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# Tweaked ranger Ver. 4
##### Tweaked Ranger | Level | Proficiency Bonus | Features | Spells slots per Spell Level | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Favored Foe, Wild Explorer | | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting, Mark of the Hunted (1d6) | | 2 | — | — | — | — | | 3rd | +2 | Ranger Archetype, Primal Awareness | | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | | 3 | — | — | — | — | | 5th | +3 | Extra Attack | | 4 | 2 | — | — | — | | 6th | +3 | Favored Foe and Wild Explorer Improvements | | 4 | 2 | — | — | — | | 7th | +3 | Ranger Archetype Feature | | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement, Resourceful Actions | | 4 | 3 | — | — | — | | 9th | +4 | — | | 4 | 3 | 2 | — | — | | 10th | +4 | Wild Explorer Improvement, Flexible Action Surge | | 4 | 3 | 2 | — | — | | 11th | +4 | Ranger Archetype Feature, Mark of the Hunted (2d6) | | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | | 4 | 3 | 3 | — | — | | 13th | +5 | — | | 4 | 3 | 3 | 1 | — | | 14th | +5 | Favored Foe Improvement, Druidic Arcanum | | 4 | 3 | 3 | 1 | — | | 15th | +5 | Ranger Archetype Feature | | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | | 4 | 3 | 3 | 2 | — | | 17th | +6 | — | | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Natural Senses | | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Foe Hunter, Wild Explorer Improvement, Flexible Action Surge (two uses) | | 4 | 3 | 3 | 3 | 2 |
>##### HELLO > I made this "alternate" version of the Ranger for the few of us, who rather enjoy the Player's Handbook version, but find it could use a few tweaks here or there (Hence the Name). It's essentially the PHB Ranger but with improvements, buffs, or reworks to every ranger class feature. > > All these rules and abilities are optional, so if there is a feature or ability you like, but want to mostly keep to the PHB ask your DM if you can exchange the feat/abilites that you like and keep the rest as is. > > The balance may be off so feel free to tweak or customize this for however best works for you and your DM. > The following are some of the changes and abilities added to the Ranger. > * Favored enemy has foe slayer baked in and natural explorer gives individual buffs based on terrain. > * The Ranger gains a few additonal proficiencies and starting equipment options. > * The Ranger is now a Preparation Caster and can ritual cast. > * Primeval Awareness no longer requires a spell slot to use. > * Land's Stride also gives extra 5 feet walking speed and bonus action dash. > * Hide in Plain Sight and vanish are rolled up into one ability. > * The Ranger gains an action surge at level 14 that can give you an extra action or bonus action instead of the Vanish ability. > * Feral senses now gives limited blind sight and tremor sense. > * Foe Slayer now works on all enemies and is doubled for favored enemies.
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\pagebreakNum ## 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, martial weapons **Tools:** One artisan tool or the herbalism kit, and one gaming set or musical instrument of your choice. **Saving Throws:** Strength, Dexterity **Skills:** Choose three from Acrobatics, Animal Handling, Athletics, History, 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) scale mail or (b) chain shirt or (c) leather armor * (a) two shortswords/Scimitars or (b) one simple melee weapon and one martial melee weapon lacking the heavy property * (a) a dungeoneer’s pack or (b) an explorer’s pack or (c) a burglar’s pack * (a) A longbow and a quiver of 20 arrows or (b) Any type of crossbow and 20 bolts ### Favored Foe Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: **aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.** Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Additionally once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. ### Wild Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: **arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark**. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. Additionally you gain a passive benefit based on your chosen terrain * **Artic:** You gain resistance to Cold damage. * **Coast:** You gain a swim speed equal to your walking speed and can hold your breath for an hour. * **Desert:** You have resistance to Fire Damage. * **Forest:** You become proficient in one ranger skill and gain expertise in 2 ranger skills you are proficient in. * **Grassland:** Your base walking speed increases by five feet and you cast *Longstrider* at will without expending a spell slot. * **Mountain:** You gain a climbing speed equal to your walking speed and can cast *Feather Fall* on yourself only at will without expending a spell slot. * **Swamp:** You gain resistance to Posion damage and have advantage on saving throws against poison and disease. * **Underdark:** You can cast *Darkvision* at will without expending a spell slot. While traveling for an hour or more in your favored terrain, you gain the following benefits: * Difficult terrain doesn’t slow your group’s travel. * Your group can’t become lost except by magical means. * Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. * If you are traveling alone, you can move stealthily at a normal pace. * When you forage, you find twice as much food as you normally would. * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. At 20th level any terrain you spend a least one hour in is considered a favored terrain to you and you gain all the associated benefits while in the terrain. ### 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.
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\pagebreakNum ## 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. ### 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 Spells Rules for the general rules of spellcasting and the Spells Listing 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 cure wounds, 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. ## Spellcasting Focus You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your ranger spells. ### Mark of the Hunted Starting at 2nd level, you learn the *Hunter's Mark* spell and always have it prepared, but it does not count against the number of ranger spells you have prepared. When you cast the spell at 1st level, it does not require concentration and does not expend a spell slot. Once you have cast the spell in this way, you can not do so again until you finish a long rest or expend a spell slot as normal. If you expend a spell slot to cast *Hunter's Mark* the duration of the spell is increased based on the spell slot expended. A 2nd level spell slot extends the duration to 4 hours, a 3rd level spell slot extends the duration to 8 hours, a 4th level spell slot extends the duration to 16 hours, and a 5th level spell slot extends the duration to 24 hours. When you reach 11th level the damage from the *Hunter's Mark* becomes 2d6. ### Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: the Beast Master or Hunter that are 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. ### Primal Awareness Beginning at 3rd level, you can use your bonus action to focus your awareness on the region around you. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead or if it’s a creature of your favored enemy type. You know the general number of the creature types and their last visited location, when you use this ability. If the creature is a favored enemy, you know their general threat level (what their CR or level they are) and the general direction they are, relative to you. You can use this feature a number of times equal to your Wisdom modifier. When you finish a long rest, you regain all expended uses. ### 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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\pagebreakNum ### Favored Foe At 6th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose an additional type of favored enemy: **aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.** Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Additionally once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. You choose one additional favored enemy, as well as an associated language, at 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. ### Resourceful Actions Starting at 8th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Dodge, or Hide action. ### Flexible Action Surge Starting at 10th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, bonus action, or reaction. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 20th level, you can use it twice before a rest, but only once on the same turn. ### Druidic Arcanum Your connection to the natural and spiritual world deepens your magical abilities. You learn two druid cantrips of your choice and are granted a druidic boon called an arcanum. Choose one 5th-level or 6th-level spell from the druid spell list as this arcanum. After you gain a level in this class or finish a long rest you can exchange the druid spell for another one of 5th or 6th level. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. ### Favored Foe At 14th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose an additional type of favored enemy: **aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.** Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Additionally once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. ### Natural Senses At 18th level, you gain a blindsight with a range of 15 feet and tremorsense of 30 feet, if you are in your favored terrain your blindsight has a range of 30 feet and your tremorsense has a range of 60 feet. ### Foe Hunter At 20th 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 any attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. If the target is one of your favored enemies you attack roll or damage roll bonus is doubled.
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\pagebreakNum # Tweaked Ranger Conclaves ### Tweaked Beast Master The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike. ##### Beast Master Features | Ranger Level | Features | |:----:|:-------------| | 3rd | Beast Master Magic, Ranger's Companion, Wild Bond | | 7th | Mystic Beast | | 11th | Well Trained | | 15th | Wild Soul | ## Beast Master Spells When you reach certain levels in this class, you gain access to the spells listed for that level in the Beast Master Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you. ##### Beast Master Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *Speak with Animals* | | 5th | *Beast Sense* | | 9th | *Conjure Animals* | | 13th | *Dominate Beast* | | 17th | *Awaken* | ## Ranger's Companion At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower, at level 7 the beast can be of CR level 1 or lower, at level 11 the beast can be of CR level 2 or lower, and at level 15 your creature can be of beast that is no larger than Large and has a CR of 3 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block plus your ranger level or fives times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, your beast can make one of the attacks when you take the Attack action provided it's within range of the target you are attacking. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. ## Wild Bond Starting at 3rd level as a bonus action, you can expend one spell slot to regain 1 d10 hit points per level of the spell slot expended for your beast if it’s within 30 feet of you. At 11th level, the range extends to 60 feet. Additionally, any spell to revive your beast requires no material components. If the beast dies, you expel it from your service, or is seperated from you, you can obtain a new companion by spending 1 hour magically bonding with a beast that isn’t hostile to you and that meets the requirements. If the beast is a favored foe or in your favored terrain it only takes 10 minutes to bond to it. ## Well Trained Starting at 7th level, when an enemy attempts to attack you or an ally you can see, you can use your reaction to command your beast to use it's reaction to attack the enemy provided that your beast companion is within attacking range. If the beast’s attack is successful the enemy misses that attack roll. You can use this ability a number of times equal to your wisdom modifer and regain all expended uses on a long rest. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ## Beastial Fury Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. ## Wild Soul Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 60 feet of you. Additionally your beast has advantage against any charming or freightening effects and any spell you cast that would fail if cast on a creature with an intelligence higher than 4, suceeds on your beast companion regardless of it's intelligence score.
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\pagebreakNum ### Tweaked 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 Features | Ranger Level | Features | |:----:|:-------------| | 3rd | Hunter Magic, Hunter's Boon, Hunter's Prey | | 7th | Defensive Tactics | | 11th | Multiattack | | 15th | Superior Hunter's Defense| ## Hunter Spells When you reach certain levels in this class, you gain access to the spells listed for that level in the Hunter Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you. ##### Hunter Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *Magic Missile* | | 5th | *Spiritual Weapon* | | 9th | *Haste* | | 13th | *Mordenkainen’s Faithful Hound* | | 17th | *Hold Monster* | ## Hunter's Boon At 3rd level, you gain one of the following passive features of your choice: * **Battle Stance.** You learn an additional fighting style from the fighter’s list. * **Swift Foot.** You gain an additional 5 feet of movement to your walking speed and at 11th level it becomes 10 feet of movement. * **Will of Steel.** You have advantage on saving throws against being charmed or frightened. ## Hunter’s Prey At 3rd level, you gain one of the following features of your choice: * **Colossus Slayer.** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. * **Giant Killer.** When a creature larger than you within 10 feet of you hits or misses you with an attack, you can use your reaction to attack that creature with advantage immediately after its attack, provided that you can see the creature. * **Horde Breaker.** Once on each of your turns when you make a weapon attack, you can make another attack at advantage with the same weapon against a different creature that is within 10 feet of the original target and within range of your weapon. ## Defensive Tactics At 7th level, you gain one of the following features of your choice: * **Escape the Horde.** You do not provoke opportunity attacks with your movement. * **MultiAttack Defense.** When a creature hits you with an attack, you gain a bonus to AC equal to your wisdom modifer against all subsequent attacks made by that creature for the rest of the turn. * **Evasion.** When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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. ## Multiattack At 11th level, you gain one of the following features of your choice: * **Volley.** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You have advantage on the first attack roll. * **Whirlwind Attack.** You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You have advantage on the first attack roll. * **Evisceration .** When you use the attack action to make two attacks against a creature, you can make a third attack against the same creature as a bonus action. If either of the first two attacks hit, the third attack is made with advantage.
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\pagebreakNum ## Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice: * **Primal Sense.** As a reaction after being forced to make a Stength or Dexterity saving throw from an attack or effect that you can see, you can give yourself advantage on the saving throw. * **Stand Against the Tide.** When a hostile creature hits or misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack at advantage against another creature (other than itself) of your choice. * **Uncanny Dodge.** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
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