Ranger Rewritten

by Risckiller

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Ranger Rewritten

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 through 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 too 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 slogs 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 life), 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 knowledge 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 highly 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 who excels in weapon combat, both long and short ranged. 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 few 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. 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 through 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. How do you view the other adventurers? Protective, because you consider them incapable of surviving on their own. 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, which ideals drive you to be a ranger. 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.

PART 1 | CLASSES
The Ranger
Level Proficiency
Bonus
Hunter's
Mark
Features
1st +2
1d4
Seasoned Ranger, Hunter's Mark
2nd +2
1d4
Fighting Style, Homemade Brews, Primeval Awareness
3rd +2
1d4
Nature Calls, Ranger Specialization
4th +2
1d4
Ability Score Improvement
5th +3
1d6
Extra Attack
6th +3
1d6
Hunter's Agility
7th +3
1d6
Ranger Specialization feature
8th +3
1d6
Ability Score Improvement
9th +4
1d6
Tireless Hunter
10th +4
1d6
Ranger's Teachings
11th +4
1d8
Ranger Specialization feature
12th +4
1d8
Ability Score Improvement
13th +5
1d8
Natural Tenacity
14th +5
1d8
Ability Score Improvement
15th +5
1d8
Ranger Specialization feature
16th +5
1d8
Ability Score Improvement
17th +6
1d10
Ghost Hunter
18th +6
1d10
Primeval Awareness improvement
19th +6
1d10
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 of 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: 1d10 (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.
PART 1 | CLASSES

Seasoned Ranger

As a Ranger, you have acquired detailed knowledge about the wilderness.

You have advantage on all Intelligence checks related to the wilderness or creatures that reside there. When you gain this feature, you also gain proficiency with all natural improvised weapons and learn one language of your choice.

Additionally, you can pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

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, if you are using a skill that you’re proficient in. 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.

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.

Homemade Brews

Beginning at 2nd level, your skills 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.

A Healing Decoction takes 1 minute to digest and that creature regains 1d6 hit points for every two ranger levels you have (rounded up). After 24 hours, any Healing Decoction that you have not used loses its potency.

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 safe 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.

At 18th level, you can use your Primeval Awareness feature on any creature. If you use it on a creature with an equal or higher Charisma score compared to yours, it can make a Charisma saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) to become immune for the effect. If your Charisma score ever drops below that of an affected creature it can attempt another saving throw.

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
9th
nondetection, plant growth, speak with plants, water breathing, water walk
13th
freedom of movement, locate creature
17th
commune with nature, tree stride

Ranger Specialization

At 3rd level, your tireless precision and 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.

PART 1 | CLASSES

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.

Hunter's Agility

When you reach 6th level, you can use the Dash action as a bonus action on your turn and you gain advantage on initiative rolls.

Tireless Hunter

Starting at 9th Level, you can use a bonus action, instead of an action, to mark a creature. Additionally, you gain the following benefits against a marked creature:

  • Your ranged weapon attacks against the creature ignore half cover and three-quarters cover.
  • The creature cannot make opportunity attacks against you.
  • You have advantage on Intelligence checks to recall information about the creature.

You regain all of your expended uses of Hunter's Mark when you finish a short or long rest

Ranger's Teachings

Starting at 10th level, you have learned how to move around unseen and how to cope with difficult terrain. When you make a Dexterity (Stealth) check, your proficiency bonus is doubled if you are proficient and you can’t be tracked by nonmagical means, unless you choose to leave a trail. Also, you are not affected by non-magical difficult terrain.

Additionally, you use your knowledge to guide your allies. While within fifteen feet of you friendly creatures can use your Dexterity (Stealth) bonus when making a Dexterity (Stealth) check to move stealthily and they are not affected by non-magical difficult terrain. You must be conscious to grant these benefits.

Natural Tenacity

By 13th level, your body has acquired great resilience. You gain proficiency in Constitution saving throws.

Ghost Hunter

By the time you reach 17th level, your hunters senses have become so honed that you gain a +5 bonus to your passive Wisdom (Perception) score.

Additionally, provided that you are not blinded or deafened, creatures do not gain advantage on their attack roles against you as result of your 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.

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 and you can make a single Wisdom (Perception) check or Wisdom (Survival) check to mark all detected creatures of your choice at once.

When you target a creature you marked for an attack, you can instead target all marked creatures you can perceive 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 or damage applies for this special attack as well and are then considered used.

You regain this feature when you finish a long rest.

Ranger Specializations

Your way of hunting is defined by your chosen methods. Here the Trapper will be further defined. Other officially released specializations can be found in the Player's Handbook and Xanathar's Guide To Everything. Alternatives for the Player's Handbook archetypes were presented as the Revised Ranger.

Trapper

Being specialized as a ranger who's main method involves snares means you are patient and resourceful. In combat you predict the movements of your enemies to trap their path, which requires them to detour or fall over to your mercy.

PART 1 | CLASSES

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.

 

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