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# The Lazy Ranger (Dargon's version)
##### Ranger - general overview | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Favored Enemy, Primeval Awareness | — | — | — | — | — | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting |2 | 2| — | — | — | — | — | — | — | — | | 3rd | +2 | Ranger Archetype, Natural Explorer | 3 | 3 | ─ | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 3 | ─ | — | — | — | — | — | — | — | — | | 5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — | — | — | — | — | — | | 6th | +3 | Favored Enemy and Hunting Grounds improvements | 4 | 4 | 2 | — | — | — | — | — | — | — | — | | 7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | — | — | — | — | — | — | — | — | | 8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | — | — | — | — | — | — | — | — | | 9th | +4 | ─ | 6 | 4 | 3 | 2 | — | — | — | — | — | — | — | | 10th | +4 | Hunting Grounds improvement, Vanish | 6 | 4 | 3 | 2 | — | — | — | — | — | — | — | | 11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | — | — | — | — | — | — | — | | 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — | — | — | — | — | — | | 13th | +5 | ─ | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | — | | 14th | +5 | Favored Enemy improvement, Hide in plain Sight | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | — | | 15th | +5 | Ranger Archetype 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 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | — | | 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | — | | 20th | +6 | Feral Senses | 11 | 4 | 3 | 3 | 3 | 2 | ─ | — | — | — | — |
\pagebreakNum ## 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, Shields, Medium armor - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Strength & Wisdom - **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - **Multiclass requirement:** Strength 13 or Wisdom 13 #### 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 Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp. ## Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Afterwards chose either the folk hero or outlander background. > **Author's Note:** > >This homebrew is a set of re-arranged features from PHB & UA Ranger as well as concepts from MMHH. No OC content here. ### Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. - You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. - When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. ### Primeval Awareness Beginning at 1st level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.
You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you.
This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group. ### Fighting Styles At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again. - Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. - Defense: While you are wearing armor, you gain a +1 bonus to AC. - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. \pagebreakNum ### Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of Nature to cast Spells, much as a druid does. #### 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. You learn an additional ranger spell of your choice at each odd numbered level thereafter. 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 + your proficiency bonus + your Wisdom modifier - Spell Attack modifier = your proficiency bonus + your Wisdom modifier #### Spellcasting Focus You can use a druidic focus as a spellcasting focus for your ranger spells. #### Ritual Casting You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared. ### Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. \columnbreak ### Natural Explorer Beginning from the 3rd level only your training has lead you to become specialized with certain terrain types.
You may choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits: - Difficult terrain doesn’t slow your group’s travel. - Your group can’t become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - You choose additional favored terrain types at 6th and 10th 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \pagebreakNum ### Land’s Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. ### Vanish Starting at 10th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. ### Hide in Plain Sight Starting at 14th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. ### Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. ### Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. \columnbreak ## Variant Features ### Hunting Grounds Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
Additionaly, based on the terrain you selected, you gain an appropriate benefit. You can only select each of these benefits once, unless stated otherwise. - **Forest / Jungle:** While behind total cover, you gain advantage to stealth checks. Additionaly you have advantage on Perception checks to spot tiny creatures such as poisonus snakes. - **Arctic:** You gain resistance to cold damage and you have advantage on Dexterity (Acrobatics) checks to maintain your balance on unstable surfaces. - **Coast:** You gain a swim speed equal to your base speed, and you have advantage on Strength (athletics) checks to swim in rough currents. - **Desert:** You gain resistance to fire damage and you have advantage on Wisdom (Survival) checks when searching for sources of drinking water. - **Grassland:** Your speed increases by 10 feet and you have advantage on Constitution checks to avoid exhaustion due to an extended march. - **Mountain:** You gain a climb speed equal to your speed and advantage on Strength (Athletics) checks to climb in difficult surfaces - **Swamp:** You gain resistance to diseases & poisons (damage and effects being applied). At level 10 this feature now provides immunity against poisons and diseases. - **Underdark:** You learn Undercommon and gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. - **Urban:** You learn a common language of your choice. Additionally, you also gain proficiency in one artisan tool of your choice. Can be selected multiple times. You choose one additional hunting ground at 7th, 14th and 18th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures. \pagebreakNum ### Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate. Your choice grants features at 3rd level, and again at 6th, 10th, and 14th level. ##### If a core class feature is gained at either 6th, 10th, or 14th level, it is delayed by one levele in favour of gaining the subclass feature. ### Natural Explorer (level 3 feature) You are particularly familiar with the natural world and are adept at traveling and surviving in such regions. While traveling for one hour in your favored terrain you gain the following benefits - Difficult terrain doesn't slow your group's travel. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - When you forage, you find twice as much food as you normally would. - If you are traveling alone, you can move stealthily at a normal pace. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - You learn to speak a new language twice as fast than others would, due to the amount of roaming you do. ## Beastmaster Mechanics ##### These are core mechanics for the Ranger Core class. Shout out from /u/ImFromNASA for having the best materials on this topic. ### Animal Companion Though many learn to handle pets and train animals, rangers have a special bond with wild beasts that far surpasses even the most talented of mundane trainers.
You can spend a short or long rest interacting with a willing beast of challenge rating 1/4 or lower to create a temporary bond of friendship with it. Until you use this feature on another beast, you can communicate simple ideas with the animal and understand its responses.
It will follow you as a companion and attempt to carry out your instructions to the best of its ability, but may leave if mistreated. In combat, the beast acts on your turn, but will always attempt to disengage, dodge, help, or hide. It has not yet learned to attack on your command, but can make attacks of opportunity.
While bonded with you, it adds your proficiency bonus to its attacks, damage, AC, and any saving throws or skills in which it is proficient. It gains a number of extra hit dice equal to your ranger level and increases its hit point maximum accordingly.
Once you have bonded with a creature in this manner, you can’t do so again until you finish a long rest.The maximum challenge rating of the beast increases to 1/2 when you reach 6th level, and to 1 when you reach 14th level. ### Animal Empathy Upon obtaining this feature you gain an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. ### Martial Instincts Beginning at 5th level, your instincts for survival have shaped the way you fight. You discover martial techniques for fighting alone or convincing beasts to fight alongside you. You gain one of the following features of your choice. - Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn. - Beast Attack. When you bond with a creature using your Animal Empathy feature, it will now follow you into combat and can attack and perform all other actions as normal. At level 11th you may get the other feature you did not select. ### Exceptional Training Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Bestial Wrath Starting at 15th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has that action. \pagebreakNum # The Lazy Ranger (variant version)
##### Ranger - general overview | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Favored Enemy, Natural Explorer | — | — | — | — | — | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting |2 | 2| — | — | — | — | — | — | — | — | | 3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | ─ | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 3 | ─ | — | — | — | — | — | — | — | — | | 5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — | — | — | — | — | — | | 6th | +3 | Ranger Archetype feature | 4 | 4 | 2 | — | — | — | — | — | — | — | — | | 7th | +3 | Favored Enemy and Natural Explorer improvements | 5 | 4 | 3 | — | — | — | — | — | — | — | — | | 8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | — | — | — | — | — | — | — | — | | 9th | +4 | ─ | 6 | 4 | 3 | 2 | — | — | — | — | — | — | — | | 10th | +4 | Ranger Archetype feature | 6 | 4 | 3 | 2 | — | — | — | — | — | — | — | | 11th | +4 | Natural Explorer improvement, Hide in plain Sight | 7 | 4 | 3 | 3 | — | — | — | — | — | — | — | | 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — | — | — | — | — | — | | 13th | +5 | ─ | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | — | | 14th | +5 | Ranger Archetype feature | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | — | | 15th | +5 | Favored Enemy improvement, Vanish | 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 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | — | | 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | — | | 20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 | ─ | — | — | — | — |
\pagebreakNum ## 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, Shields, Medium armor - **Weapons:** Simple weapons, martial weapons - **Tools:** none ___ - **Saving Throws:** Strength & Dexterity - **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival - **Multiclass requirement:** Dexterity 13 and Wisdom 13 #### 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 Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp. ## Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Afterwards chose either the folk hero or outlander background. ### Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. - You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. - When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 7th and 11th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. \columnbreak ### Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: - Difficult terrain doesn’t slow your group’s travel. - Your group can’t become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - You choose additional favored terrain types at 7th and 11th level. ### Fighting Styles At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again. - Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. - Defense: While you are wearing armor, you gain a +1 bonus to AC. - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of Nature to cast Spells, much as a druid does. #### 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.* \pagebreakNum #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. You learn an additional ranger spell of your choice at each odd numbered level thereafter. 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 + your proficiency bonus + your Wisdom modifier - Spell Attack modifier = your proficiency bonus + your Wisdom modifier ### Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate. Your choice grants features at 3rd level, and again at 6th, 10th, and 14th level. ### Primeval Awareness Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. ### 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. \columnbreak ### Land’s Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. ### Hide in Plain Sight Starting at 11th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. ### Vanish Starting at 15th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. ### Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. ### Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. \pagebreakNum ## Variant Features ### Primeval Awareness Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.
You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you.
This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group. > Can be a first level feature if Natural Explorer is made a third level feature. ### Guerrila Tactics Beginning at 11th level you can use your bonus action to take the hide or disengage action.
Additionally, if you are not wearing heavy armor your movement speed increases by 10 feet. ### Fade Away Beginning at 15th level you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest. > Modified from the UA version. ### Master Ranger At 20th level, you may chose 2 level 1 Ranger spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once as a 1st level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal. ### Well Prepared Due to your time spent in the wilds you have learned how to best prepare the spoils of your hunt. As part of a long rest you can prepare and cook food.
When a creature consumes the food you prepared as part of your long rest, they gain a number of temporary hit points equal to your Provisions Dice.
Your Provision's Dice is a 1d4 and it changes as you gain ranger levels, as shown in the Provision's Dice column of the Ranger table. These hit points will last until your next short rest.
Upon reaching the 5th level you may also add your proficiency moddifer to the roll. Additionaly you gain proficiency in Cook’s utensils. ##### The values of temp hit points gained from this feature are listed in the list bellow: - Levels 1, 2, 3, 4 are 1d4 - Levels 5, 6, 7, 8, 9, 10 are 1d6 + prof bonus - Levels 11,12,13,14,15,16 are 2d6 + prof bonus - Levels 17,18,19,20 are 3d6 + prof bonus ### Favored Enemy > This is my personal improved version of it. Choose two types of favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Gnolls and Orcs) as favored enemies.
You gain the following benefits - You have advantage on Wisdom (Survival) checks to track your favored enemies. - When attempting a Intelligence check to recall information about them, you may add your proficiency modifier to the roll. - You have advantage on Insight checks when trying to determine the emotional state (if any) or the intentions of your favored enemy. - Advantage on Wisdom (Perception) checks to find any of your Favored Enemies who are in hiding. They can contest this with a Dexterity (Stealth) check. You choose one additional favored enemy at 7th, 11th and 15th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.