Really Revised Ranger v1.7

by Revan7even

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Ranger, Really Revised

While the druid may seek to guard the natural world from the constant encroachment of civilization, the ranger seeks to defend civilization from what lurks beyond its walls, protecting those living on its outskirts from wild beasts, vile monsters, and savage hoards. They are the wardens of the wilderness, living off the land as its denizens do, drawing on its natural power, and defending themselves and their charge with weapons of yew and steel.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

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

Natural Explorer

Beginning at 1st level you are a master of navigating the wilderness and surviving beyond the borders of civilization. Your honed sense of direction prevents you from becoming lost except by magical means.

In addition, whenever you make an Intelligence (Nature) or Wisdom (Survival) check to forage or to track other creatures, you are considered proficient in that skill. When you succeed on an ability check to forage, you gather twice as much as you normally would, and when you succeed on an ability check to track other creatures, you learn their number, sizes, and how long ago they passed through the area.

Wilderness Guide

At 1st level, you have learned to adapt your knowledge of the wilderness to hazards encountered while adventuring. You ignore non-magical difficult terrain, and while you are traveling for at least an hour difficult terrain doesn't slow your group's travel.

As a bonus action on your turn you can grant an ally you can see within 30 feet the ability to ignore non-magical difficult terrain until the end of their turn, provided they can see or hear you.

Additionally, you are always alert to potential dangers, and do not suffer any penalties to Wisdom (Perception) checks due to being engaged in another activity (such as foraging, tracking, or engaging in combat).

Fighting Style

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

Archery

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

Defense

While you are wearing armor, you gain a + 1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a + 2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Pathfinder Kingmaker Portrait Ranger By Aki Red Dragon

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 of the Player’s Handbook for the general rules of spellcasting 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.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these ranger 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.

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in study and focus: at least 1 minute per spell level for each spell on your list.

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

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Hunter's Quarry

Beginning at 2nd level, as a bonus action you can choose a creature you can see within 90 feet and mark it as your quarry. You may only mark one creature as your quarry, and they remain your quarry until you take a long rest. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest If you mark another creature as your quarry, or if your quarry drops to 0 hit points, the mark fades.

While a creature is marked as your quarry you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it.

If your quarry drops to 0 hitpoints as a result of damage you dealt, you can mark another creature as a bonus action before the end of your next turn without expending a use of Hunter's Quarry. You cannot mark another creature in this way until you finish a short or long rest.

Once on each of your turns, you can add your Wisdom modifier to an attack roll or damage roll you make against your quarry. You can choose to do so before or after the roll, but before any effects of the roll are applied.

The Ranger
Level Proficiency Bonus Features 1st 2nd Spells 3rd 4th 5th
1st +2 Natural Explorer, Wilderness Guide
2nd +2 Fighting Style, Hunter's Quarry, Spellcasting 2
3rd +2 Primeval Awareness, Ranger Archetype 3
4th +2 Ability Score Improvement, Hunter's Respite 3
5th +3 Extra Attack* 4 2
6th +3 Swift Stride 4 2
7th +3 Ranger Archetype Feature* 4 3
8th +3 Ability Score Improvement, Expert Tracker 4 3
9th +4 4 3 2
10th +4 Vanish 4 3 2
11th +4 Ranger Archetype Feature* 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Master Hunstman 4 3 3 1
15th +5 Ranger Archetype Feature* 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Feral Senses 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Apex Hunter 4 3 3 3 2

☆ Replace with Conclave Feature if using an UA Conclave.

Primeval Awareness

At 3rd level you can attune your senses to determine if certain creatures lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can choose one type of creature: beasts, fey, humanoids, monstrosities, plants, or undead. You determine whether any creatures of the chosen type are present within 1 mile of you, and learn their numbers, general direction, and distance (to within 100 ft) from you. If there are multiple groups of enemies within range, you learn this information for each group.

Ranger Archetype

At 3rd level, you choose to emulate the ideals and training of a ranger archetype. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th 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.

Hunter's Respite

Starting at 4th level, when you finish a long rest you can expend a use of Hunter's Quarry to continue maintaining one quarry that you marked before the long rest. You may only have one creature marked in this way, and it does not count against the number of creatures you can mark with Hunter's Quarry.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Swift Stride

Starting at 6th level, you can use the Dash action as a bonus action on your turn, and you can move stealthily at a normal pace while traveling alone.

Expert Tracker

At 8th level, it becomes more difficult for your prey to escape your sight. While a creature marked as your quarry is within 1 mile you can sense them when you use your Primeval Awareness feature, regardless of which type of creature you choose.

You have also learned to attune your senses to detect rarer, more powerful foes. You can now choose from aberrations, celestials, constructs, dragons, elementals, fiends, giants, or oozes when you use your Primeval Awareness feature.

Vanish

Beginning at 10th level, you never leave a trail for your foes to follow. You can use the Hide action as a bonus action on your turn, and you can't be tracked by nonmagical means unless you choose to leave a trail.

As the Hunter's Quarry feature is intended to replace the spell, remove hunter's mark from the list of ranger spells available.

Master Huntsman

Starting at 14th level, singling out new prey has become second nature. Whenever your quarry drops to 0 hitpoints, you can mark another creature as a bonus action before the end of your next turn without expending a use of Hunter's Quarry. You still cannot mark another creature in this way until you finish a short or long rest. If your quarry drops to 0 hitpoints as a result of damage you dealt, you regain a use of your Hunter's Quarry feature, up to its maximum number of uses.

In addition, the range of Hunter's Quarry increases from 90 feet to 200 feet, and the range of Primeval Awareness and Expert Tracker increases to 5 miles.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. Provided you can see or hear, you have blindsight within 30 feet and you are aware of the location of any invisible creatures within your blindsight range that aren't hidden from you. If you already have blindsight its range is increased 30ft.

Additionally, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

Apex Hunter

At 20th level, you become an unparalleled hunter. You gain advantage on attack rolls against your quarry, and you score a critical hit on a roll of 19 or 20 on attack rolls against them.

Inoruit Raider - Krist Miha, © Arcana Games

Ranger Archetypes

The sheer diversity of environs where civilization puts down roots results in diversity among rangers in kind. Some prefer life beyond the walls and are more in tune with nature, while others must be aggressive in making sure nature respects those walls.

Beast Master

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Master archetype develop a close bond with a beast, then further strengthen that bond through the use of magic.

Beast Master Magic

Starting at 3rd level, you gain access to an additional spell when you reach certain levels in this class, as shown on the Beast Master Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you may prepare.

Beast Master Spells
Ranger Level Feature
3rd speak with animals
5th animal messenger
9th catnap
13th charm monster
17th awaken

Animal Companion

Starting at 3rd level, you form a bond with one of nature's creatures and train it to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower.

The beast cannot use its Multiattack action, if it has one. The beast gains proficiency in your saving throws, the Perception skill, and your choice of the Athletics or Stealth skill, replacing its existing proficiencies. Your companion uses your proficiency bonus in place of its own for ability checks and saving throws, and adds your proficiency bonus to its AC and damage rolls. Its hit point maximum equals its normal maximum or five times your ranger level, whichever is higher, and it has a number of 1d8 Hit Dice equal to your ranger level it can expend during a short rest to regain hit points.

Whenever you gain the Ability Score Improvement class feature, your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Your companion can't increase its Strength, Dexterity, or Constitution score above 20, and can't increase its Intelligence, Wisdom, or Charisma score by more than two points each.

Your companion obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, as a bonus action you can verbally command it to move and to take the Attack, Dash, Disengage, Dodge, or Help action. It does not require your command to use its reaction to make an opportunity attack. If you are present and don't issue a command, the beast takes the Dodge action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself with any actions available to it.

If your companion dies, you may spend 8 hours and 25gp worth of rare herbs and fine food, which are consumed at the conclusion of 8 hours, to perform a ritual beseeching the spirits of nature to return your companion to life with 1 hitpoint. This ritual can't restore any missing body parts.

Alternatively, you can obtain a new companion by spending 8 hours bonding with a beast that isn't hostile to you and that meets the requirements. You can only have one beast bonded as your companion at a time.

Magical Bond

Beginning at 7th level, natural magics suffuse and empower the bond between you and your animal companion. While your companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can concentrate (as is you were concentrating on a spell) to see through the beast's eyes and hear through its ears, and continue to do so until you use your action to return to your normal senses or until you lose concentration. While perceiving through the beast's senses, you gain the benefits of any special senses that the beast has, and you are blind and deaf to your own surrounding.

In addition, the beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting at 11th level, when you command your animal companion to take the Attack action, the beast can make two attacks, or use its Multiattack action if it has one.

Spell Linked

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your animal companion with the spell, provided the beast is within 30ft of you and you are able to communicate with it. You can also cast spells with a range of touch as though you were in your companion's space, and may use your companion's senses to do so if perceiving through Magical Bond.

Really Revised Ranger v1.7 by u/Revan7even
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