The Ranger (por)
The Ranger
Level | Proficiency Bonus | Features | Hunter's Mark | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Deft Explorer | — | — | — | — | — | — | — |
2nd | +2 | Hunter's Mark, Fighting Style, Spellcasting | 1d4 | 2 | 2 | — | — | — | — |
3rd | +2 | Ranger Conclave, Primal Awareness, Fleet of Foot | 1d4 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 1d4 | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 1d6 | 4 | 4 | 2 | — | — | — |
6th | +3 | Favored Enemy and Natural Explorer Improvements | 1d6 | 4 | 4 | 2 | — | — | — |
7th | +3 | Ranger Conclave Feature | 1d6 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 1d6 | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 1d6 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Deft Explorer Improvement, Ambusher | 1d6 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Ranger Conclave Feature | 1d8 | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 1d8 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 1d8 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Favored Enemy Improvement, Swiftness | 1d8 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Conclave Feature | 1d8 | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 1d8 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 1d10 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 1d10 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Double Ability Score Improvement | 1d10 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 1d12 | 11 | 4 | 3 | 3 | 3 | 2 |
Ranger
Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: 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
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, humanoids, monstrosities, oozes, plants, or undead.
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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
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.
Deft Explorer
You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.
Canny
Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill.
In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.
Roving
Your walking speed increases by 5, and you ignore the effects of nonmagical difficult terrain.
Tireless
As an action, you can give yourself a number of temporary hit points equal to your ranger level + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Hunter's Mark
At 2nd level, as a bonus action, you may verbally invoke the power of the wild to mark a creature you can see within 90 feet as your quarry for up to an hour. This effect ends early if you die or fall unconscious. You may only mark one creature at a time. This feature requires the use of your voice.
Until the effect ends, you deal an extra 1d4 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find or track it. If the target drops to 0 hit points before the effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. Doing so does not extend the duration of the effect.
The extra damage dealt by Hunter's Mark increases as you gain ranger levels, as shown in the Hunter's Mark column of the Ranger table.
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. You can expend another use of Hunter's Mark as a bonus action to refresh its duration on the current target.
Hunter's Mark Rework
Hunter's Mark is no longer part of the ranger spell list. Instead, rangers gain the Hunter's Mark feature at 2nd level. It no longer requires concentration.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Aggressor, Protector, or Druidic Warrior.
Aggressor
You specialize in bringing the fight to the enemy. Your training grants you the following benefits:
Archery. When you roll a 1 or 2 on a weapon damage die for an attack using a ranged weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
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.
Protector
You take a reactive approach to combat, concentrating your training on controlling the field of battle through defense and mobility. You gain the following benefits:
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Interception. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Mariner. As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed.
Druidic Warrior
You've focused your training on communing with the powers of nature, granting the following benefits:
Cantrips. You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them.
Cantrip Versatility. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
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.
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
Spell attack modifier
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Hunter Conclave or Beast Master Conclave, which are 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.
Primal Awareness
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.
Ranger Level | Spell |
---|---|
3rd | detect magic, speak with animals |
5th | beast sense, locate animals or plants |
9th | speak with plants |
13th | locate creature |
17th | commune with nature |
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
Fleet of Foot
Also beginning at 3rd level, you can use the Dash and Hide actions as a bonus action on your turn.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 16th level, and twice at 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.
Ambusher
At 10th level, you have advantage on initiative rolls and Dexterity (stealth) checks.
Swiftness
Starting at 14th level, you can’t be tracked by nonmagical means, unless you choose to leave a trail. In addition, thanks to your honed ranger instincts, you have advantage on attack rolls against creatures that have not yet acted in combat.
Feral Senses
At 18th level, you gain supernatural 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. On your turn, you can add your Wisdom modifier to the attack roll or the damage roll of attacks you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Archetypes
The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.
Hunter
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 10 feet of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde. Opportunity attacks against you are made with disadvantage.
Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will. You cannot be frightened.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target
Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 10 feet of you, with a separate attack roll for each target.
Swift Hunter's Mark
Also beginning at 11th level, you can mark a creature with your Hunter's Mark or change the target of your Hunter's Mark to a new creature after the current target drops to 0 hit points once per turn without the use of a bonus action. However, you may only mark one new creature or change the target of your Hunter's Mark once on each of your turns.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice.
Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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 Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
Animal Companion
Companion | Size | Keen Sense | Hit Points | Hit Dice | Unarmored AC | Speed |
---|---|---|---|---|---|---|
Bear | Large | Smell | 8 per level | d8 | 10 + proficiency | 30 ft. |
Wolf | Medium | Hearing | 6 per level | d6 | 12 + proficiency | 40 ft. |
Eagle | Small | Sight | 4 per level | d4 | 14 + proficiency | 10 ft., fly 60 ft. |
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 work, you call forth an animal from the wilderness to serve as your faithful companion.
Choose a beast from one of the three options listed in the Animal Companion table to be your companion. At the end of the 8 hours, your animal companion appears. You can have only one animal companion at a time. You can repeat this process to obtain a new animal companion at any time, at which point your current animal companion will leave you.
Your companion makes death saving throws as normal. If it is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion is replaced by the restored companion.
Companion's Bond
The game statistics of your companion are listed in the Animal Companion table. Your companion is a Beast with ability scores equal to 10 + your proficiency bonus. Your companion is proficient with all saving throws, and has proficiency in Athletics, Perception and Stealth; its proficiency bonus is equal to your own.
Your companion has a number of hit dice equal to your Ranger level. Your companion has advantage on Wisdom (Perception) checks that rely on the sense listed under the Keen Sense column.
You also gain the ability to cast the beast sense spell on your companion as a ritual.
Each companion is capable of attacking and performing unique actions, listed below. Your companion's proficiency bonus is equal to your own. Your companion uses its own ability scores for ability checks and saving throws. Its attack and damage rolls use your Wisdom modifier. Some companion actions require the target to make a saving throw to resist the action's effects. The saving throw DC is equal to your Ranger spellcasting DC.
Coordinated Attack
The beast obeys your commands as best it can, taking its turns on your initiative. On your turn, you choose how your beast moves and uses its action (no action required by you), even if you are unconscious. Your companion may also perform opportunity attacks, as well as performing the Dash, Disengage, Dodge, or Hide actions.
Bear
Claw. Melee Weapon Attack. Reach 5ft., one target. Hit: 1d6 slashing damage
Grapple. The bear causes a Huge or smaller creature within 5 feet of it to make a Strength saving throw. On a failed save, the target is grappled. The grapple's escape DC is equal to your Ranger spellcasting DC.
Wolf
Bite. Melee Weapon Attack. Reach 5ft., one target. Hit: 1d8 piercing damage
Shove. The wolf causes a Large or smaller creature within 5 feet of it to make a Strength saving throw. On a failed save, the target falls prone or is pushed 5 feet away from the wolf.
Eagle
Talons. Melee Weapon Attack. Reach 5ft., one target. Hit: 1d4 slashing damage
Help. The eagle takes the Help action.
Alternate Companions
Your animal companion does not use the stat block of any creature from the monster manual. Its stats are determined in part by the Animal Companion table and in part by your own character's statistics. Thus, there is no need to use the exact species given in the table so long as the statistics remain the same. Feel free to substitute a different, similar animal if the animal in question couldn't feasibly be found in your current environment, or even if you would simply prefer bonding with a different type of animal.
The following are some examples of alternate animal companions:
- Bear: Aurochs, Lion, Giant Goat, Rhinoceros
- Wolf: Hyena, Boar, Panther, Giant Crab
- Eagle: Hawk, Owl, Flying Snake, Bat
All of these suggestions are creatures found in Dungeons and Dragons 5th Edition, but they needn't be. All that matters is that the beast you choose roughly fits the description suggested by the game statistics in the Animal Companion table. Cooperate with your DM to come up with the companion of your choice.
Bestial Communion
Starting at 7th level, your beast's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, you and your companion gain benefits while you are both conscious and within 10 feet of each other based on which beast is accompanying you:
Bear's Strength. You and your companion have advantage on Strength and Constitution saving throws.
Wolf's Courage. You and your companion have advantage on saving throws to resist being frightened or charmed..
Eagle's Grace. The movement of you and your companion doesn't provoke opportunity attacks. In addition, you have advantage on saving throws and ability checks to avoid being shoved, grappled, knocked prone, or restrained.
Advanced Tactics
At 11th level, your companion learns an advanced action. As a bonus action on your turn, you can command it to use this advanced action.
Bear: Roar. Creatures of your choice within 30 feet of the bear must make a Wisdom saving throw. On a failed save, each creature is frightened of the bear until the end of your next turn.
Wolf: Howl. Up to five other creatures of your choice within 30 feet of the wolf that can hear it gain advantage on melee attack rolls until the start of your next turn.
Eagle: Screech. Up to five other creatures of your choice within 50 feet of the eagle that can hear it increase their speed by 10 feet and don't incur opportunity attacks until the start of your next turn.
Using an advanced action requires the use of your companion's action. After using an advanced action, your companion cannot use it again until after it has completed a long rest.
Beast and Master As One
At 15th level, your companionship grants additional boons.
Bear: Looming Presence. Hostile creatures within 5 feet of you or your companion have disadvantage on attack rolls against any other targets.
Wolf: Fierce Loyalty. While you and your companion are both within 5 feet of the same hostile creature, you can use your reaction to command your companion to use its action to pounce on that creature. This attack is made with advantage and deals 2d8 damage. Upon a successful hit, a Large or smaller creature must make a Strength saving throw with disadvantage. On a failed save, the target falls prone.
Eagle: Light As A Feather. You can bound through the air with ease. While your eagle companion is conscious and within 10 feet of you, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Changelog
Summary of Changes from PHB, By Level
1st Level
- "Humanoids" added to Favored Enemy
- Natural Explorer: Replaced with Deft Explorer (from Class Feature Variants Unearthed Arcana).
- Tireless scales with ranger level instead of 1d10
2nd Level
- Hunter's Mark changed from spell to feature
- WIS mod / long rest. d4. Damage scales with Ranger level
- Duration increases at 9th, 13th, 17th level
- No longer requires concentration
- Fighting styles revamped. See Design Notes
3rd Level
- Primeval Awareness: Replaced with Primal Awareness
8th Level
- Land's Stride removed
10th Level
- Hide in Plain Sight replaced with Ambusher
- Grants advantage on initiative rolls
14th Level
- Vanish removed
- Replaced with Swiftness:
- Can't be unwillingly tracked by nonmagical means
- Advantage against creatures that haven't acted
19th Level
- Double ability score improvement
20th Level
- Foe Slayer: Favored Enemy restriction removed
- Once per turn limitation also removed
Ranger Archetypes
Hunter
3rd Level
- Increased range of Horde Breaker
7th Level
- Steel Will feature improved to grant immunity to frightened
11th Level
- Swift Hunter's Mark: No longer expends bonus action
- Still only usable once per turn
- Increased range of Whirlwind Attack to 10 feet
Beast Master
3rd Level
- Features reworked entirely
- No longer involves monster stat blocks
- Uses one of three unique companion types instead
- Beast Bond and Speak with Animals can be cast as rituals targeting the companion
- Companion acts independently without instruction
- Each type can attack and perform unique actions
- Unique actions and attacks key off Ranger WIS mod
7th Level
- Companion grants passive boon
11th Level
- Companion gains new special ability
- Special ability requires use of Ranger's bonus action
15th Level
- Companion gains new passive boon
What is this?
This document is part of the Player Options: Revised project, a in-development project aimed at rehauling balance for races, feats, and classes. You can find the table of contents for this project by following this link.
If you have any comments or feedback whatsoever, please send it along to the authors at their email: sigurdchalphy@gmail.com