Ranger
THE MYSTERY THAT SURROUNDS US KEEPS EVIL
hidden in the shadows. But, while we are out in the wilderness to protect the entire region, citizens only think about their own wellbeing.
— Gewarald.
A group of adventurers is trailing through the woods towards an ambush. Goblins await their arrival, while the party ascends a hill. Seemingly unaware the group moves forward, heads facing the road. But what the goblins cannot see, is the spark of joy in the adventurers eyes. The hooded elf that leads the party had already scouted this area and now loosens the straps around his swords. 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. Her arms crossed as she slogs trough knee deep snow. Distant howling is barely audible above the raging wind. Nothing is visible except for the looming silhouettes of the mountains as she passes between them. However, the howling starts to get louder. A few moments later a shadow appears, around the size of a large hound. She reaches for her belt as the creature leaps towards her. Joyfully the wolf licks her face as she gives the wolf some dried meat, rewarding the wolf for finding a shelter.
Throughout the region, from the cities to beyond the farmland, bordering areas of barbarian tribes and nature protected by druids, rangers stride the wilderness in a region to keep their unending watch.
Regional Protectors
Working with direct accountability towards the regional authorities, rangers are responsible for keeping the region safe. Often living in seclusion they travel through the wilderness to observe possible threats, hunting them down or scaring them away. In the cities and villages citizens are careful enough to avoid rangers if possible. Nobody knows what they are truly capable of. Rangers like to keep it this way and shun the civilized part of the region. Still, they find comfort with those who also live in seclusion. Creating temporary alliances to face bigger threats.
Opportunists and Survivors
During their travels, rangers cross uninhabitable environments like bare planes roamed by zombies, old dungeons or acid swamps. Few are capable of surviving a few days in the wilderness, but rangers are capable of roaming these lands for weeks. Facing these harsh environments makes rangers survivalists by default. They instinctually pick up new knowledge and skills that fit their style of hunting. These include using your surroundings to your advantage, improvising weapons and using spells fueled by your affinity with nature. A deadly combination with their crave for perfection. "Train for the unexpected, or fail and die" is a credo passed down by many generations of rangers.
Independent Adventurer
When picking ranger as your class, think about why you left your region to head out on an adventure. You might be convinced to join a party to hunt down a creature that terrorized the lands, or you were hired to guide a party trough the wilderness. Consider working together with your DM to define the circumstances and how they have affected the setting of the campaign.
While creating your character background, keep in mind how spending time 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 or are you just using the others to achieve your own goal? You might let them do all the talking, so you don’t have to be involved in social interaction.
Also think of possible ideals and flaws that correspond with being a ranger, operating individually most of the time. 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? 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? Maybe you forget to tell your companions about traps you find to be obviously visible when scouting an area, causing hazards for your party members.
Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. 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 -, medium -, shields
- Weapons: Improvised -, simple - , martial -.
- Tools: Choose one
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Acrobatics, Animal Handling, Athletics, Intimidation, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- (a) scale mail or (b) leather armor
- (a) a melee weapon or (b) a shield
- A light simple weapon
- A ranged weapon, 20 pieces of ammunition and a fitting container
The Ranger
Level | Proficiency Bonus |
Hunter's Focus |
Raised Instincts |
Features |
Spells Known |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | 1d4 |
Flexible Counter, Hunter's Focus |
— | — | — | — | — | — | |
2nd | +2 | 1d4 |
Fighting Style, Spellcasting, Superior Hunter |
3 | 2 | — | — | — | — | |
3rd | +2 | 1d4 |
1 |
Ranger Specialization |
4 | 3 | — | — | — | — |
4th | +2 | 1d4 |
1 |
Ability Score Improvement |
4 | 3 | — | — | — | — |
5th | +3 | 1d4 |
1 |
Extra Attack |
5 | 4 | 2 | — | — | — |
6th | +3 | 1d4 |
1 |
Ranger Specialization feature |
5 | 4 | 2 | — | — | — |
7th | +3 | 1d6 |
1 |
Evasion |
6 | 4 | 3 | — | — | — |
8th | +3 | 1d6 |
1 |
Ability Score Improvement |
6 | 4 | 3 | — | — | — |
9th | +4 | 1d6 |
2 |
— |
7 | 4 | 3 | 2 | — | — |
10th | +4 | 1d6 |
2 |
Ranger's Teachings |
7 | 4 | 3 | 2 | — | — |
11th | +4 | 1d6 |
2 |
Perfect Focus |
8 | 4 | 3 | 3 | — | — |
12th | +4 | 1d6 |
2 |
Ability Score Improvement |
8 | 4 | 3 | 3 | — | — |
13th | +5 | 1d6 |
2 |
— |
9 | 4 | 3 | 3 | 1 | — |
14th | +5 | 1d6 |
2 |
Ranger Specialization feature |
9 | 4 | 3 | 3 | 1 | — |
15th | +5 | 1d8 |
2 |
Ghost Hunter |
10 | 4 | 3 | 3 | 2 | — |
16th | +5 | 1d8 |
2 |
Ability Score Improvement |
10 | 4 | 3 | 3 | 2 | — |
17th | +6 | 1d8 |
3 |
— |
11 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | 1d8 |
3 |
Ranger Specialization feature |
11 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | 1d10 |
3 |
Ability Score Improvement |
12 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | 1d10 |
3 |
Legendary Hunter |
12 | 4 | 3 | 3 | 3 | 2 |
Flexible Counter
As a ranger you can quickly asses your direct opponent's fighting rhythm and exploit that knowledge. When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to increase your AC. Roll your Hunter's Focus die and add it to your AC for this turn. You can decide to use this reaction after the roll but before the DM decides whether it hits or misses.
Hunter's Focus
You are experienced in traversing the wildereness. You gain the following benefits while you aren't wearing heavy armor or wielding a shield:
- You can move stealthily at a normal pace.
- You can add a d4 to when making any Survival or Nature checks, or when making a save against getting exhausted. This die changes as you gain ranger levels, as shown in the Hunter's Focus column of the Ranger table.
- Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.
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.
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 second attack.
Spellcasting
By the time you reach 2nd level, you have learned to attunne to 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.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger 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 first Level and Higher
You know three 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 upon your attunement to nature as learned from druids. 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
Ritual Casting
You can cast a ranger spell as a ritual if that spell has the ritual tag and you know that spell.
Superior Hunter
Beginning at 2nd level, you honed your combat skills. Before you roll, you can decide to add your Hunter's Focus die to an attack or damage roll. You can do so once per turn.
Ranger Specialization
At 3rd level, your experience and impulses resulted in a specialized way of hunting: Beast Master, Bounty Hunter, Gloom Stalker, Horizon Walker or Monster Slayer. Your choice grants you features at 3rd level and again at 6th, 14th, and 18th level.
Specialization Spells
Each specialization has a list of associated spells. You gain access to these spells at the levels specified in the specialization description. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Raised Instincts
Your specialization allows you to temporarily improve certain talents. Each Raised Instinct provided by your specialization explains which benefits you gain during its duration.
Your can activate your Raised Instincts as a bonus action. It lasts for 1 minute, but ends early if your senses become impaired; you suffer from the blinded, deafened or incapacitated condition. You can also end your Raised Instincts as a free action on your turn.
Once you have used Raised Instincts the number of times shown for your ranger level in the Raised Instincts column of the Ranger table, you must finish a short or long rest before you can use Raised Instincts again.
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.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Ranger's Teachings
Beginning at 10th level, you can use your knack for traversing difficult terrain and escaping the sight of your enemies to guide your allies. You can choose to grant the following benefits to creatures within 15 feet of you, as long as you are not incapacitated, wearing heavy armor or wielding a shield:
- Cannot be affected by non-magical difficult terrain.
- Can try to hide when only lightly obscured.
- Can’t be tracked by nonmagical means.
Additionally, you have studied the creatures you often deal with. You learn one language of your choice.
Perfect Focus
At 11th level, you have learned to quickly adjust and direct your focus. You can now use 3 Hunter's Focus die per turn to add to your attack or damage rolls. You still need to decide before you roll.
Additionally, you can use a bonus action on your turn to take the Search action. Whenever you take the Search action, including out of combat, you may add your Hunter's Focus die to the roll.
Ghost Hunter
By the time you reach 15th level, your hunters senses have become so honed that you can deduce the movement of foes you can't see from changes in the environment. Your passive perception increases by 5.
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. Besides, when you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
Legendary Hunter
At 20th level, you specialized in an unique way of hunting and have made renown for it. Choose one of the following options.
Group Striker
You divide your attention over multiple targets. If you take the Attack action on your turn, you can expend a use of your Hunter's Focus die to make an additional weapon attack as part of the same action. You can do so multiple time, but cannot target a creature you have already attacked this turn.
Precision Striker
If you would suffer from disadvantage when making an attack role, you instead roll normal.
Honed Instincts
When you use your Raise Instincts feature you can choose to extend the duration to your next short or long rest. You can use your Raised Instincts this way only once per 3 long rests.
Primeval Caster
You can add your Hunter's Focus die to checks to maintain concentration.
Additionally, you can add your Hunter's Focus die to increase the DC on your spells. You can do so a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.
Ranger Specializations
Your way of hunting is defined by your specialized methods to take down a specific type of enemies, like beasts, criminals or monstrous creatures.
Unseen Attackers and Targets
"Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.
When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly.
When a creature can't see you, you have advantage on attack rolls against it. If you are hidden–both unseen and unheard–when you make an attack, you give away your location when the attack hits or misses."
(Player's Handbook, 2014, page 194-195)
Beast Master
Beast Masters are home to big cities far and wide. They wander the wilderness that borders the region, to protect the city and their lands. They have gathered knowledge about beasts in particular, can therefore determine a beast's intentions and act accordingly. Beast Masters are known to befriend local beasts, which are given extra care and training. Together they stop rampages throughout the region.
Beast Master Features
Ranger Level | Feature |
---|---|
3rd | Specialization Spells, Raised Instincts, Primeval Awareness |
6th | Exceptional Training |
14th | Deadly Training |
18th | Bonded Casting |
Specialization Spells
You learn additional ranger spells at the ranger levels listed.
Beast Master Spells
Ranger Level | Spell |
---|---|
3rd | Animal Friendship, Beast Bond |
5th | Beast Sense, Warding Bond |
9th | Conjure Animals, Protection from Energy |
13th | Dominate Beast, Polymorph |
17th | Awaken, Commune with Nature |
Raised Instincts
When you take this specialization at 3rd level, your magic allows you to command beasts. While your Riased Instincts is active, you can cast the command spell at 1st level without expending a spell slot, but ordering to attack is a valid option and you can only target beasts. Besides, you can use gestures to make the command more clear. If the beast is friendly towards you, it automatically fails it's saving throw. If the beast is hostile towards you, it has advantage on the saving throw. When your Raised Instinct ends and you did not support the beast in combat it's attitude immediately becomes 1 state less in your favor. Consult page 244 of the DMG for the rules on attitude.
Starting at 6th level, you keep improving the number of beasts you can command. Instead, while Raised Instincts is active you can target a number of beasts equal to your proficiency modifier, each time you cast the command spell.
Primeval Awareness
Starting at 3rd level, your knowledge allows you to communicate simple ideas with beasts using sign language. You can use an action to read a beast, which reveals it's mood, intent, whether it is affected by magic of any sort and its short-term needs.
Additionally, you can add your Hunter's Focus die to all Charisma checks you make to influence beasts.
Exceptional Training
At 6th level, a beast you command with the Raised Instincts feature can take the dash, help, hide or search action as a bonus action on its turn.
Additionally, you have a telepathic bond between you and any beast that is friendly towards you while within a mile radius.
Deadly Training
At 14th level, a beast you command with the Raised Instincts feature can make an additional attack each turn if it takes the attack action.
Additionally, the attacks of beasts you command become magical for the purpose of overcoming magical resistances and immunities.
Bonded Casting
At 18th level, when you cast a spell with a range of self, you can also affect beasts you command with the Raised Instincts feature with the same spell. If the spell requires concentration, you concentrate on all spells at the same time.
Bounty Hunter
Bounty Hunters chase down criminals and fugitives to put and end to their evil deeds. When hired by officials they tend to bring their game back alive in trade for a reward. However, sometimes it is considered for the best that a specific person is never heard of again. Using both physical and mental traps combined with their intimidating presence, they never take long to find their quarry.
Bounty Hunter Features
Ranger Level | Feature |
---|---|
3rd | Specialization Spells, Raised Instincts, Intimidating Presence |
6th | Wanted |
14th | Restraints Resistance |
18th | Never Hunt Twice |
Specialization Spells
You learn additional ranger spells at the ranger levels listed.
Bounty Hunter Spells
Ranger Level | Spell |
---|---|
3rd | Entangle, Snare |
5th | Arcane Lock, Phantasmal Force |
9th | Hypnotic Pattern, Slow |
13th | Fabricate, Hallucinatory Terrain |
17th | Transmute Rock, Scrying |
Raised Instincts
When you take this specialization at 3rd level, you make sure your quarry can't move far while within your reach. While your Raised Instincts is active, each time you hit a hostile creature its movement on its next turn is reduced by 5 feet.
Starting at 6th level, you magically imbue the weapons you use to always slow your opponents. Instead, when your Raised Instincts is active you reduce the movement of a creature you target by 10 feet on its next turn, for each attack you make against that target, regardless if you miss or hit.
Intimidating presence
Starting at 3rd level, your appearance is usually enough to persuade people to give you the information you need and you can be even more intimidating when you try. You add your Hunter's Focus die to any Charisma (Persuasion) and Charisma (Intimidation) checks when interacting with humanoid creatures.
Additionally your movement speed increases with 10 feet.
Wanted
Starting at 6th level, you can magically trace those who you have encountered before. You can use this feature to cast the Locate Creature spell without expending a spell slot. But if you observed the target creature for at least 10 minutes straight, you ignore the range and running water limitations and know the distance in miles towards the target. You can use this feature once and regain its use after you finish a short or long rest.
Restraints Resistance
Starting at 14th level, your knowledge of restraints helps you resist its effects. You add your Hunter's Focus die to saves against and checks to free yourself from being paralyzed, restrained or grappled, both non-magical and magical.
Additionally you speed is no longer affected by magical difficult terrain.
Never Hunt Twice
At 18th level, you have found a way to avoid wasting time tracking a target you have tracked before. As an action you can teleport to the active target of your Wanted feature, if it is not the first time you used the Wanted feature to target that creature. Also, the target has disadvantage on all checks and saving throws to become restrained or grappled as long as you keep concentrating on the Locate Creature spell of the Wanted feature.
Additionally, when casting Locate Creature with the Wanted feature, it does no longer counts as concentrating on a spell for casting another concentration spell. Thus, you still need to make concentration checks to maintain concentration.
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 Features
Ranger Level | Feature |
---|---|
3rd | Specialization Spells, Raised Instincts, Expert Infiltrator |
6th | One With The Shadows |
14th | Underdark Resilience |
18th | Shadow Hunter |
Specialization Spells
You learn additional ranger spells at the ranger levels listed.
Gloom Stalker Spells
Ranger Level | Spell |
---|---|
3rd | Disguise Self, Silent Image |
5th | Alter Self, Silence |
9th | Gaseous Form, Meld into Stone |
13th | Phantasmal Killer, Stone Shape |
17th | Dominate Person, Mislead |
Raised Instincts
When you take this specialization at 3rd level, you are a specialist in maneuvering unseen through darkness for a short period of time. While Raised Instincts is active and you are in darkness or dim-light, you are invisible and can see trough magical darkness.
Starting at 6th level, you know how to use the shadows to completely avoid being detected. Additionally, while your Raised Instincts is active and you are in darkness or dim-light, you cannot be detected by Blindsight or Tremorsense.
Shadow Slinker
At 3th level, you know how to blend in the shadows. You add your Hunter's Focus die to stealth checks.
Additionally, you gain darkvision out to a range of 60 feet. If you already have darkvision, you increase its range by 30 feet.
One With The Shadows
At 6th level, you have learned how to use the shadows to camouflage yourself. While you are hidden, you are invisible as long as you remain hidden.
Underdark resilience
At 14th level, your body and mind have been hardened by the underdark environment. You become immune to diseases.
Additionally, you can add your Hunter's Focus die to Intelligence saving throws and saving throws against becoming charmed or frightened.
Shadow Master
At 18th level, you have learned how to mold the shadows around you. When there are shadows within 5 feet of you, the area in 5 feet of you becomes dim light if you're in bright light and darkness if you're in dim light. You can remove or restore this effect as an Action.
Additionally, while you Raised Instincts is active, you cannot be detected by Truesight.
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 Features
Ranger Level | Feature |
---|---|
3rd | Specialization Spells, Raised Instincts, Detect Planer Portal |
6th | Interplanar Hunter |
14th | Ethereal Explorer |
18th | Planar Guardian |
Specialization Spells
You learn additional ranger spells at the ranger levels listed.
Horizon Walker Spells
Ranger Level | Spell |
---|---|
3rd | Command, Comprehend Languages |
5th | See Invisibility, Spider Climb |
9th | Blink, Fly |
13th | Banishment, Mordenkainen's Private Sanctum |
17th | Teleportation Circle, Wall of Force |
Raised Instincts
When you take this specialization at 3rd level, your planar travels thought you how to extract vitality to teleport in short bursts. While in a raised state, after each attack you hit against a hostile creature, you can teleport up to 10 feet to an unoccupied space you can see.
Starting at 6th level, you enhanced your ability to extract vitality to teleport. Additionally, wWhile your Raised instincts is active you can teleport even if you miss your attack against an hostile creature. Besides, you can teleport an additional 5 feet if you target a creature that is not on its original plane of existence.
Detect Planer Portal
At 3rd level, you have gathered exceptional knowledge about planar portals. You can add your Hunter's Focus die to any check that involves knowledge about or interaction with planar travel.
Additionally, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you finish a long rest.
Interplaner Hunter
At 6th level, you can see the magical connection creatures have with the planes. When you successfully track a creature, you know which plane the creature teleported to and which planar portals it used, if any.
Additionally, if you hit a creature with an attack or talk with it for at least 1 minute, you know what type of creature it is and its original plane of existence.
Ethereal Explorer
At 14th level, you learn to travel through the Ethereal Plane. As a bonus action, you can cast the Etherealness spell with this feature at 8th level, without expending a spell slot. However, the spell ends at the start of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Planar Guardian
At 18th level, you can decide with your actions who can teleport or planar travel when you are around. When you hit a creature with an attack, you can mark it until the end of your next rest. A creature marked in this way has to make a Wisdom saving throw against your spell save DC when it tries to teleport or travel between planes. If they fail the save, they won't teleport (the spell fails or they cannot walk into a planar portal). You can mark a number of creatures up to your Wisdom modifier and regain all expended uses when you finish a long rest.
Additionally, when a creature appears trough means of teleportation or planar travel, you can use your reaction to make an opportunity attack against the creature. You make this attack immediately, before they complete their teleport or planar travel. If you mark it, it has to directly roll a Wisdom saving throw, if it fails the save it returns to it's position before it teleported or planar traveled.
Monster Slayer
Monster Slayers have dedicated themselves to hunting creatures that disturb the balance in general, both evil and good and confront them with their deeds. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Features
Ranger Level | Feature |
---|---|
3rd | Specialization Spells, Raised Instincts, Hunter's Sense |
6th | Prepared for Combat |
14th | Inflict Weakness |
18th | Slayer's Counter |
Specialization Spells
You learn additional ranger spells at the ranger levels listed.
Monster Slayer Spells
Ranger Level | Spell |
---|---|
3rd | Heroism, Identify |
5th | Moonbeam, Zone of Truth |
9th | Magic Circle, Remove Curse |
13th | Otiluke's Resilient Sphere, Mordenkainen's Faithful Hound |
17th | Dispel Evil and Good, Hold Monster |
Raised Instincts
When you take this specialization at 3rd level, you have learned from divine practitioners how to detect and protect yourself against monsters. While in a raised state, you gain the benefits from the Detect Evil and Good spell and the Protection from Evil and Good spell, as if you had cast it on yourself.
Starting at 6th level, you have learned to infuse your weapons with power. Additionally, when activating your Raised Instincts choose a damage type out of; cold, fire, thunder or lightning. All your weapon attacks deal damage of the chosen type until your Raised Instincts ends. This does not effect the damage type of magical or silvered weapons.
Hunter's Sense
At 3rd level, you use your savvy to deduct characteristics through keen observation. As an bonus action you can choose a creature within 10 feet that you hit with an attack in the last minute. You immediately learn 2 of the following options of your choice:
- The creatures Armor Class.
- The creatures current Hit Points
- An ability score of your choice (you can choose this option multiple times).
- All damage resistances, weaknesses or immunities.
- All condition immunities.
- All language proficiencies.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses on a long rest.
Additionally, you can add your Hunter's Focus die to Wisdom (Insight) checks against creatures that are not humanoid.
Prepared for Combat
Starting at 6th level, you make sure to be prepared for any situation. You gain the ability to attune to four magical items at the same time, instead of three.
Additionally, you gain a proficiency of your choice, or expertise in a skill you are already proficient in. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Inflict Weakness
Starting at 14th level, you have found a way to inflict your opponents with a weakness. While in a raised state, you can use a bonus action to mark a creature within 60 feet. The marked creature gains a damage weakness to a damage type of your choice that it does not have damage resistance or immunity against. You can mark one creature in this way for the duration of your Raised Instincts.
Slayer's Counter
Starting at 18th level, you gain the ability to counterattack when targeted. If a hostile creature targets you (rolls an attack against you or requires you to make a saving throw), you can use your reaction to make one weapon attack against the initiator. You make this attack immediately, before the attack or saving throw is resolved. If the attack hits, apply the attack's normal effects, besides the initiator needs to make a concentration check, if it fails, the action will not be resolved further but is still spent.
Practice
Safe
Homebrewing
Ranger was my favorite from the start when we played a few games of 3.5e. I have enjoyed playing other classes as well, but the memories of the Ranger's Apprentice and Aragorn had me always return to playing ranger. However, the ranger 5e class has been known for specializing a bit to much, which causes the ranger from the Player's Handbook to feel underwhelming. Thus my journey began.
Cover Art: WorldAnvil
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, already countless of times. Also, 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.
To get the details straight I compared my approach with the many good ideas already published using GM Binder Search and another great platform which shows acknowledged ranger homebrew can be found here.
On a final note my friends have expressed their honest opinion, which I have taken into consideration to further improve the class.
For alternative features to play a ranger without spell casting, check this out. Also Tasha’s Cauldron of Everything is providing updated features for the 5e ranger.
Version History (dd/mm/yyyy):
https://www.gmbinder.com/share/-MAp4lqCxthiK1COOjeA/
- 03-10-2021 -Ml4vYoPsOGyWVqQ5CWV
- 27-09-2021 -MkaZqb9RXiJHxfGFwrq
- 18-09-2021 -MjrVsW4-AzO82C50phi
- 13-08-2021 -Mgzgcyt55pmIsUOSzYa
- 05-02-2021 -MSntLufJLfEfANyKb9y
- 04-02-2021 -MSgT8YoS2JsFOfxvT9_
- 30-01-2021 -MSHrN7QHYuliEWxlqUM
- 18-07-2020 -MCXvsu-FqmnJXs6yRq4
- 18-07-2020 -MCXpyC6VJ50mde4lQ8_
- 15-07-2020 -MCGfccMLPpAETdFolKc
- 14-07-2020 -MCDl7NvyhJsQGzAq1LK
- 08-07-2020 -MBh6XwwxThnEtQrWs40
This class flavored as Hunter:
https://www.gmbinder.com/share/-MlnMNCRGKTsn7TpXIZy