Ranger
When you have lived in the wilderness for so long, studied all the creatures that reside there with tireless precision, tracked down many unwelcome guests, fought great dangers with just a branch or bone, then you start to become a ranger.
--- Ranger Gewarald.
A group of adventurers is trailing trough the woods as a pack of goblins has prepared an ambush up ahead. Loosening the straps around his swords a hooded elf leads the party. Already having scouted ahead he informed the party about the ambush. Therefore, they are preparing themselves without making it to obvious for the goblins, that the party knows the goblins will attack from behind the fallen tree up on the hill. At the end of a long day march, this information came as a welcomed distraction. Not aware of being robbed of the element of surprise, the goblins are about to meet their demise.
Tightly worn animal skin keeps the human warm during a blizzard, as she has her arms crossed and plows trough knee deep snow. There is not much to see except for the looming figures of the mountains as she passes between them. Distant howling is barely audible above the raging wind, but it appears to come closer. It does not take long before the figure of a wolf appears at the edge of her field of vision. She reaches for her belt as the wolf leaps towards her. Joyfully the wolf licks her face as she gives the wolf some dried meat, rewarding the wolf for finding a cave to find shelter.
Far from cities, at the edge of distant farmland, bordering areas of barbarian tribes and nature protected by druids, rangers stride the borders of the wilderness to keep their unending watch.
Home in the Wilderness
Rangers are dwellers of the wilderness which is represented by the time they have spent in such environment. Some rangers have been born in the wilderness. Some rangers became lost in the wilderness and were raised by natures vagaries. Other rangers secluded themselves finding comfort in a place where natures laws still determine who is the strongest. But, people have also been banished from their former living place (and live), having no choice but to gain the skills of a ranger necessary to survive.
Rangers excel in the hunt and act with precision. During the many years spent in the wilderness they gather information about both plants and creatures. This enables them to develop a certain set of skills. They use specific materials found in their natural habitat to the point where their hunt is always successful. Beasts acknowledge rangers as the top of the food chain and often rangers are left alone by them. However, in some unique cases, a beast is looking for a friendly relationship.
View of the World
While an outsider might think that rangers and druids share the common goal of protecting nature, they could not be more wrong. Druids protect nature and receive powerful spells from nature in return, but a ranger’s view is to keep natures natural order in balance. This includes hunting creatures to keep them in their natural environment, where the strongest rule. For this reason, rangers can often be found at the edges of the wilderness, hunting down creatures that cross the border to either side.
Skilled Fighters
In the same line of thought they do not think high of the survival chance of any city people, considering them easy prey for the creatures that dwell in the wilderness. Therefore, they consider it their job to protect the border of civilization and the wilderness. A logical perspective for a ranger which excels in weapon combat, both long and short ranged. Besides they can use weapons of large variety, using what they can find in the wilderness to add upon their personal weapon arsenal.
Adventuring
When picking ranger as your class, consider why you have left the wilderness to head out on adventure. To give a view examples, this could be because some creature has terrorized the natural order and you have now chosen to hunt the creature down. You could even be convinced to team up, if this would increase the chances of slaying the creature. Another option is a great threat, civilization or creature, that is trying to claim the wilderness you live in as their own. Moreover, it could be that your home was destroyed, and you had no other option then to find a new purpose.
You can choose one of these or use them as inspiration to come up with your own circumstance for why your character has decided to go on an adventure. Besides, it is possible to work together with your DM to define the circumstances concerning the wilderness you call home and how they have affected the setting of the campaign. For example, you could be the guide of the party at the start of the campaign, guiding a party of adventurer’s trough the wilderness you have known for years.
Creating a Ranger
While creating your character background, consider how living in the wilderness has influenced your personality and possibly your ideals and flaws. How do you view the other adventurers? Protective, because you consider them uncapeable of surviving. Maybe you just let them do all the talking, so you don’t have to be involved in social encounters. Or are you just using the others to achieve your goal? Furthermore, what is your attitude about sharing your knowledge? Are you naive and just share everything even if not asked for? Or the opposite, do you keep your knowledge a secret and only use it yourself, staying mysterious to the other adventurers.
The Ranger
Level | Proficiency Bonus |
Hunter's Mark |
Features |
---|---|---|---|
1st | +2 | 1d4 |
Hunter's Mark, On the Hunt |
2nd | +2 | 1d4 |
Fighting Style, Homemade Brews, Primeval Awareness |
3rd | +2 | 1d4 |
Nature Calls, Ranger Archetype |
4th | +2 | 1d4 |
Ability Score Improvement |
5th | +3 | 1d4 |
Extra Attack |
6th | +3 | 1d6 |
Rangers Teachings |
7th | +3 | 1d6 |
Ranger Archetype feature |
8th | +3 | 1d6 |
Ability Score Improvement |
9th | +4 | 1d6 |
Tireless Hunter |
10th | +4 | 1d6 |
Vanish |
11th | +4 | 1d6 |
Ranger Archetype feature |
12th | +4 | 1d8 |
Ability Score Improvement |
13th | +5 | 1d8 |
Feral Senses |
14th | +6 | 1d8 |
Ability Score Improvement |
15th | +6 | 1d8 |
Ranger Archetype feature |
16th | +6 | 1d8 |
Ability Score Improvement |
17th | +6 | 1d8 |
Ghost Hunter |
18th | +6 | 1d8 |
Foe Slayer |
19th | +6 | 1d8 |
Ability Score Improvement |
20th | +6 | 1d10 |
Ultimate Hunter |
Finally, what flaws have you developed because you were a lone wolf for such a long time? Are you even capable off working in a team? Or do you have a tunnel vision when on the hunt, not paying attention to anyone else? Or maybe you forget to tell your companions about traps you find to be obviously visible when scouting an area, causing hazards for the others.
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: 1d 10 (or 6) + your Constitution modifier per ranger level after 1st.
Proficiencies
- Armor: Light armor, medium armor, shields.
- Weapons: Simple weapons, blowgun, longbow, longsword, shortsword, whip.
- Tools: Herbalism kit.
- Saving Throws: Strength, Dexterity.
- Skills: Choose three from Acrobatics, Animal Handling, Athletics, Investigation, Medicine, 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, a quiver of 20 arrows and a herbalism kit.
Hunter's Mark
You are able to mystically mark a creature as your quarry, using your skills to hunt it down. As an action you can make a Wisdom (Perception) check to mark a creature that you see or hear. Alternatively, you can mark a creature after you made a successful Wisdom (Survival) check to track that creature. The creature remains marked by you, until you mark another creature with this feature, you fall unconscious or finish a short or long rest.
Your proficiency bonus is doubled for any Wisdom check you make concerning the marked creature, When you make a Wisdom (Perception) check to perceive the marked creature or a Wisdom (Survival) check to track the marked creature, your proficiency bonus is doubled if you are using a skill that you’re proficient in. Besides, you deal an extra 1d4 damage to the target whenever you hit it with a weapon attack, which increases as you gain levels as a ranger, as shown in the Hunter's Mark column of the Ranger table.
You can mark a total number of creatures equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
On the Hunt
You harness the natural connection you have with the wilderness. You have advantage on any Intelligence (Nature) checks or Wisdom (Survival) checks related to the wilderness or beasts that reside there. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Additionally, you gain proficiency with all natural improvised weapons.
Instead of beasts, creatures?
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.
Close Quarters Shooter
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
This is UA, to op? Other parts of the subclass came in Xanathars Guide...
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
W hen 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
W hen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Homemade Brews
Beginning at 2nd level, your knowledge allows you to make Healing Decoctions with the herbalism kit.
You can spent 1 hour to gather all the ingredients for and make a Healing Decoction, provided that the direct surroundings contain the herbs and plants you need and you have the possibility to boil some water. After 24 hours, any Healing Decoction that you have not used loses its potency.
A Healing Decoction takes 1 minute to digest and that creature regains 1d6 hit points for every two ranger levels you have (rounded up).
Discuss with your DM how you have acquired the Herbalism Kit. Did you find it alongside a track, on a dead body of a druid or do you have to complete a quest to obtain one?
Primeval Awareness
Beginning at 2nd level, your dominance over beast has developed beyond the bounds of the wilderness.
Your knowledge of beasts allows you to communicate simple ideas with them. As an action, you can read a beast which reveals it's mood, intent, whether it is affected by magic of any sort and its short-term needs. Additionally, when you use this ability you can expend one use of this feature to intimidate the beast. A beast intimidated in this way will not attack you or your companions, and retreat to a save distance. If you or your companions ever attack the beast, the beast will no longer be intimidated.
You cannot use this feature against a beast that was in a fight the past 10 minutes or against a beast that has been intimidated by this feature before. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Nature Calls
By the time you reach 3rd level, you have learned to slowly use the magical essence from nature and gain the ability to cast spells, but only as rituals, as described in chapter 10, "Spellcasting". You gain spells at the ranger levels listed.
Ranger Level | Spells |
---|---|
3rd | alarm, detect magic, detect poison and disease, longstrider, snare, speak with animals |
5th | animal messenger, beast sense, locate animals or plants, spike growth |
9th | conjure animals, nondetection, plant growth, protection from energy, speak with plants, water breathing, water walk |
13th | conjure woodland beings, freedom of movement, locate creature, stoneskin |
17th | commune with nature, tree stride |
Ranger Specialization
At 3rd level, your tireless precision an experience are combined in a specialized way of hunting. Choose a specialization: the Trapper, which is detailed at the end of the class description, or one from another source.
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 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.
Rangers Teachings
When you reach 6th level, you have learned how to move around more stealthy and how to cope with difficult terrain and passed this knowledge onto you allies. When you make a Dexterity (Stealth) check, your proficiency bonus is doubled if you are proficient. Additionally, your allies can use your Dexterity (Stealth) result when moving stealthily as long as they remain within fifteen feet of you. Also, you and your allies are not affected by non-magical difficult terrain while within fifteen feet of you.
Tireless Hunter
Starting at 9th Level, you regain all of your expended uses of Hunter's Mark when you finish a Short or Long Rest. Additionally, you gain the following benefits against a marked creature:
- Your ranged weapon attacks ignore half cover and three-quarters cover
Attacking beyond the normal range of your ranged weapon attacks doesn't impose disadvantage on your ranged weapon attack rolls. - You have advantage on any contested grapple check.
- You have advantage on Intelligence checks to recall information about a marked creature.
Instead of ignoring shooting past normal range, ignoring cover? and how does that add up with close quarter shooter
Vanish
Starting at 10th level, you can use the Hide action as a bonus action on your turn. Also, your footsteps don't make any sound and you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Feral Resilience
By 13th level, your body has acquired great tenacity. You gain proficiency in Constitution saving throws.
Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a Long Rest.
Ghost Hunter
By the time you reach 17th level, your hunters senses have become so honed that your gain a +5 bonus to your passive Wisdom (Perception) score. You are also aware of the location of any invisible creature within 60 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. Additionally, creatures you can sense do not gain advantage on their attack roles against you as result of you inability to see them and when you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
Foe Slayer
At 18th level, you become an unparalleled Hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the Attack roll or the damage roll of an Attack you make against a creature you marked with the Hunter's Mark feature. You can choose to use this feature before or after the roll, but before any Effects of the roll are applied.
Ultimate Hunter
At 20th level, you can open your feral instinct as an action to hunt all your enemies at once.
You don't lose the mark on a creature, when marking another creature with the Hunter's Mark feature. Besides, you can make a single Wisdom (Perception) check or Wisdom (Survival) check to mark all detected creatures of your choice at once.
When making an attack roll against a creature you marked, you can instead magically target all marked creatures you can sense within 60 feet of you. Make a normal weapon attack roll which does not benefit from any advantage or disadvantage, and use that to determine which marked creatures you hit, rolling damage for all of them at once. Any benefits that would apply for your initial attack applies for this special attack as well and are then considered used.
You regain this feature when you finish a long rest.
Practice
Safe
Homebrewing
Ranger was my favorite from the start when we played a few games of 3.5e. Although, I have enjoyed playing other classes as well, the memories or the Ranger's Apprentice and Aragorn had me always return to playing Ranger. However, Ranger has been known for specializing a bit to much, which causes the Ranger from the Player's Handbook to feel underwhelming. And so my journey began.
Cover Art: Pinterest
When you're hyped to give it a try, discuss the possibility with your Dungeon Master.
Inspiration along my journey
Before this journey started I had used this thread from EvilAnagram, on the giant in the playground forum, already countless of times. Besides, I have had the possibility to try out the Revised Ranger.
As a start, I read the previous editions and the pathfinder hunter. Together with my interest of creating a ranger without spells and the help of some insightful critique most of the groundwork was created.
And to get the details straight I compared my approach with the many good ideas already published using GM Binder Search.
On a final note my friends have expressed their honest opinion, for which I am grateful.
A good alternative to spell casting as well.