ReRanger

by Akaineth

Search GM Binder Visit User Profile
ReRanger
Reworked, Emended Ranger

Ranger

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

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

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

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

Deadly hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

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

Independent Adventurers

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

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

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain? Or perhaps you learned your skills as a 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, either through book study in a civilized environment, or as a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

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

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.

Class Features

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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one type of artisan's tools, one musical instrument, or the herbalism kit.
  • Languages: Choose two languages
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) leather armor or (b) chain shirt
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a melee weapon or (b) a shield
  • a one-handed melee weapon, a ranged weapon, and a fitting container with 20 pieces of ammunition

Aternatively, you may start with 5d4 x 10 gp to buy your own equipment.

Level Proficiency
Bonus
Features Focus die Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Natural Explorer, Keen Agility 1d4
2nd +2 Eye for Weakness, Fighting Style, Spellcasting 1d4 3 2
3rd +2 Ranger Archetype, Campfire Rituals 1d4 3 3
4th +2 Ability Score Improvement 1d4 4 3
5th +3 Extra Attack 1d6 5 4 2
6th +3 Always Ready 1d6 6 4 2
7th +3 Ranger Archetype Feature 1d6 6 4 3
8th +3 Ability Score Improvement 1d6 7 4 3
9th +4 1d8 8 4 3 2
10th +4 Superior Senses 1d8 9 4 3 2
11th +4 Ranger Archetype Feature 1d8 9 4 3 3
12th +4 Ability Score Improvement 1d8 10 4 3 3
13th +5 1d10 11 4 3 3 1
14th +5 Resilience 1d10 12 4 3 3 1
15th +5 Ranger Archetype Feature 1d10 12 4 3 3 2
16th +5 Ability Score Improvement 1d10 13 4 3 3 2
17th +6 1d12 14 4 3 3 3 1
18th +6 Pure Senses 1d12 15 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 15 4 3 3 3 2
20th +6 Master Hunter 1d12 16 4 3 3 3 2

Ranger Focus

The wilderness is a dangerous place to those not paying attention. You have learned to focus your attention in order to survive. This is represented by your Focus Die, which you can add to different rolls as you gain levels in this class.

Focus Die

You possess a Focus Die that increases as you gain levels as a ranger, as shown in the Focus Die column of the Ranger table. You are allowed to add more than one Focus Die to a roll if the Focus dice are gained from different sources.

Natural Awareness

At 1st level you've learned to focus your senses in order to thrive in the wilderness. Giving you the following benefits:

  • You can add your Focus Die to your Wisdom (Survival) checks.
  • You can add your Focus Die to saving throws or ability checks against Weather effects, Wilderness Hazards and Dungeon Hazards.
  • You can add your Focus Die on all Intelligence checks you make to identify or recall lore about creatures.

Keen Agility

Beginning at 1st level, you have learned to act while moving. You can use the Dash, Disengage or Search action as a bonus action on your turn.

In addition, moving through nonmagical difficult terrain costs you no extra movement.

Eye for Weakness

Starting at 2nd level, you know how to use your abilities to create possibilities to hit your enemies where it hurts most. Under certain conditions you inflict extra damage on your hits. The first time during a turn you hit with an attack, you can add one Focus Die to the damage roll for each of the following conditions you meet:

  • The target hasn't taken a turn in combat yet
  • You have attacked the target since the start of your last turn
  • The target's speed is reduced to 0, the target is incapacitated , or the target is blinded.

The extra damage is of the same type as your attack. If the attack has multiple damage type, you can choose one of the types.

Fighting Style

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

Archery

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

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Spellcasting

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

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 + 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: Hunter, Beast master, Skulker, Warden or Channeler. All detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Archetype spell

As part of the Archetype you've chosen you learn certain archetype spells at 3rd, 5th, 9th, 13th and 17th level. Once you gain access to a archetype spell, the spell counts as a ranger spell for you, but it doesn’t count against the number of spells you know.

Campfire Rituals

At certain levels you learn to use your abilities to enhance your chances of survival. You can cast the Campfire Ritual spells as a ritual spell without expanding a spell slot. You still need to be able to cast spells of that level in order to cast the Campfire Ritual. You haven't learned these spells, so still need to learn these spells as Rangers spells if you want to cast them using a spell slot.

Campfire Rituals:

Spell Level Spells
3rd alarm
5th locate animals or plants
9th Leomund's tiny hut

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.

Always Ready

Beginning at 6th level, you are quick to react when faced with a challenge. You can add you Focus die to your initiative.
Additionally, you can't be surprised.

Superior Senses

At 10h level, you have honed your senses to perfection. As long as you aren't both blinded and deafened, you have blindsight out to a range of 30 feet.

Resilience

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

You gain proficiency in Wisdom and Constitution saving throws

Furthermore, once per long rest you can add your Focus die to a saving throw. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Pure senses

At 18th, your senses have developed to perfection, allowing you to perceive things as they truly are. The range of your Superior Senses is increased to 60 feet and you gain truesight out to a range of 10 feet.

Master Hunter

Whenever you see a creature or study their tracks, you can can mentally mark this creature as your prey. You always know their exact location even across planes. Once per turn you can add your Focus die to attack and damage rolls against the creature.

This benefit ends when you are knocked unconscious, or you use this feature again to mark a different creature. Once you mark a creature, you can't do so again until you finish a short or long rest.

Ranger Archetype

Huntsman

Rangers that specialize in hunting specific enemies are called Huntsman. A Huntsman has learned the way of their prey, and can track them wherever they go.

Huntsman spells

Ranger Level Spells
3rd expeditious retreat
5th lesser restoration
9th slow
13th arcane eye
17th greater restoration

Favored Enemy

At 3rd level, you have significant experience studying, hunting, and fighting 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 can add your Focus die to any Wisdom check related to your favored enemy.

You can change one of your favored enemies by reading book about them or meditating on previous encounters with them for at least 1 hour after a long rest.

Focused Prey

Starting at 3rd level, you know how to read the behavior and movement of a creature. As an action you can focus on a creature within 120 feet that you can see, marking it as your focused prey. If the target is the same type as your favored enemy, you can use this feature as a Bonus Action instead of an Action.

Your Eye for Weakness feature gains the following additional condition for applying extra damage:

  • the target is your focused prey

You loose your focus after one hour, when you're knocked unconscious or when you mark another creature as you focused prey. Once you've used this feature a number of times equal to your Wisdom modifier (minimum of 1) you can't do so again until you complete a long rest.

Predictable moves

Starting at 7th level, you know your favored enemies and what tricks they use. You can add your Focus Die to saving throws against abilities of your favored enemy.

Cornered prey

At 11th level, you've learned to react to your target's every move. As a reaction when your focused prey ends its turn, you can make one attack against it.

Study your Prey

Starting at 15th level, After you mark a creature as your focused prey, you can choose to change your favored enemy to the same type as your new prey. Furthermore, You can keep your focused prey for 24 hours instead of 1.

Skulker

Some rangers specialize in hiding in the shadows, in order to creep up on their prey. Skulkers are trained in remaining unseen and taking targets out from hiding.

Skulker Spells

Ranger Level Spells
3rd disguise self
5th darkness
9th nondetection
13th greater invisibility
17th mislead

Withdraw from Sight

Starting at 3rd level, you learn to embrace the shadows to disappear from sight. You can use the Hide action as a bonus action on your turn. Additionally you can add your Focus die to any Dexterity (Stealth) checks.

Hidden Attacker

At 3rd level, you learn to deal extra damage when the enemy does not see it coming. When you are lightly or heavily obscured or you attack a creature by which you are unseen, you can add a focus die to the damage of the first hit during that turn.

Umbral Sight

At 7th level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Unseen attacker

At 11th level you have mastered the art of attacking while hidden. When you make an attack while you are hidden, you make a Dexterity (Stealth), following the rules for hiding. If you succeed, you remain hidden.

Disappear

Starting at 15th level, you have have learned to control the shadows in which you flourish. As an action you can turn invisible. You remain invisible until the end of your next turn or if you make an attack or cast a spell.

Slayer

Rangers who specialize in hunting down only the most terrifying monsters are called Slayers. As a Slayer you learn specialized tactics to deal with these unnatural threats, utilizing their characteristics against them and defying their terror.

Slayer spells

Ranger Level Spells
3rd protection from evil and good
5th earthbind
9th elemental weapon
13th elemental bane
17th hold monster

Offset the balance

Starting at 3rd level you've learned to utilize a targets vulnerabilities that come with an increased size. The first time you hit a creature with size Large or larger during a turn, you can add your Focus die to the damage roll.

Slayer's Sense

At 3rd level, you gain the ability to peer at a creature and magically 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. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times, equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Determined Hunter

Starting at 7th level, When you are forced to make a saving throw against an illusion or an effect to charm you, you can add your Focus Die to the roll.

Additionally, you are immune to being frightened.

Cornered prey

At 11th level, you've learned to react to your target's every move. As a reaction when a creature that you have attacked since the start of your last turn, ends its turn, you can make one attack and move up to half of your movement speed. You can move before or after your attack.

Enhanced weapons

At 15th level, you have mastered using the weaknesses of your enemies to such a degree, their strengths can't save them. If a creature has resistance to damage you deal to it, you can ignore the resistance.

Feral Predator

Some Rangers choose to become part of the wilds, letting their body and mind change to a more primal state. These feral predators often have hairy bodies, long teeth and claws as a result of this choice. The more attune they are with their feral side, the more beast like they become.

Feral Predators spells

If the spells have a range of Touch, you can only cast them on yourself.

Ranger Level Spells
3rd cause fear
5th spider climb
9th haste
13th freedom of movement
17th contagion

Primal strength

At 3rd level, as a result of releasing your inner beast, your body changes. Your movement increases by 10 feet. Your long jump distance is also increased by 10 feet and your high jump distance by 3 feet.

Additionally, You may add your Focus die to Strength (Athletics) checks.

Fury of the Beast

At 3rd level, you grow claws which you can use to attack your enemies. Your unarmed strikes now deal 1d8 slashing damage instead of their normal value. You can add one Focus die to a damage roll of the first time you hit a target during a turn with an unarmed strike.

When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.

Keen Hearing and Smell

At 7th level, your senses have developed to beast like levels. Your can add you Focus die on Wisdom (Perception) checks that rely on hearing or smell.

Pounce

At 11th level, If you move at least 10 feet straight toward a creature and hit it with an unarmed strike on the same turn, you can try to shove that creature as part of that attack. Normal rules for Shoving a Creature apply.

Primal Fury

At 15th level, you've learned to let fully embrace the inner beast. When you take the Attack action with an unarmed strike, you can choose to make two additional strikes. You must make all attacks against the same target. When you choose to do so, every attack against you made until the start of your next turn is made with advantage.

Bounty Hunter

Some Rangers choose the bustling city life over the forest and dealing with people over natures inhabitants. These Rangers know to use their skills to earn a living as a Bounty Hunter. Bounty Hunters specialize in tracking down wanted creatures. Either to protect the commoners in the city or to earn a coin.

Bounty Hunter Spells

Ranger Level Spells
3rd command
5th hold person
9th tongues
13th locate creature
17th scrying

Urban Survivalist

Starting at 3rd level, you know how to implement your skills in an urban setting. You gain a climbing speed equal to your movement speed.

Additionally, you can add your Focus die to Intelligence (Investigation) checks as well as Charisma checks to inquire news, rumors, and gossip.

Lashing Snare

At 3rd level, you have learned to use ropes or chains to prevent capture and hold other creatures. While you are holding a rope or chain, you can attempt a ranged grapple using the rope or chain instead of a free hand. The target must be within the length of the rope or chain you are holding, but no further that 30 feet. You can use Dexterity instead of Strength for your grapple check. If you succeed the target is grappled by your rope or chain.

The grappled creature or a creature within 5 feet of the grappled creature can make a Strength (Athletics) check against the material DC of the rope or chain as an action. On a success the grapple ends without breaking the rope or chain. The rope or chain can also be destroyed by reducing their hit points to 0, ending the grapple. The grapple also ends if you choose to let go.

If you want to move the grappled target, you can choose to drag it along with your movement or spend your movement to move the target closer to you.

One of the Commoners

At 7th level, you learn to use the inhabitants of a city to your advantage on the hunt for your bounty. You can add your Focus die to any Dexterity (Stealth) checks while moving through a crowd.

Additionally, you gain proficiency in one of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion.

Halt the Escape

Stating at 11th level, you can stop enemies in their track. Whenever a creature you can see within range of your weapon moves to a location further away from you, you can use your reaction to make an attack against them. When the attack hits, they must succeed on a Strength saving throw or their movement is reduced to 0 until the start of their next turn.

Bond mastery

At 15th level, you have learned to bind your bounties preventing any option to escape. When you attempt to grapple a creature, you can add your Focus die to the grapple check. If you succeed to grapple a target using a rope or a chain, the creature is restrained by the bond instead of grappled.

By spending 10 minutes preparing a rope or a chain, you can increase their properties. While you use them, their burst DC increases by your proficiency modifier and their hit points increases by your Ranger level. You can have a number of bonds equal to your Wisdom modifier enhanced this way.

Channeler

You have learned to communicate with the spirits of nature, both guiding your path and aiding you with their powers. As a Channeler you connect yourself to a spirit animal to enhance your abilities and having their aid in overcoming challenges.

Channeler spell

If the spell allows you to choose a spectral form, it takes the form of your spirit animal. This doesn't change the stats.

Ranger Level Spells
3rd unseen servant
5th warding bond
9th spirit guardians
13th Mordenkainen's faithful hound
17th far step

Spirit Animal

At 3rd level, you chose one of the following animals to become your spirit animal: Bear, Eagle, Tiger, Wolf. You gain one feature for your spirit animal.
Bear. After you finish a long rest, you gain temporary hit points equal to your Ranger level + Wisdom modifier (minimum of 1).
Eagle. When attacking with a ranged or thrown weapon, attacking at long range doesn't impose disadvantage.
Tiger. Your speed increases by 10 feet. Additionally, opportunity attacks against you are made with disadvantage.
Wolf. hostile creatures can't make opportunity attacks against your allies as long as you are within 5 feet of the hostile creature.

Spirit Animal Attack

At 3rd level, you can use your spiritual bond to aid you in combat. As an action you can call on your spirit animal to make a single attack against a creature within 30 feet of you. It appears within 5 feet of the target to make a single melee weapon attack against the creature, using your proficiency modifier + your Wisdom modifier as it's attack bonus.
On a hit, the target takes force damage equal to twice your Focus die + your Wisdom modifier. After the attack your spirit animal vanishes as sudden as it appeared.

Spiritual Bond

At 7th level, your bond with your spirit animal enhances your abilities even more. You gain one feature for the same spirit animal you have chosen at 3rd level.
Bear. You can add your Focus die to Strength (Athletics) checks in order to Shove or Grapple a target.
Eagle. You can add your Focus die to Wisdom (Perception) checks that rely on sight.
Tiger. You gain a climbing speed equal to your walking speed. Additionally your jump distance is doubled.
Wolf. When using the Help action, the creature you aid may also add your Focus die to their next ability check or attack roll before the start of your next turn.

Spiritual Bond

At 11th level, when you use your action for a spirit animal attack, you can make one weapon attack as a bonus action against the same target.
Additionally you gain one feature for the same spirit animal you have chosen at 3rd level.
Bear. You can add an additional Focus die to the damage of your Spirit Animal Attack.
Eagle. The range of your spirit animal attack becomes 120 feet.
Tiger. If you move at least 10 feet in a straight line immediately before attacking with a melee weapon, you have advantage on the attack roll.
Wolf. If you are within 5 feet of the target, the spirit animal attack is made with advantage.

Spiritual Fusion

At 15th level, you gain one ability for the same spirit animal you have chosen at 3rd level. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) before you need to take a long rest.
Bear. When a creature that you can see hits you with an attack, you can use your reaction to ignore any non-magical damage from that attack.
Eagle. You gain the ability to fly. As a Bonus Action you can activate this ability, giving you flaying speed equal to your walking speed. This ability lasts for 1 minute.
Tiger. For 1 minute, whenever you hit on a spirit animal attack a target with size Large or smaller must succeed a Strength saving throw against your spell DC or be knocked prone.
Wolf. As an action you can unleash a terrifying Howl. Creatures of your choice that you can see within 30 feet and that can hear you must succeed on a Wisdom saving throw against your spell DC or have disadvantage on the next attack roll they make before the end of their next turn.

Warden

Wardens are Ranger who spend their efforts to become one with the land, knowing of all its secrets and powers. As a warden you learn to draw magical powers from nature.

Warden Spells

Ranger Level Spells
3rd entangle
5th gust of wind
9th call lightning
13th stone shape
17th awaken

Natural Spellcasting

At 3rd level, you learn how to tap into nature and use it's essence to enhance your spellcasting. Your spell list is expanded with the druid spell list. Whenever you learn a spell, you can learn a spell from the druid spell list instead. They count as ranger spells for you.

Once per long rest you can cast any spell you know without expending a spell slot. When you reach 9th level you can do this twice, and when you reach 15th three times before you need to take a long rest.

Additionally you learn two cantrips of your choice from the druid spell list. You learn an additional cantrip at 11th level.

Furthermore you can use a druidic focus (found in chapter 5) as a spellcasting focus on your ranger spells.

Power of Nature

Starting at 3rd level, You learn to harness the power of your spells to enhance the attacks on your targets. You can add your Focus Die to the damage roll of the first time you hit a creature with an attack during a turn, if you've cast a leveled spell since the start of your last turn or you are concentrating on a spell.

Additionally, you can add your Focus die to any Intelligence (Nature) check you make.

Natural armor

Starting at 7th level, parts of nature such as plants, roots, stones, or sheets of ice cling to your armor, buffing your defenses. While wearing light or medium armor, you can use your Wisdom modifier instead of your Dexterity modifier when calculating your armor class.

Charged by Nature

Beginning at 11th level, you can add you Wisdom modifier to the damage of your cantrips. Furthermore, when you make a weapon attack you can use Wisdom instead of Strength or Dexterity for the damage rolls.

Nature's Wrath

At 15rd level, you can learn one 6th level spell and one 7th level spell from the druid spell list. They are ranger spells for you, but do not count against your spells known. You can cast them using Natural Spellcasting, but each only once per long rest.

Beast Master

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Some rangers develop a magical bond with a beast, transferring part of their spirit in this companion.

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of meditation and a rare gemstone worth at least 10 gp per ranger level, you can bind a part of your spirit to a friendly beast, consuming the gemstone. This process transforms the beast into your faithful companion. Because you invest a part of your own spirit in the animal companion, your hit point maximum is decreased by your ranger level while your animal companion is alive.

Using a bonus action if you can see your animal companion, you can form a spiritual bond. The bond requires Concentration as a spell would, and can be maintained for a maximum of 24 hours before you need to bond again. Casting a spell that requires Concentration breaks the bond. Whenever you take damage while you are concentrating bonded, you must make a Constitution saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. You lose the bond if you are Incapacitated or if you die.


Your animal companion grows in power with your ranger level and gains abilities as you do. Every level your animal companion gains hit points equal to a roll of its hit die + Constitution modifier. Your animal companion uses your proficiency modifier and gets extra powers and abilities at 7th, 11th and 15th level.

The animal companion acts on its own initiative. While you are bonded, your animal companion will act to your wishes. If your bond is broken the animal companion will not use any actions or reactions, but can still move. If you are incapacitated the animal companion will return to your body.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of meditation and a rare gemstone worth at least 10 gp per ranger level, you call forth your companion’s spirit and use the gemstone to transform it into a new body. You can return an animal companion to life in this manner even if you do not possess any part of its body. Once your animal companion is back to life you decrease your hit point maximum by your ranger level. You can have only one animal companion at a time.


You can choose one of the following animals to become your animal companion: ape, badger, bat, bear, big cat, bird, boar, bull, crab, crocodile, elk, goat, scorpion, snake, toad, turtle, wolf. The statblocks for all these animal companions can be found in the Animal Companion Compendium

Magical Bond

Beginning at 7th level, your bond with your animal companion grows even stronger. As an action, you can see through your animal companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

Additionally you have advantage on Constitution saving throws to maintain concentration on your bond

Defensive Instinct

Beginning at 11th level your animal companion will try to avoid damage when your are not bonded. The animal companion will automatically use the dodge action when your spiritual bond is broken.

Additionally when your animal companion can see a creature attacks you within 5 feet of the animal companion, the animal companion can use its reaction to impose disadvantage on the attack roll.

Spellshare

Beginning at 15th level, you can transfer magical effects through your bond. When you are targeted by a spell, you can choose to also affect your animal companion with the spell if your animal companion is within 30 feet of you.

Warden

Spending a lot of time in one place you've become one with the land, knowing of all its secrets and powers. As a strider you learn to draw magical powers from a specific type of terrain.

Power of Nature

At 3rd level, choose one type of favored terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Underdark or Urban.
You gain a bonus depending on the type of terrain.
Arctic: You gain resistance to cold damage.
Coast: You gain a swim speed equal to your speed and can hold your breath for twice as long as normal.
Desert: You gain resistance to fire damage.
Forest: You gain proficiency in the Nature skill. If your are already proficient in the Nature skill, you can double your proficiency modifier for Wisdom (Nature) checks. Additionally, you learn the druidcraft cantrip.
Grassland: Your speed increases by 10 feet.
Mountain: You gain climb speed equal to your speed and you gain advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Swamp: You gain resistance to poison damage and are immune to disease.
Underdark: You gain darkvision out to a range of 30 feet. If you already have darkvision from your race, its range increases by 30 feet.
Urban: You learn one humanoid language of your choice. Choose one of the following skill to gain proficiency in: Deception, Insight, Intimidation or Persuasion.

Additionally, you learn to focus your connection with nature into pure magical power. You get terrain magic charges equal to half your ranger level (rounded down). You regain all terrain magic charges when you finish a long rest.

Infused Attacks

Starting at 3rd level you learn to use your magic to infuse your weapon with the power of your terrain. Whenever you hit a target with a weapon attack, you can use your bonus action you to infuse your weapon with magical power by spending one terrain magic charge. The hit deals an additional 1d8 damage. The type of damage depends on the favored terrain you have chosen. When you reach 11th level in this class, the extra damage increases to 2d8.

Favored terrain Damage Type
Arctic Cold
Coast Thunder
Desert Fire
Forest Poison
Grassland Force
Mountain Lightning
Swamp Acid
Underdark Necrotic
Urban Psychic

Natural Magic

At 3rd level, you learn spells specific to your chosen terrain. Once you gain access to a terrain spell, the spell counts as a ranger spell for you, but it doesn’t count against the number of spells you know.

You can cast these terrain spells using spell slots or terrain magic charges at 1 charge per spell level.

Arctic
Ranger Level Spells
3rd armor of Agathys
5th Snilloc's snowball swarm
9th sleet strom
13th ice storm
17th cone of cold
Coast
Ranger Level Spells
3rd create or destroy water
5th shatter
9th gaseous form
13th control water
17th destructive wave
Desert
Ranger Level Spells
3rd burning hands
5th blur
9th create food and water
13th hallucinatory terrain
17th flame strike
Forest
Ranger Level Spells
3rd entangle
5th web
9th Leomund's tiny hut
13th dominate beast
17th awaken
Grassland
Ranger Level Spells
3rd find familiar
5th invisibility
9th slow
13th giant insect
17th insect plague

Mountain
Ranger Level Spells
3rd earth tremor
5th spider climb
9th meld into stone
13th stone shape
17th wall of stone
Swamp
Ranger Level Spells
3rd ray of sickness
5th Melf's acid arrow
9th stinking cloud
13th blight
17th contagion
Underdark
Ranger Level Spells
3rd bane
5th darkness
9th fear
13th arcane eye
17th creation
Urban
Ranger Level Spells
3rd charm person
5th calm emotions
9th haste
13th fabricate
17th dominate person

Adaptation

Starting at 7th level, you learn to adapt to your surroundings. When you are in a terrain other than your chosen terrain you can choose to infuse your attacks with the damage type associated with that terrain.

Additionally, while in your favored terrain, you can roll Dexterity saving throws with advantage.

Nature's Wrath

At 11th level, you've learned to wield the power of nature even better. When you hit a target with an infused attack, it must succeed a Constitution saving throw against your spell DC or suffer an additional effect. The additional effect is determined by the type of damage from your infused attack.

Damage Type Additional effect
Cold The targets movement is halved until the end of its next turn
Thunder If the target is a medium or smaller creature it is knocked prone
Fire The target and every creature other than you within 5 feet of the target must succeed a Dexterity saving throw or suffer 1d6 fire damage
Poison If the target moves before the start of your next turn it takes 2d6 additional damage
Force If the target is a medium or smaller creature it is pushed up to 10 feet away
Lighting Not the target, but up to 3 creatures you choose within 10 feet of the target must succeed a Dexterity saving throw or suffer 1d10 lightning damage
Acid The target takes an additional 1d8 acid damage
Necrotic The target can't regain hit points until the start of your next turn
Psychic The target has disadvantage on the next weapon attack roll it makes before the end of its next turn

Natural Power

Starting at 15th level, you start to fully understand the power you can extract from nature. During a short rest you regain an number of expanded terrain charges equal to your Wisdom modifier (mimimun of 1). Once you've used this ability you must finish a ling rest before you can use it again.

Art Credit

Cover: Prince of the elves Regular by JackWangLei
Page 2: Troll hunter by Kerem Beyit
Page 3: Untitled by SoccerBon
Page 5: Turok Artwork by Turok
Page 6: ANPI208 by Andrea Piparo
Page 7: Untitled by Alexandr Malix
Page 8: Rexxar and Misha the heroes of the horde by Sergey Avtushenko
Page 9: Leap of Faith by Caio Monteiro
Page 9: Ranger by Elder Scrolls Online
Page 11: Untitled by Eric Pfeiffer
Page 12: Spirit of the Bear by Guild Wars

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.