Version 0.93
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.
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.
Spell save DC = 8 + proficiency bonus + Wisdom modifier
Spell attack mod = proficiency bonus + Wisdom modifier
DC = 10 + (Target CR - Ranger Level)
DC = 10, whichever is higher.
Prone, Paralyzed, or Petrified
Maneuver die is doubled against Dragons, Giants, and
Huge or Larger creatures
Fiends
Monstrosities, and Plants with less than 5 Intelligence
can be calmed by Animal Handling checks.
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.
3rd Level: Keen Senses – The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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.
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.
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.
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.
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.
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.
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.
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. \columnbreak #### Reincarnate Beast *5th-level necromancy*
Casting Time: 1 hour
Components: V, S, M (rare oils and unguents worth at
least 500 gp, which the spell consumes)
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.
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.