crushing Grapple – Any creature that starts its turn grappled by the Giant Crab takes half of the damage of the Giant Crab regular damage 0.5 * (1d8 + Str Mod).

11th Level: Multiattack (Beast Command Action) – A Beastmaster can use their action to command their giant crab to attack twice. The giant crab can attack and grapple two targets or target and grapple one target and use its claw to attack that same target.

15th Level: Hunker Down – Hunker Down’s AC bonus is increased to +5.

20th Level: Sunder in Two – When the Giant Crab uses its free claw to attack a creature already grappled in his other claw, the crab will attempt to rip the creature in half. If this attack reduces the grappled creature’s HP below 30; the creature must succeed on a Constitution Saving Throw vs DC 8 + the Crab’s Strength Modifier + the Ranger’s Proficiency Bonus. On a failed save, the grappled creature is ripped in half and killed.



Giant Crab

Medium beast, unaligned


  • Armor Class 13 + Dex (Nat. Armor)
  • Speed 30 ft., Swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 1 (-5) 9 (-1) 3 (-4)

  • Skills Stealth
  • Senses Blindsight 30 ft.
  • Saving Throws Wisdom and Dexterity

Actions

Claw. Melee Weapon Attack: Str Attack, reach 5 ft., one target. Damage Base: 1d8 bludgeoning.

Part 3 | Ranger Disciplines
Ferocious Wanderer

Your beast companion is a medium sized bear whose strength and bulk allows him to be mountable. You and your beast companion focus on raw fury in a fight.

3rd Level: Keen Smell – The bear has advantage on Wisdom (Perception) checks that rely on smell.

3rd Level: Mount – This bear is larger and stronger than other medium sized bears. It can be used as a mount by medium and smaller creatures.

3rd Level: Claw or Bite – The bear will generally use its claws (2d4 + Str) when attacking but can be ordered to use its bite attack instead.

7th Level: Beastly Rage (Beast Command Bonus Action) – The Beastmaster can issue a Beast Command as a bonus action for the Bear to become highly aggressive and go into a rage. While raging, the bear has resistance to non-magical bludgeoning, piercing, and slashing attacks.

7th Level: Bear’s Strength – The Bear has advantage on strength checks and strength saves.

11th Level: Ferocious Rage – While the bear is raging, it does an additional 2 points of damage with its attacks.

11th Level: Fury of Claws (Beast Command Action) – The Beastmaster can issue a Beast Command as an action for the bear to move up to half its speed and furiously claw attack any number of creatures that are within 5 feet of it during its movement. Each attack is a separate attack roll that excludes strength/dexterity modifier in the damage calculation. This movement provokes attacks of opportunity as normal.

15th Level: Rage Resist – While raging, the bear is resistant to fire, cold, and lightning damage.

20th Level: Rampage – Ferocious Rage is now a damage bonus of 4 points, and attacks made with Fury of Claws add the strength or dexterity modifier to damage rolls.


Black Bear

Medium beast, unaligned


  • Armor Class 10 + Con + Dex
  • Speed 40 ft., Climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception
  • Armor Light Barding
  • Saving Throws Wisdom and Strength

Actions

Bite. Melee Weapon Attack: Dex or Str Attack, reach 5 ft., one target. Damage Base: 1d8 piercing.

Claws. Melee Weapon Attack: Str Attack, reach 5 ft., one target. Damage Base: 2d4 slashing.


Brown Bear

Medium beast, unaligned


  • Armor Class 10 + Con + Dex
  • Speed 40 ft., Climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception
  • Armor Light Barding
  • Saving Throws Wisdom and Strength

Actions

Bite. Melee Weapon Attack: Dex or Str Attack, reach 5 ft., one target. Damage Base: 1d8 piercing.

Claws. Melee Weapon Attack: Str Attack, reach 5 ft., one target. Damage Base: 2d4 slashing.


Polar Bear

Medium beast, unaligned


  • Armor Class 10 + Con + Dex
  • Speed 40 ft., Climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (0) 13 (+1) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception
  • Armor Light Barding
  • Saving Throws Wisdom and Strength
  • Winter Camouflage. Advantage on Stealth Checks in the Snow

Actions

Bite. Melee Weapon Attack: Dex or Str Attack, reach 5 ft., one target. Damage Base: 1d8 piercing.

Claws. Melee Weapon Attack: Str Attack, reach 5 ft., one target. Damage Base: 2d4 slashing.

Part 3 | Ranger Disciplines

The Cave Bear is an alternative similar to the black bear yet beefier and unable to wear barding with a darkvision of 60 ft., 18 strength, 16 constitution, and 3 charisma. The Mount ability is replaced with Dangerous due to the beast's particularly aggressive nature.

Dangerous - The creature behaves aggressively around strangers and must be calmed by an animal handling check otherwise it will attempt to intimidate or attack the stranger.

Scout Ranger

Your beast companion is any small or tiny flying beast. You and your beast companion are excellent in scouting hostile terrain. Additionally, your beast is a constant aide in distracting and harrowing enemies; opening up opportunities for you and your allies.

3rd Level: Flying – These small creatures have a fly speed, allowing them to avoid attacks more easily and move relatively freely about the battlefield.

3rd Level: Evasive – Due to their small size and rapid flying speed, opportunity attacks against the beast have disadvantage as long as the beast is flying.

7th Level: Scouting (Beast Command Action) – The Beastmaster can give special instructions to the beast that allows the creature to fly off and scout out areas.

7th Level: Telepathic Link/Special Language – Through the mystical bond between the Beastmaster and his beast, the Beastmaster can communicate with the companion mentally and even see through the creature’s eyes. For a more non-magical flavor, there is no telepathic link but instead a special language between beast and Beastmaster allowing the ranger to learn about what the beast has seen and heard.

11th Level: Coordinated Aide – When the Beastmaster uses a bonus action to command the beast to use the help action against a creature, the Beastmaster can perform a regular attack against the targeted creature.

11th Level: Blindstrike (Beast Command Action) – As an action, the Beastmaster can command his flying beast to assault the eyes of a target creature that relies on eyes for sight and is Huge or smaller. On a successful attack, the attack is treated as a critical hit. The creature then must make a Constitution Saving Throw (DC = 8 + Beast’s Dexterity Modifier + Ranger Proficiency Bonus) or become blinded until the creature can be magically healed through spells or healing potions.

15th Level: Rapid Flyer – The dexterity bonus to the beast’s AC and Dexterity Saving Throws are doubled. Its fly speed is also doubled.

20th Level: Superior Coordination – The attack made with the Coordinate Aide bonus action is now an automatic critical hit.



Bat

Tiny beast, unaligned


  • Armor Class 10 + Dex
  • Speed 5 ft., Fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 10 (0) 2 (-4) 12 (+1) 4 (-3)

  • Senses Blindsight 60 ft.
  • Echolocation. Bat cannot use Blindsight when deafened
  • Saving Throws Wisdom and Dexterity
  • Keen Hearing. Advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: Dex Attack, reach 5 ft., one target. Damage Base: 1 piercing.



Tiny Predatory Birds (Hawk/Falcon/etc.)

Tiny beast, unaligned


  • Armor Class 10 + Dex
  • Speed 10 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (0) 2 (-4) 14 (+2) 6 (-2)

  • Skills Perception
  • Saving Throws Wisdom and Dexterity
  • Keen Sight. Advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: Dex Attack, reach 5 ft., one target. Damage Base: 1 slashing.

Part 3 | Ranger Disciplines


Nocturnal Birds (Owl/etc.)

Tiny beast, unaligned


  • Armor Class 10 + Dex
  • Speed 5 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (0) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception, Stealth
  • Saving Throws Wisdom and Dexterity
  • Senses Darkvision 120 ft.
  • Keen Hearing/Sight. Advantage on Wisdom (Perception) checks that rely on hearing or sight.
  • Flyby. The creature does not provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Talons. Melee Weapon Attack: Dex Attack, reach 5 ft., one target. Damage Base: 1 slashing.



Mimicry Birds (Raven/etc.)

Tiny beast, unaligned


  • Armor Class 10 + Dex
  • Speed 10 ft., Fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (0) 2 (-4) 14 (+2) 6 (-2)

  • Skills Perception
  • Saving Throws Wisdom and Dexterity
  • Mimicry. The Raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check vs DC 10 + Companion's Wisdom + Ranger's proficiency bonus.

Actions

Beak. Melee Weapon Attack: Dex Attack, reach 5 ft., one target. Damage Base: 1 Piercing.



Small Predatory Birds (Eagle/etc.)

Small beast, unaligned


  • Armor Class 10 + Dex
  • Speed 10 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (0) 2 (-4) 14 (+2) 6 (-2)

  • Skills Perception
  • Saving Throws Wisdom and Dexterity
  • Keen Sight. Advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: Dex Attack, reach 5 ft., one target. Damage Base: 1d4 Piercing.



Small Scavenging Birds (Vulture/etc.)

Small beast, unaligned


  • Armor Class 10 + Dex
  • Speed 10 ft., Fly 50 ft.

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 4 (-3)

  • Skills Perception
  • Saving Throws Wisdom and Dexterity
  • Keen Sight/Smell. Advantage on Wisdom (Perception) checks that rely on sight or smell.
  • Pack Tactics. The creature has advantage on Attack rolls against a creature if at least one of the creature's allies is within 5 ft. of that creature and the ally isn't Incapacitated.

Actions

Beak. Melee Weapon Attack: Dex Attack, reach 5 ft., one target. Damage Base: 1d4 Piercing.

Part 3 | Ranger Disciplines
Predatory Hunter

Your beast companion is a large beast that you ride as a mount. Unlike traditional knights or other mounted warriors, your connection to your mount is far stronger.

3rd Level: Mount – This beast can carry a medium or smaller creature. The connection to the Beastmaster is such that the beast will wade into combat with the Beastmaster.

3rd Level: Pounce

7th Level: ** (Beast Command Action) –

11th Level: ** –

15th Level: ** –

20th Level: ** –



Panther

Medium beast, unaligned


  • Armor Class 10 + Dex
  • Speed 40 ft..

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 10 (0) 2 (-4) 12 (+1) 4 (-3)

  • Senses Blindsight 60 ft.
  • Echolocation. Bat cannot use Blindsight when deafened
  • Saving Throws Wisdom and Dexterity

Actions

. Melee Weapon Attack: Dex Attack, reach 5 ft., one target. Damage Base: 1 piercing.



Tiger/Lion

Medium beast, unaligned


  • Armor Class 10 + Dex
  • Speed 10 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (0) 2 (-4) 14 (+2) 6 (-2)

  • Skills Perception
  • Saving Throws Wisdom and Dexterity
  • Keen Sight. Advantage on Wisdom (Perception) checks that rely on sight.

Actions

. Melee Weapon Attack: Dex Attack, reach 5 ft., one target. Damage Base: 1 slashing.

Part 3 | Ranger Disciplines
Mounted Ranger

Your beast companion is a large beast that you ride as a mount. Unlike traditional knights or other mounted warriors, your connection to your mount is far stronger.

3rd Level: Mount – This beast can carry a medium or smaller creature. The connection to the Beast Master is such that the beast will wade into combat with the Beast Master.

3rd Level: Nature's Knight – The Beast Master is skilled at riding your mount. The Ranger has advantage against being knocked off your companion and only needs 5 feet of movement to mount the companion.

7th Level: Opportunity Kick (Beast Command Reaction) – Whenever a non-flying creature gets within melee range of the mount, the Beast Master can use his reaction to command to beast to perform an attack of opportunity against that creature. That creature must make a Strength Saving Throw vs a DC of 8 + the Companion’s Strength Modifier + the Beast Master’s Proficiency bonus or being knocked prone and lose all remaining movement.

11th Level: Charging Trample (Beast Command Action) – As a Beast Command Action, you can command your companion to charge and trample enemies in a straight line. There must be at least 20 feet between your mount and the first enemy in order to charge and you must move for 20 feet in that line to get up sufficient speed for the charge. As part of this charge, the companion gains an extra 20 feet of movement. Creatures in the line must make a Dexterity saving throw vs a DC of 8 + the Companion’s Strength Modifier + the Beast Master’s Proficiency bonus or take 2d6 bludgeoning damage and be knocked prone. Creatures that must dodge cannot perform an attack of opportunity on the companion or Ranger. Creatures adjacent to these path can perform attacks of opportunity if they did not have to dodge. Additionally the Beast Master can use their reaction to attack creatures within melee range during the trample.

15th Level: Heavy Barding – Your mount has now been trained to be proficient in wearing and fighting in heavy barding armor. The mount does not suffer any speed or combat penalties from wearing heavy armor.

20th Level: Slice and Dice – The Beast Master has unlimited reactions during a Charging Trample Action.



Elk/Moose

Large beast, unaligned


  • Armor Class 10 + Dex
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 12 (+1) 2 (-4) 10 (0) 6 (-2)

  • Armor Light and Medium Barding
  • Saving Throws Wisdom and Strength
  • Adept Swimmer Can walk and swim through shallow water, rivers, and lakes without costing extra movement.

Actions

  • Ram. Melee Weapon Attack: Str Attack, reach 5 ft., one target. Damage Base: 1d6 bludgeoning.
  • Hooves. Melee Weapon Attack: Str Attack, reach 5 ft., one target. Damage Base: 2d4 bludgeoning.


Camel

Large beast, unaligned


  • Armor Class 10 + Dex
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)

  • Armor Light and Medium Barding
  • Saving Throws Wisdom and Strength
  • Wide-Footed. Can walk through difficult, soft ground without costing extra movement.
  • Efficient Kidneys Requires half the water for a creature its size, and has advantage on constitution saving throws against dehydration.

Actions

  • Bite. Melee Weapon Attack: Str Attack, reach 5 ft., one target. Damage Base: 1d6 bludgeoning.
Part 3 | Ranger Disciplines


Giant Boar

Large beast, unaligned


  • Armor Class 12 (Nat. Armor)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)

  • Armor Light and Medium Barding
  • Saving Throws Wisdom and Strength
  • Relentless. When the companion is reduced to zero hit points, it is reduced to 1 hit point instead. It cannot use this feature again until it completes a short or long rest.

Actions

  • Tusk. Melee Weapon Attack: Str Attack, reach 5 ft., one target. Damage Base: 2d4 Slashing.


Giant Goat

Large beast, unaligned


  • Armor Class 11 (Nat. Armor)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Armor Light and Medium Barding
  • Saving Throws Wisdom and Strength
  • Sure-Footed. Advantage on Strength and Dexterity Saving Throws against effects that knock it prone.

Actions

  • Ram. Melee Weapon Attack: Str Attack, reach 5 ft., one target. Damage Base: 1d6 bludgeoning.


Horse

Large beast, unaligned


  • Armor Class 10 + Dex
  • Speed 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Armor Light and Medium Barding
  • Saving Throws Wisdom and Strength
  • Lightning Speed. The horse can dash or disengage as a bonus action.

Actions

  • Hooves. Melee Weapon Attack: Str Attack, reach 5 ft., one target. Damage Base: 2d4 bludgeoning.
Part 3 | Ranger Disciplines
Snake Charmer

Your beast companion

3rd Level: Poison – This beast's bite can cause an opponent to suffer from the poisoned condition if the creature fails a Constitution saving throw vs a DC of 8 + Ranger Proficiency Bonus + Creature's Constitution modifier.

3rd Level: ** –

7th Level: ** (Beast Command Action) –

11th Level: ** –

15th Level: ** –

20th Level: ** –



Bat

Tiny beast, unaligned


  • Armor Class 10 + Dex
  • Speed 5 ft., Fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 10 (0) 2 (-4) 12 (+1) 4 (-3)

  • Senses Blindsight 60 ft.
  • Echolocation. Bat cannot use Blindsight when deafened
  • Saving Throws Wisdom and Dexterity
  • Keen Hearing. Advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: Dex Attack, reach 5 ft., one target. Damage Base: 2 piercing.



Tiny Predatory Birds (Hawk/Falcon/etc.)

Tiny beast, unaligned


  • Armor Class 10 + Dex
  • Speed 10 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (0) 2 (-4) 14 (+2) 6 (-2)

  • Skills Perception
  • Saving Throws Wisdom and Dexterity
  • Keen Sight. Advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: Dex Attack, reach 5 ft., one target. Damage Base: 2 slashing.

Part 3 | Ranger Disciplines

Addendum: Rules / Items

Rules

Expanded Animal Handling

Animal Handling can be used by anybody (preferably only those proficient in the skill) to calm down various beasts or de-escalate an encounter with such creatures.

If the creature is actively hostile to the players (not just attempting to intimidate), disadvantage should be imposed. If party members are attacking the beasts, however, no roll should be allowed.

Situational bonuses (such as submissiveness or offers of food) and penalties (such as aggressive behavior) should affect the DC of the check rather than impose advantage/disadvantage in this particular skill challenge.

In the case of the Wilderness Warden, they get advantage allowing them to cancel out the disadvantage from hostile creatures. They can also attempt to handle those monstrosities that more beastial in nature such as Cockatrices.

Beast Master Menagerie

As a special rule, the Beast Master can spend two downtime days to train new beast. Once the Beast Master has more than one companion beast, they can switch between beasts by spending an eight period with the desired beast.

A Beast Master can only travel and work with one beast at a time, so any beasts not currently traveling with the Beast Master must stable the beast somewhere safe and where the beast is taken care of by a trusted individual. The Beast Master must also spend at least one day (downtime or otherwise) with that beast every month in order for the beast to remain friendly, well-behaved, and trained.

A Beast Master can only maintain at most 8 beasts at any one time.

Magic Items

Beastmaster’s Amulet

Rare, Attunement, Requires Beastmaster Subclass

When you and your beast attune to this amulet, a stronger bond forms between you and your companion. While you are attuned to this amulet, you will always be able to find your beast companion. By concentrating on this amulet, you know the plane on which the companion is currently and when on the same plane, you know the direction and distance in order to get to your companion. Additionally, you can concentrate on the amulet and be provided with all of the same sensations as your beast companion including sight, sound, smell, touch, emotion, etc. Your mind knows that these sensations are coming from a different source and will thus feel no ill effects from sensing them. Your companion also gains the following benefits as long as you are both on the same plane of existence.

  • Your companion’s attacks are magical.
  • Your companion is safe from death. Whenever your companion’s HP is reduced to zero by any means including disintegration, he is teleported into the necklace and stabilized. Permanent injuries are healed, and the companion will regain consciousness in 1d4 hours with 1 HP.
  • Your companion can short and long rest inside of the amulet.
  • Your companion senses the outside world through you in the same manner as you would when concentrating on the amulet.
  • As long as you are within one mile of your companion, you can use a bonus action to send your companion into your amulet. You can release your companion to a spot with 15 feet of you with a bonus action.

When the Beastmaster dies, the amulet loses attunement. If your beast is currently inside the amulet, it will appear in the nearest unoccupied space to the amulet conscious and at full health.

Part 4 | Addendum

Addendum: Spells

Spells

Revivify Beast

2nd-level necromancy

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a small Ruby worth 100 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.

Reincarnate Beast

5th-level necromancy

Casting Time: 1 hour

Range: Touch

Components: V, S, M (rare oils and unguents worth at

least 500 gp, which the spell consumes)

Duration: Instantaneous

You touch a dead beast or a piece of a dead beast. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature to become a different beast. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.

d100 Race
01-05 Panther
06-10 Robin
11-16 Giant Bat
16-20 Blood Hawk
21-25 Giant Vulture
26-30 Lion
31-35 Brown Bear
36-60 Acts as a Resurrection, appearance may differ
61-65 Giant Crab
66-70 Crocodile
71-75 Giant Eagle
76-80 Giant Elk
81-85 Dire Wolf
86-90 Tiger
91-95 Giant Goat
96-100 Giant Poisonous Snake

When cast on a Beast Master's Companion, if the result is a CR 1 or Large sized creature; the companion does not receive the feature Growing Beast.

Part 4 | Addendum

Addendum: Concoctions

These concoctions provide the spell-less ranger with a variety of magic-less utility or combat aids. Unless otherwise stated, these concoctions can be prepared at the end of a long rest or short rest and last for up to 10 hours.

Alarm Traps – You can spend 15 minutes preparing various signal traps around a 30ft cube area. When triggered, these traps generate a lot of noise alerting everyone within 100 ft of the trap to the presence of an intruder or careless ally. You do not expend any Ranger Points in preparing these traps. These traps can be spotted by a perception check versus your Save DC and Disarmed versus your Save DC.

Healing Poultices – These poultices are made from potent and common herbs. When applied as an action to injuries they have a healing, antiseptic, and anesthetic effect restoring hit points equal to (1d4 + Wisdom) times the expended Ranger Points.

Poisonous Oil – This oil is a concentrated toxin made from the poison glands of various small creatures or from toxic plants in the area. This oil can be applied on the tip of three arrows, bolts, or blowgun nettles or on the blade of a sword or axe (good for one hit) as a bonus action. Creatures struck by the poison tip or blade must make a Constitution Saving Throw or suffer the Poisoned Condition for 1 hour. This concoction requires 1 Ranger Point to prepare the Poison. Poison damage can be added at a cost of 1 Ranger Point per 1d6 additional poison damage.

Rapid Foraging – You can spend 1 Ranger point to hastily forage enough nuts and plants to sustain 6 creatures for one day. This food, however, is extremely bland or bitter and will only barely sustain the six creatures. This ability can only be used once per day.

Running Draught – This herbal mixture costs 1 Ranger point and improves the drinker’s breathing and metabolism, which increases the creature’s speed by 10 ft for 1 hour.

Animal Messenger (requires 5th level Ranger) – If you choose this option, you have used your kinship with a tiny flying creature to train it to carry messages. By spending 2 Ranger Points, you attach a tiny makeshift pouch containing a small strip of paper to the creature. This strip of paper can only contain a 25-word message. You can then direct the little beast to a location and individual within 25 miles. This little creature is always with you or nearby unless carrying a message and requires little to care for or carry.

Camouflage (requires 5th level Ranger) – You can prepare camouflage for a number of creatures equal to twice the Ranger Points expended. Each character that uses the camouflage gains a bonus on stealth checks equal to your Wisdom Modifier plus your Proficiency Bonus. This bonus is not applied if the creature is not on the terrain type in which the camouflage was created or while in a city or town. This camouflage is transferable and reusable for up to 10 hours before falling apart and degrading from use.

Dilating Liquid (requires 5th level Ranger) – You can puree special herbs into a liquid and place into a small dropper device. When drops of this are placed into a person’s eyes, they gain darkvision to a distance of 60 feet. This dilating effect lasts for 2 hours but gives the creature sunlight sensitivity for the duration. Creatures who already possess darkvision no longer suffer disadvantage on perception checks in darkness for the duration but will still suffer from sunlight sensitivity. Enough liquid is produced for 4 uses and requires 2 Ranger points.

Potent Remedy (requires 5th level Ranger) – You prepare a powerful natural remedy that is either applied to the skin or forced down a creature’s throat. This remedy has the power to cure a condition specified when the remedy is created. Potential conditions that can be cured are blinded, deafened, paralyzed, or poisoned. A cure can also remove a single disease. This remedy costs 2 Ranger Points to prepare.

Tonic against Poison (requires 5th level Ranger) – This natural remedy when consumed removes the poisoned condition from the creature and stops a poison from continuing to deal damage. For one hour, the Creature has advantage on Saving Throws related to Poison. This remedy costs 2 Ranger Points.

Traps (requires 5th level Ranger) – Over the course of a hour, you can up to 4 Ranger points to create 1 to 4 traps. Each trap deals in 2d6 physical damage if the person who triggers the trap fails a Dexterity saving throw. The trap can only be made from natural materials (arrows or crossbow bolts can be included). The trap trigger area or method for each trap can only occupy a 5 ft. by 5ft. space.

Fire Arrows (requires 9th level Ranger) – At the end of a long rest, you can spend 3/6/9 Ranger points to create a flammable gummy substance to coat the tips of 12/24/36 arrows or crossbow bolts. The arrows or bolts are coated during the long rest. After 18 hours, the substance will have ruined the arrow's or bolt's tip requiring the projectile to be disposed of or discarded. When you or another individual takes the attack action, a bonus action can be used to ready and light the the projectile for use in the attack. The attack deals an extra 2d4 fire damage to the target. The projectile, however, is ruined whether it hits or misses and cannot be recovered.

Phosphorus Fuel (requires 9th level Ranger) – This phosphorus-based fuel when burned generates a bright, white-flame. When burned within a Hooded or Bullseye lantern, it doubles the radius or cone of bright and dim light regions of the lantern with white light. This fuel lasts for one hour. The power of this light is such that individuals with dilated pupils experience the penalties of sunlight sensitivity. When used as a weapon, the fuel has the same properties as a flask of oil with double the damage. This fuel is fairly safe to carry for the first 10 hours but becomes fairly dangerous afterwards and must be disposed of by the Ranger or used offensively before a long rest. You make 1 hours’ worth of fuel per 3 Ranger points expended.

Part 4 | Addendum

Phosphorus Ammo (requires 9th level Ranger) – A flammable, sticky concoction with phosphorous minerals incorporated into it that is coated onto various pieces of ammo – usually arrows. When ranged attacks are made with this ammo, the arrow ignites as it hits the target engulfing the surrounding air in white flame and heat. If the attack beats the target’s AC, the burning white substance burns through armor, cloth, or flesh dealing 4d8 fire damage. If the attack does not beat the target’s AC, it represents a glancing blow, partially igniting the armor and cloth dealing half of the 4d8 fire damage to the target. The Ranger makes 10 such arrows per 3 Ranger points expended. Even with extreme care, the Ranger must dispose of any remaining arrows after 3 hours. The attack does not gain the benefits of Hunter’s Mark. [replaces the Lightning Arrow, no concentration but no AOE either; the time limit is both for flavor and encourage use between rests]

Part 4 | Addendum
 

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