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The Ranger Remade
Contents
-
3Ranger
- 4Class Table
- 5Class Features
- 6Class Features (cont.)
-
7Ranger Archetypes
-
10Appendix
Credits
Cover Art:
Lone Ranger by Sylvain Coutouly
Interior Art:
Orithyia and Hannibal by Ina Wong (p. 3)
Ranger II by Tom Parrish (p. 4)
Jungle / ACIV by Raphael Lacoste (p. 6)
Female Archer by Donglu Yu (p. 7)
Celestial by Johanna Rupprecht (p. 8)
Blue Shadows by Juan Pablo Roldan (p. 9)
Companions by Julien Gauthier (p. 10)
Fantasy Hunter by Wangjie Li (p. 11)
Copyright:
The Ranger Remade is unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Version: 6.2
Ranger
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Deadly Hunters
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization - humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, and strike their prey hard and true. Their ability to find respite in any situation affords them a tenacity in their pursuits day in and day out.
Masters of the ambush, rangers are swift and deadly. Moving through the wilds and hiding themselves in brush and rubble, rangers scout out and stalk their target. Few enemies are able to catch a ranger off guard.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, fortitude, and the hunt.
With sword and spell, skill and sense, rangers stand guard on the untamed frontier. A ranger’s abilities are honed with deadly focus on the grim task of protecting the borderlands.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
Class Themes
Rangers are skirmishers. They avoid direct confrontation in favor of sudden, deadly attacks that leave an opponent without the chance to make an effective counterattack.
Key Features: Ambuscade, Skirmisher's Focus
Rangers are vigilant. They are always are on guard and they have a sixth sense for danger. Its hard to get the drop on a ranger.
Key Features: Primeval Awareness, Prescience
Rangers are the ultimate survivors. They have grit and can pull through most any situation. Their toughness and instincts keep them alive.
Key Features: Breadth of Experience, Wild Dyad
Rangers are masters of the wild. They can wander a barren wilderness alone for months, living only on what they find. Their link to nature gives them supernatural abilities.
Key Features: Natural Explorer, Spellcasting
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The Ranger Remade
Level | Proficiency Bonus | Features | Focus Uses | Focus Damage | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Land's Stride, Natural Explorer | — | — | — | — | — | — | — |
2nd | +2 | Skirmisher's Focus, Fighting Style, Spellcasting | 2 | 1d6 | 2 | — | — | — | — |
3rd | +2 | Fleet of Foot, Ranger Archetype | 2 | 1d6 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 1d6 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 3 | 1d8 | 4 | 2 | — | — | — |
6th | +3 | Primeval Awareness | 3 | 1d8 | 4 | 2 | — | — | — |
7th | +3 | Ranger Archetype feature | 3 | 1d8 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 1d8 | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 1d8 | 4 | 3 | 2 | — | — |
10th | +4 | Wild Dyad | 4 | 1d8 | 4 | 3 | 2 | — | — |
11th | +4 | Ranger Archetype feature | 4 | 1d10 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 1d10 | 4 | 3 | 3 | — | — |
13th | +5 | — | 5 | 1d10 | 4 | 3 | 3 | 1 | — |
14th | +5 | Ambuscade | 5 | 1d10 | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Archetype feature | 5 | 1d10 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 5 | 1d10 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 6 | 1d12 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Breadth of Experience | 6 | 1d12 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 6 | 1d12 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Prescience | 6 | 1d12 | 4 | 3 | 3 | 3 | 2 |
-Spell Slots per Spell Level-
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
- Weapons: Simple weapons, martial weapons
- Tools: One of your choice
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival.
Starting Equipment
You start with the following equipment, plus anything provided by your background:
- (a) Leather armor or (b) scale mail
- (a) Two light melee weapons or
(b) a martial melee weapon - (a) A ranged weapon with 20 pieces of ammunition or
(b) two thrown simple melee weapons - (a) A dungeoneer's pack or (b) an explorer's pack
Land's Stride
You are skilled at maneuvering through wilderness.
Moving through nonmagical difficult terrain -- including swimming and climbing -- costs you no extra movement.
Natural Explorer
You are a master at navigating the natural world.
You have advantage on Intelligence (Nature) and Wisdom (Survival) checks.
Skirmisher's Focus
Starting at 2nd level, you fight with unparalleled agility and intense focus. You can enter into a Skirmisher's Focus using your bonus action.
While focusing, you gain the following benefits if you aren't wearing heavy armor or wielding a shield:
- If applicable, you take no damage if you succeed on a Dexterity saving throw, and only half damage if you fail.
- Once per turn, you can deal an extra 1d6 damage to a creature you hit with a weapon attack.
- You impose disadvantage on any attack roll made against you if it isn't made with advantage.
Your focus lasts for 1 minute with concentration.
You can use this feature twice. You regain all expended uses of it when you finish a long rest. The number of uses and extra damage increases as you gain levels in this class.
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the bonus attack.
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 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, 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, rounded down (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 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell animal friendship, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: 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.
Fleet of Foot
At 3rd level, your movements are light and swift.
You movement speed increases by 10 feet.
Ranger Archetype
When you reach 3rd level, you choose to emulate the ideals and training of a ranger archetype, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Archetype Spells
Each archetype has a list of associated spells. You gain access to these spells at the levels specified in the archetype description. Once you gain access to an archetype spell, you always have it prepared. Archetype spells don't count against the number of spells you can prepare each day.
If you gain an archetype spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Primeval Awareness
At 6th level, you gain a primeval sense that is in tune with your immediate environment.
You can clearly perceive creatures and the surrounding area within 15 feet of you without relying on sight or hearing if you aren't incapacitated.
Wild Dyad
At 10th level, your time spent in wilderness has strengthened the connection between your body and mind.
You can add your Constitution modifier to Wisdom saving throws and your Wisdom modifier to Constitution saving throws.
Ambuscade
At 14th level, you learn how to act swiftly and deal deadly strikes at unaware prey.
You have advantage on initiative rolls, and you have advantage on attack rolls against creatures that have not yet acted.
Breadth of Experience
At 18th level, your experience gathered through traveling informs every action you take.
When you make an ability check, you can use your Wisdom ability modifier in place of the relevant ability modifier.
Prescience
At 20th level, you have a constant awareness of your current situation, readying yourself for combat on a moment's notice.
When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can't take the Attack action, but you can act normally otherwise.
If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.
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Ranger Archetypes
Across various terrains, rangers emulate archetypes whose members share a common set of abilities and outlooks on their place in nature and society.
Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Hunter Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Hunter Spells
Ranger Level | Spells |
---|---|
3rd | Hunter's Mark |
5th | Pass without Trace |
9th | Nondetection |
13th | Guardian of Nature |
17th | Tree Stride |
Hunting Style
At 3rd level, you favor a particular style of hunting.
Choose one of the following benefits:
Battle Instinct. You can add your Wisdom modifier instead of Dexterity, to a maximum of +2, to your Armor Class when you wear medium armor.
Dexterous Handling. Any melee weapon can be used with finesse if it doesn't have the heavy property.
Ruthless Archery. If you're wielding a ranged weapon, you can make melee attacks with a piece of ammunition. The damage die for this attack is a d4 and its range is 5 feet.
Trapper
At 7th level, you are adept at using traps to restrain your foes.
You can use your spell save DC in place of any AC or DC related to hunting traps or nets. Also, you can set a hunting trap with a bonus action on your turn and you don't suffer disadvantage from throwing a net at its normal range.
Eye for Weakness
At 11th level, you are able to swiftly dispatch lesser foes.
Once per turn, when you attack a creature and its movement is reduced in any way, you can add your focus damage to the damage roll if it isn't already added.
Hunter's Resilience
At 15th level, hunting monsters has made your body resilient.
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.
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Horizon Walker
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
Horizon Walker Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Horizon Walker Spells
Ranger Level | Spells |
---|---|
3rd | Protection from Evil and Good |
5th | Misty Step |
9th | Blink |
13th | Banishment |
17th | Teleportation Circle |
Planar Weapon
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
While you are focused, your weapon attacks deal force damage instead of their normal damage type.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane.
As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Distant Strike
At 11th level, you gain the ability to pass between the planes in the blink of an eye.
When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. If the attack against the third creature is successful, you can add your focus damage to the damage roll if it isn't added already.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle.
When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
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Gloom Stalker
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Gloom Stalker Spells
Ranger Level | Spells |
---|---|
3rd | Disguise Self |
5th | Rope Trick |
9th | Fear |
13th | Greater Invisibility |
17th | Seeming |
Umbral Stalker
At 3rd level, you are also adept at evading creatures that rely on darkvision.
While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Vanish
At 7th level, you can disappear without a trace.
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.
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike.
Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. If that attack hits, you can add your focus damage to the damage roll if it isn't added already.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you.
Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. Whenever a creature makes an attack roll against you and has advantage on the roll, you can use your reaction to ignore the advantage. You must use this feature before you know the outcome of the attack roll.
Appendix
Spell List
1st Level
- Absorb Elements
- Alarm
- Animal Friendship
- Beast Bond*
- Comprehend Languages+
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Ensnaring Strike
- Feather Fall+
- Fog Cloud
- Goodberry
- Hail of Thorns
- Hunter's Mark*
- Jump
- Longstrider
- Purify Food and Drink+
- Silent Image+
- Snare
- Speak with Animals
- Zephyr Strike
2nd Level
- Animal Messenger
- Barkskin
- Beast Sense
- Blindness/Deafness+
- Cordon of Arrows
- Darkvision
- Enhance Ability+
- Find Traps
- Gentle Repose+
- Healing Spirit
- Invisibility+
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Pass without Trace
- Protection from Poison
- Silence
- Spider Climb+
- Spike Growth
3rd Level
- Conjure Animals
- Conjure Barrage
- Daylight
- Feign Death+
- Flame Arrows
- Lightning Arrow
- Major Image+
- Nondetection
- Plant Growth
- Protection from Energy
- Speak with Plants
- Tongues+
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Conjure Woodland Beings
- Dominate Beast+
- Freedom of Movement
- Grasping Vine
- Greater Invisibility+
- Guardian of Nature
- Hallucinatory Terrain+
- Locate Creature
- Stoneskin
5th Level
- Commune with Nature
- Conjure Volley
- Mislead+
- Steel Wind Strike
- Swift Quiver
- Tree Stride
- Wrath of Nature
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Spell Additions and Revisions
Beast Bond (Revised)
1st-level divination (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (5 gp worth of fine herbs)
- Duration: Instantaneous
You establish a link with one beast you touch that is friendly to you or charmed by you.
The beast acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. Additionally, if the beast has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. While the beast is within 100 feet of you, you can communicate with it telepathically.
If the beast has died within the last hour, you can cast this spell as an action with a 1st level spell slot to restore it to life with 1 hit point. If revived in this way, the beast cannot be used in combat until it finishes a long rest.
The beast must have a challenge rating of 1/8 or lower. You can't have more than one beast bonded by this spell at a time. As an action, you can release the beast from its bond at any time.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can bond to higher challenge rating beasts:
Spell Level | Challenge Rating |
---|---|
2nd | 1/4 |
3rd | 1/2 |
4th | 1 |
5th | 2 |
Hunter's Mark (Revised)
1st-level divination
- Casting Time: 1 bonus action
- Range: 150 feet
- Components: S
- Duration: 1 hour
You choose a visible creature within range that isn't in combat, mystically marking it as your quarry.
Until the spell ends or you cast it on a different creature, you always know the exact distance and direction towards your quarry as long as it's on the same plane of existence as you, and your quarry cannot be hidden from you.
If you successfully attack your quarry and it has not yet acted during combat, your quarry must make a Wisdom saving throw. On a failed save, the creature is surprised.
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