Ranger
Ranger
The Ranger
Level | Proficiency Bonus | Features | Spell Points | Max Spell Level |
---|---|---|---|---|
1st | +2 | Favoured Enemy, Natural Explorer | — | — |
2nd | +2 | Fighting Style, Spellcasting | 1 | 1st |
3rd | +2 | Primeval Awareness, Ranger Archetype | 1 | 1st |
4th | +2 | Ability Score Improvement | 1 | 1st |
5th | +3 | Extra Attack | 3 | 2nd |
6th | +3 | Expertise, Fleet of Foot | 3 | 2nd |
7th | +3 | Greater Favoured Enemy, Ranger Archetype Feature | 3 | 2nd |
8th | +3 | Ability Score Improvement | 3 | 2nd |
9th | +4 | ─ | 5 | 3rd |
10th | +4 | Expertise, Hide in Plain Sight | 5 | 3rd |
11th | +4 | Ranger Archetype Feature | 6 | 3rd |
12th | +4 | Ability Score Improvement | 6 | 3rd |
13th | +5 | ─ | 8 | 4th |
14th | +5 | Combat Caster, Vanish | 8 | 4th |
15th | +5 | Ranger Archetype Feature | 9 | 4th |
16th | +5 | Ability Score Improvement | 9 | 4th |
17th | +6 | ─ | 12 | 5th |
18th | +6 | Feral Senses | 12 | 5th |
19th | +6 | Ability Score Improvement | 14 | 5th |
20th | +6 | Foe Slayer | 14 | 5th |
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
Armour: Light armour, medium armour
Weapons: Simple weapons, choose 4 martial weapon groups
Tools: None
Defences: Wisdom and 1 other defence, which cannot be Charisma
Skills: Choose 3 from Animal Handling, Athletics, Endurance, Insight, Investigation, Nature, Perception, Stealth and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- An underlay and scale mail
- (a) two light martial melee weapons or
(b) one martial melee weapon or
(c) two simple melee weapons - (a) a dungeoneer’s pack or (b) an explorer’s pack
- A ranged weapon and 20 arrows or bolts
Favoured Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favoured enemy: beasts, fey, humanoids, monstrosities, or undead. You add your proficiency bonus to damage rolls with weapon attacks against creatures of the chosen type.
You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them and a number of additional skills equal to your wisdom modifier, when interacting with your favoured enemy. When you gain this feature, you also learn one language of your choice, typically one spoken by your favoured enemy or creatures associated with it. However, you are free to learn any language.
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult terrain.
- You add your Wisdom bonus to initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour more:
- 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.
Fighting Style
Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed below. You can’t take a Fighting Style option more than once, even if you later get to choose again.
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 Points
You have a number of spell points as shown in the Spell Points column of the ranger class table. You use these spell points to cast spells. You regain all expended spell points when you finish a short or long rest.
Spells Known
You know a number of ranger spells equal to your wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells may not be of a level higher than your Max Spell Level. Additionally, you learn the Hunter's Mark and can cast it at your highest available spell level a number of times per short rest equal to your wisdom modifier without consuming a spell slot or requiring concentration.
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 spells. 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 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
Max Spell Level
Many spells can be upcast, consuming more spell points to create a greater effect. You can upcast these spells to a maximum level, which increases at higher levels, as shown in the Max Spell Level column of the ranger class table.
Primeval Awareness
Beginning at 3rd level, you can establish a powerful link to beasts and 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 you have attacked in the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favoured enemies lurk nearby. By spending 1 minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favoured enemies are present within 5 miles of you. This feature reveals which of your favoured enemies are present, the sum of their HD, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favoured enemies within range, you learn this information for each group.
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate. 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.
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.
Expertise
At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.
At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
Fleet of Foot
Beginning at 6th level, you can use the Dash action as a bonus action on your turn.
Greater Favoured Enemy
At 7th level, you are ready to hunt even deadlier game. Choose a type of favoured enemy or greater favoured enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favoured enemy, including an additional language.
Additionally, you have advantage on saving throws against the spells and abilities used by all your favoured enemies.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Combat Caster
At 14th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Vanish
Starting at 14th 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. Your Strength or Dexterity score increases by 2, and your Wisdom score increases by 2. Your maximum for those scores also increases by 2.
Additionally, 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Archetypes
Deadeye
Some rangers become legends written in blood. Deadeyes utilize their incredible focus to make shots that most would deem impossible. When everything depends on one shot, you want a Deadeye behind the bow.
Due to their uncanny focus, Deadeyes can make shots that other marksmen would never dare to attempt. Deadeyes know how to make the most of ranged weapons and can use them to greater effect than other rangers.
Focused Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers
You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the Deadeye Focused Superiority table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.
Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice
You have two superiority dice, which are d6s, and you earn more at higher levels, as shown in the Superiority Dice column of the Deadeye Focused Superiority table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier
Deadeye Focused Superiority
Level | Focused Superiority | Superiority Dice | Maneuvers Known |
---|---|---|---|
3rd | d4 | 2 | 2 |
4th | d4 | 2 | 2 |
5th | d6 | 3 | 3 |
6th | d6 | 3 | 3 |
7th | d6 | 3 | 3 |
8th | d6 | 3 | 3 |
9th | d8 | 4 | 4 |
10th | d8 | 4 | 4 |
11th | d8 | 4 | 4 |
12th | d8 | 4 | 4 |
13th | d10 | 5 | 5 |
14th | d10 | 5 | 5 |
15th | d10 | 5 | 5 |
16th | d10 | 5 | 5 |
17th | d12 | 6 | 6 |
18th | d12 | 6 | 6 |
19th | d12 | 6 | 6 |
20th | d12 | 6 | 6 |
Mark of the Deadeye
Also at 3rd level, the range of the Hunter's Mark spell doubles. Additionally, when making ranged weapon attacks against the target of your Hunter's Mark, the normal and long range of your ranged weapons double.
Cover to Cover
Beginning at 7th level, attack rolls made against you on your turn are made with disadvantage.
Shoot First
Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat, you have an additional degree of advantage.
Furthermore, on a hit, you deal an extra 1d6 damage of the same type as the weapon.
Overwatch
At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.
If your attack hits, either impose disadvantage on the enemy creature’s opportunity attack roll or grant advantage to any allies making the saving throw.
Maneuvers
The maneuvers are presented in alphabetical order.
Crippling Shot
When you hit a creature with a ranged weapon attack, you can expend a superiority die to cripple its movement. Add the number rolled to the damage of the ranged weapon attack. The creature must succeed on a Constitution saving throw or have its movement speed halved. At the end of each of its turns, the target can make a Constitution saving throw to end the effect.
Daring Escape
You can expend one superiority die to take the Disengage action as a bonus action until the end of your turn. Until the end of this turn, you have advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks.
Disarming Shot
When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. Add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Shot
When you hit a creature with a ranged weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Exploit Weakness
When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.
Penetrating Shot
When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose up to two creatures within 15 feet of and directly behind your initial target. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die.
The damage is of the same type dealt by the original attack.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Return Fire
When a creature misses you with a ranged attack, you can use your reaction and expend one superiority die to make a ranged weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Suppressing Fire
When you hit a creature with a ranged weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.
That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Inquisitor
Across history, there have been those who live to hunt heretics. Inquisitors combine the arcane with the divine to track down and eliminate mages and cultists. For those practitioners of forbidden power, they are the greatest adversary.
Whispers of the Arcane
When you choose this archetype at 3rd level, you have learned secrets from subtle attunement to the arcane. Choose two arcane spells of no higher level than your Max Spell Level, as shown in the ranger class table. The chosen spells count as known ranger spells for you, but are not included in the number in the Spells Known column of the ranger class table. Additionally, you gain the ability to ritual cast.
You learn two additional spells at 5th, 9th, and 13th level. Whenever you gain a level in this class, you can choose one of the arcane spells you know and replace it with another arcane spell of no higher level than your Max Spell Level.
Mark of the Inquisitor
Also at 3rd level, when the target of your Hunter's Mark spell is within 15 feet of you, you gain the following benefits:
- Whenever the creature casts a spell, it must first succeed on a Constitution saving throw against your spell save DC to complete the casting. On a failed save, the casting is disrupted, the spell fails, and the spells points or spell slot is wasted.
- Whenever the creature starts its turn while concentrating on a spell, it must make a Constitution saving throw against your spell save DC to maintain concentration. On a failed save, it loses concentration on the spell.
At 11th level, the radius of this feature increases to 30 feet.
Arcane Sense
Beginning at 7th level, you can use your action to gain the benefits of the detect evil and good spell or the detect magic spell until the end of your next turn.
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.
Arcane Resistance
Starting at 11th level, while the target of your Hunter's Mark spell is within 30 feet of you, you gain the following benefits:
- You have advantage on saving throws against spells they cast.
- You have resistance to damage dealt by spells they cast.
Inquisitor's Wrath
At 15th level, you can cast the counterspell and dispel magic spells at 3rd level against the target of your Hunter's Mark without expending spell points. If they are within 30 feet of you, you have advantage on the spellcasting ability check for these spells.
You can use this feature a number of times equal to 1 + your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Witcher
Witcher Alchemy
At 3rd level, you gain proficiency with your choice of the alchemist's, herbalist's or poisoner's kit. If you are already proficient in it, you instead gain expertise.
Once per short rest, you can apply acid to a weapon as a bonus action, which lasts for 1 minute. For the duration, the weapon deals additional acid damage equal to your Wisdom modifier. If you have successfully identified your target creature's type, its damage resistance versus the attacks laced with witcher alchemy is reduced by one step.
You gain one additional use of this acid at levels 7 and 15.
Witcher Gear
At 3rd level, chainmail is considered medium armour for you, and you may add up to +2 of your Dexterity modifier to your AC while wearing it.
In addition, you can use your Wisdom attribute to make Wisdom (Stealth) checks to use your knowledge of the hunt to stalk your prey. Wisdom (Stealth) checks are not made at disadvantage when wearing chainmail.
Finally, when wielding weapons with the versatile property, you can choose to add your Dexterity modifier instead of your Strength modifier to your attack and damage rolls.
Witcher Signs
At 3rd level, the spells in the Witcher Signs table are added to the ranger spell list for you. Furthermore, you learn two additional spells of your highest spell level from the Witcher Signs table at 3rd, 5th, 9th, 13th and 17th level. These additional spells don't count against the number of ranger spells you know.
Witcher Signs
Spell Level | Spells |
---|---|
1st | Bane, burning hands, command, detect evil and good, false life, hellish rebuke, shield, thunderwave |
2nd | Calm emotions, enhance ability, hold person, magic weapon, scorching ray, shadow blade, web |
3rd | Bestow curse, elemental weapon, fire shield, haste, hypnotic pattern, slow, stoneskin, vampiric touch |
The Witcher archetype was written in collaboration with and is dedicated to our friend, fellow player, games master and brewer, Daniel Duane Harcourt (August 1978 — December 2021).
We miss you, Dan. Rest in peace.
Hardy
At 7th level, you are immune to Disease and resistant to poison and have advantage on saving throws to resist the frightened condition.
Mutant
At 11th level, you may choose two of the following benefits. 60-foot darkvision, +1 ASI, +1 spell point, or +1 natural armour.
Spellslinger
At 15th level, if you know any of the following spells, you can cast it as a bonus action.
Burning hands, calm emotions, daylight, protection from energy, scorching ray, thunderwave, web, vampiric touch.
You can do this a number of times equal to your Wisdom modifier. You regain all uses of this feature after a short or a long rest.
Welcome to D20 with Stormchaser
If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.
I hope you have fun, and if you have any questions at all, don't hesitate to ask.
Enjoy!
Thanks
The SC5e Ranger was based on the UA Revised Ranger and the SW5e Scout classes.
Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!
Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".
Art Credits
Cover: "Surreal lightning over the ocean" by Imgur Gallery 3CpCAad
Theme by /u/blckthorn
Links
Stormchaser Roleplaying on Patreon
The Stormchaser d20 RPG
Part 1: Creating a Character
Chapter 3.1: Barbarian
Chapter 3.2: Bard
Chapter 3.3: Cleric
Chapter 3.4: Druid
Chapter 3.5: Engineer
Chapter 3.6: Fighter
Chapter 3.7: Monk
Chapter 3.8: Paladin
Chapter 3.9: Ranger
Chapter 3.10: Rogue
Chapter 3.11: Sorcerer
Chapter 3.12: Warlock
Chapter 3.13: Wizard
Expanded Subclass Spells
Chapter 5: Equipment
Part 2: Playing the Game
Part 3: The Rules of Magic
Appendices