Benik's Ranger Rework v3

by benik69

Search GM Binder Visit User Profile
Benik's Ranger Rework v4

Benik's Ranger Rework


Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

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, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

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, stealth, and the hunt. A ranger’s talents and 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 dragon or 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.

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

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.


Art & Idea Credit

This version of the Ranger draws a lot of inspiration from u/laserllama's Alternate Ranger and the Community Ranger Subbreddit's Ranger. If you don't already know about either one, do yourself a favor and check them out!

Cover Art: Lunar Ranger by Damian Ziomek

Watercolor Stains by Jared Ondricek


Disclaimer

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

The Ranger Table

Benik's Ranger
Level Proficiency Bonus Features Huntsman Die Predator's Strike Maximum 1st 2nd 3rd 4th 5th
1st +2 Huntsman Die, Outstanding Explorer d4
2nd +2 Fighting Style, Predator's Strike, Spellcasting d4 1 2
3rd +2 Primal Connection, Ranger Conclave d4 1 3
4th +2 Ability Score Improvement d4 1 3
5th +3 Extra Attack d6 2 4 2
6th +3 Devastating Strike d6 2 4 2
7th +3 Conclave Feature d6 2 4 3
8th +3 Ability Score Improvement d6 2 4 3
9th +4 One with the Land d6 2 4 3 2
10th +4 Superior Ambusher, Outstanding Explorer Improvement d6 2 4 3 2
11th +4 Conclave Feature, Predator's Strike Improvement d8 3 4 3 3
12th +4 Ability Score Improvement d8 3 4 3 3
13th +5 d8 3 4 3 3 1
14th +5 Unwavering Endurance d8 3 4 3 3 1
15th +5 Conclave Feature d8 3 4 3 3 2
16th +5 Ability Score Improvement d8 3 4 3 3 2
17th +6 Predator's Strike Improvement d10 4 4 3 3 3 1
18th +6 Heightened Senses d10 4 4 3 3 3 1
19th +6 Ability Score Improvement d10 4 4 3 3 3 2
20th +6 Slayer of Man and Beast d10 4 4 3 3 3 2

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 + 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 type of artisan's tools of your choice
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, 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 and a quiver of 20 arrows

Huntsman Die

Your growing experience and knowledge is represented by your huntsman die. Some features allow you to add your huntsman die once or multiple times to your rolls.

As shown in the class table, your huntsman die starts out as a d4 and increases in size at levels 5, 11 and 17.

Outstanding Explorer

At 1st level, your knowledge of the wilds are unmatched. Choose one of your Ranger skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. Also, you learn a language of your choice.


Additionally, you gain the following benefits:

  • Whenever you make a check to recall information about a creature, location, plant or terrain, you can add your huntsman die to the check.
  • Moving through non-magical difficult terrain doesn't cost you any extra movement.
  • You have advantage on attack rolls against creatures that are currently standing in difficult terrain.

At 10th level you choose one more of your ranger proficiencies to gain this benefit and you learn another language.

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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Druidic Warrior

You learn two cantrips of your choice from the Druid spell list. They count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

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.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Predator's Strike

Starting at 2nd level you know how to use your abilities to create circumstances to hit your enemies where it hurts most. Under certain conditions you inflict extra damage to your target. You can add one huntsman die to the damage of your first hit during your turn for each of the following conditions:

  • You haven't attacked another target since the beginning of your last turn
  • The target's movement speed is reduced
  • There is no ally of your target within 5 feet of it or you
  • You have advantage on the attack roll

The additional type of damage you deal is the same as your weapon's, unless specified otherwise and you can't add more than 1 huntsman dice to the attack.

Your huntsman dice maximum for predator's strike increases at certain levels as shown in the Predator's Strike Maximum column.

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 11 of the Player's Handbook for the general rules of spellcasting and the Ranger spell list.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your 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 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. 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 2ndlevel 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.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your Ranger spells. See chapter 5, of the Player’s Handbook for a list of things that count as druidic foci.

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 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.

Untitled Beastmaster

by Jeehyung Lee

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a Conclave, a society of Rangers specialized in defending civilization from specific threats.

Choose one of the Conclaves detailed at the end of this class description, official options from the PHB, XGtE, TCoE and other sources have been converted to work with this version of the Ranger. Your Ranger Conclave grants you features at 3rd, 7th, 11th, and 15th level.

Primal Connection

You can focus your awareness through the interconnections of nature and always have the right tools at hand for any given situation. Once per long rest, you can cast one spell from your spell list without expending a spell slot.

You don't need to have the spell prepared, but it must be on the ranger spell list and be of a level which you can cast.

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.

Devastating Strike

At 6th level, when you score a critical hit, you break your enemies defenses and make them susceptible to follow-up attacks. The next attack roll made against the target, made by any creature, has advantage.

One with the Land

Beginning at 9th level, your mastery of terrain grants you a climbing or swimming speed equal to your walking speed and moving through magical difficult terrain doesn't cost you any extra movement.

Superior Ambusher

Beginning at 10th level, you have learned how to conceal yourself from unwanted eyes and surprise your enemies. You can't be tracked by non-magical means unless you choose to leave a trail and you add your huntsman die to your initiative as well as to any stealth checks and all perception checks made to search for hidden creatures.

Additionally you can use your bonus action to Hide or Disengage.

Unwavering Endurance

At 14th level, you can endure even the toughest of hardships with relative ease. You gain proficiency in Constitution saving throws. If you are already proficient in them, choose either Intelligence or Charisma saving throws.

Additionally, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1 and you recover from 2 levels of exhaustion during a long rest.

Heightened Senses

At 18th level, your senses exceeds that of other mortals. As long as you aren't both blinded and deafened, you have blindsight and tremorsense out to a range of 30 feet. If you are either blinded or deafened, the range is reduced to 15 feet.

Slayer of Man and Beast

At 20th level you become an apex predator, no one can keep up with your tenacious hunting spirit and you always strike true. You add your Wisdom modifier to any attack roll you make and the first attack roll on each of your turns has advantage.

Additionally, before you roll a huntsman die, you can choose to roll the maximum result possible. You can do this to a number of huntsman dice equal to 1 + your Wisdom modifier per long rest.

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.


Beastmaster Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beastmaster Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.

Ranger Level Spell
3rd beast bond
5th enlarge/reduce
9th stinking cloud
13th dominate beast
17th awaken

Primal Companion

At 3rd level, you can magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

Garvel Lokin

by Alexandr Kolomiets

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.


If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.


When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.


Beast of the Land

Medium beast, neutral


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive perception 12
  • Languages understands the languages you speak

  • Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your ranger spell save DC or be knocked prone
  • Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Attack: 1 + your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.

Feywild

by Tim Shepherd


Beast of the Sky

Small beast, neutral


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive perception 12
  • Languages understands the languages you speak

  • Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Attack: 2 + your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.



Beast of the Sea

Medium beast, neutral


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 5 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive perception 12
  • Languages understands the languages you speak

  • Amphibious. The beast can breathe both air and water.
  • Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Attack: 1 + your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing damage or 1d6 + 2 + PB bludgeoning damage (your choice), and the target is grappled (ranger spell save DC to escape). Until this grapple ends, the beast can’t use this attack on another target.

Soothing Presence

At 7th level, your furry friend feels calmer when near you. While your beast companion is within 30 feet of you and can see you, it can add your huntsman die to all its saving throws.

In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting at 11th level, when you use your bonus action to command your beast companion to take the Attack action, the beast can make two attacks instead of one.

Shared Spells

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 30 feet of you.

Additionally, when you cast a spell with a range of touch, your beast companion can deliver the spell as if it had cast the spell. Your companion must be within 60 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll.

Desert Archer

by Andrey Alexeev

Globetrotter

A Globetrotter is not someone you would ever find in the same bar or the same location twice. The deepest caves, the coldest mountain tops, the thickest thicket, a Globetrotter has seen it all and this experience is what makes them dangerous. Some of the more daring Globetrotters casually offer extended guides through some of the world's most dangerous locales.

Environmental Preparation

Beginning at 3rd level, your general knowledge of different environments gives you an edge in most fights and with superior preparation you brace yourself for every situation.


While you travel in certain types of environments, you gain the following benefits:

  • Arctic: As a reaction, when you take cold damage, you may reduce the damage by an amount equal to your huntsman die.
  • Coast: You gain a swim speed equal to half your walking speed. If you already have a swimming speed it is increased by 15 feet.
  • Desert: As a reaction, when you take fire damage, you may reduce the damage by an amount equal to your huntsman die.
  • Forest: You add your huntsman die to your perception checks.
  • Grassland: Your walking speed increases by 10 feet.
  • Mountain: You gain a climbing speed equal to half your walking speed. If you already have a climbing speed it is increased by 15 feet.
  • Swamp: As a reaction, when you take poison damage, you may reduce the damage by an amount equal to your huntsman die.
  • Underdark: Dim light doesn't impose disadvantage on your perception checks.

You can only benefit from one terrain preparation at a time.

Globetrotter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Globetrotter Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.

Ranger Level Spell
3rd reshape ground (homebrew spell)
5th enlarge/reduce
9th Leomund's tiny hut
13th freedom of movement
17th tree stride

Well-travelled

At 3rd level, your journeys through distant lands and interest in diverse cultures have granted you a fundamental understanding of society and culture. You gain proficiency in the History skill, 1 tool of your choice and 1 language.

Traveller's Rest

At 7th level, you can share your deep understanding of nature with your fellow travellers and those around you. Once per short rest, you may maximize one hit-die for each member of your party.

Additionally, whenever you finish a long rest, you grant your allies the benefits of your Environmental Preparation feature.

Voyager's Tricks

At 11th level, having trained with warriors around the world, you're able to easily predict your foes' next move and exploit their openings. Whenever you don't add your maximum number of huntsman dice to predator's strike, you can choose to instead add a number of dice up to your maximum +1.

You can use this feature a number of times equal to your Wisdom modifier per long rest.


Additionally, whenever you finish a long rest, you can choose to gain the benefits of a second terrain from your Environmental Preparation instead.

Expert's Presence

Starting at 15th level, your expertise of terrain, fighting tips and general knowledge spreads to your companions. Allies within 20 feet of you gain the following benefits:

  • Moving through difficult terrain doesn't cost any extra movement
  • Attacks against creatures that are standing in difficult terrain have advantage
  • Whenever an ally has to make a saving throw, they can add your huntsman die to their saving throw

Dread Warden

Dread Wardens are tirelessly working to keep ancient tombs and dungeons closed off. They seperate the world from sleeping evils and looming threats. Often bound to a place, Dread Wardens wear heavier armor and are trained in keeping adventurers and monsters out of the locales they are guarding. In rare cases, Dread Wardens seek out help from others, to aid them in their task to preserve and protect.

Admonishing Guardian

At 3rd level, you gain proficiency in heavy armor and in either the persuasion or intimidation skill.

Additonally, whenever you make a check with the chosen skill, you can add your huntsman die to the total.

Dread Warden Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dread Warden Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.

Ranger Level Spell
3rd cause fear
5th hold person
9th fear
13th faithful hound
17th hold monster

Forceful Onslaught

At 3rd level, when you take the attack action, you can choose to forgo your predator's strike feature and instead make an additional weapon attack with advantage as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) per long rest.

Gruesome Howl

At 7th level, when you get hit by a weapon attack, you can use your reaction to cast the fear spell without providing somatic or material components and without expending a spell slot. The last creature that hit you has disadvantage on the saving throw.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.

Death Knight

by Larry Wilson

Forceful Protection

Beginning at 11th level, you protect your allies with force. When the first creature you attack on your turn damaged one of your allies during the last round, you can use your forceful onslaught feature without expending a use.

Victorious Strength

At 15th level, you feel empowered when cleansing the world from different threats. When you reduce a creature to 0 hitpoints you gain temporary hitpoints equal to your huntsman die + your Wisdom modifier (minimum of 1).

Additionally, you gain immunity to the frightened and charmed conditions.

Strider

Crawling through mud, stalking difficult prey, keeping civilization safe from outside threats. All of these are tasks, Striders gladly take on. Whether it be to honor family tradition, escape from other duties or their past or simply to take revenge. A Strider is a valuable ally and a master of the wild.

Fleet of Foot

At 3rd level, your walking speed increases by 10 feet. At 7th and 15th level, your walking speed increases by 5 feet each.

Additionally, you can add your huntsman die to any checks made to escape grapples or prevent being shoved.

Luka Delandour

by Edward Yorke

Slowing Strikes

At 3rd level, you can slow down your prey by focusing on your attacks. As a bonus action, you can choose to sacrifice up to half of your movement speed until the start of your next turn. Your next attack that hits a creature, reduces that creature's movement speed by an amount equal to the movement you chose to sacrifice until the end of your next turn. If you have already used more than half your movement speed during your turn, you can't use this feature.

Strider Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Strider Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.

Ranger Level Spell
3rd find familiar
5th aid
9th dispel magic
13th dominate beast
17th awaken

Unbreakable Mind

Starting at 7th level, your resolve allows you to keep your concentration up, even under the most dire circumstances. If you are concentrating on a spell and take damage that is equal to or less than your Ranger level, you automatically succeed on the concentration check.

Evasion

Beginning at 11th level, 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.

Paragon of Nature

Beginning at 15th level, you become a paragon of nature and primal magic. Choose two druid cantrips and a spell of 1st, 2nd and 3rd level each, from the druid spell list. These spells count as ranger spells for you and you can cast each spell once without expending a spell slot. You can cast these spells again when you finish a long rest or expend a spell slot of 1 level higher than the spell's original level to cast them again.

Pactslave

When a Ranger wanders in forgotten places that belong to seemingly nobody, they sometimes come across an outlandish being. Some of these otherworldly creatures just want a little gift, others like to bind them and make them work for them. A Pactslave is often a Ranger that had no other choice but to make a pact with a being they would much rather destroy.

Minor Pact Magic

Also at 3rd level, your patron augments your magic power. You learn one cantrip and one first level spell of your choice from the warlock spell list. You learn one additional warlock spell at 5th, 9th, 13th and 17th level. A spell you choose must be of a level you can cast and these spells count as ranger spells for you, but they don't count against the number of ranger spells you can prepare.

Additionally, you gain one additional spell slot. This spell slot is of the same level as your highest ranger spell slot and comes back on a short or long rest.

Otherworldly Patron

When you reach 3rd level, you become a slave to an otherworldly being: the Archfey, the Celestial, the Fathomless, the Fiend, the Genie, the Great Old One, the Hexblade or the Undying. Your choice augments some of your conclave features and you gain one specific benefit based on your chosen patron. Spells you learn through this feature, count as ranger spells for you.

The Archfey

You learn the minor illusion cantrip and you can add your huntsman die to checks made to see through illusions.

The Celestial

You learn the guidance cantrip and whenever you heal a creature, you can add your proficiency bonus to the total.

The Unified Horde

by Timi Honkanen

The Fathomless

You learn the frostbite cantrip and you gain resistance to cold damage.

The Fiend

You learn the firebolt cantrip and you gain resistance to fire damage.

The Genie

You learn the prestidigitation cantrip and you gain resistance to one type of damage, depending on your type of patron.

Genie Kind Element Damage Type
Dao Earth bludgeoning
Djinni Air thunder
Efreeti Fire fire
Marid Water cold

The Great Old One

You learn the mind sliver cantrip and you gain the benefits of the eyes of the runekeeper warlock invocation.

The Hexblade

You learn either the green-flame blade or booming blade cantrip and once per short or long rest, when you miss with a melee attack, you can choose to hit instead.

The Undying

You learn the spare the dying cantrip and once per long rest you can turn any failed death save into a success.

Patron's Favor

Starting at 7th level, your patron views you as a most valuable asset and tries to sweaten the deal. Choose one of the following features:

Mind of the Fey

Prerequisite: Archfey Patron
You become immune to the charmed and frightened conditions.

Celestial Body

Prerequisite: Celestial Patron
Your hitpoint maximum increases by an amount equal to your level and you become immune to diseases.

The Darkest Reaches

Prerequisite: Fathomless Patron
You can breathe underwater and gain a swimming speed equal to your walking speed.

Blessed by Blood

Prerequisite: Fiend Patron
When you reduce a creature to 0 hitpoints, you gain temporary hitpoints equal to your huntsman die.

Genie's Litheness

Prerequisite: Genie Patron
You gain a flying speed equal to half your walking speed, during which you can hover.

Eldritch Bond

Prerequisite: Great Old One Patron
You can spend 1 hour during a rest to establish a telepathic connection between you and a number of creatures equal to your Wisdom modifier. This connection lasts until your next long rest.

Cursed Weapon

Prerequisite: Hexblade Patron
You can spend 1 hour during a rest to perform a ritual and bind a number of objects and weapons equal to your proficiency bonus to yourself. As long as these objects and weapons are on the same plane of existance as you, you can summon one of them into your hands as a bonus action. If you bind yourself to a weapon, you can use it as a spellcasting focus.

Gripping to Life

Prerequisite: Undying Patron
Whenever you regain hitpoints, you regain additional hitpoints equal to your huntsman die up to your maximum.

Beast Speech

You can cast speak with animals at will.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Observing Companion

You learn the find familiar. The spell is a ranger spell for you and doesn’t count against your number of prepared spells.

Patron's Smite

Starting at 11th level, during your turn, as a bonus action, you can imbue your weapon with your patron's energy. Your weapon attacks deal additional damage equal to your proficiency bonus and all damage dealt becomes a special type of damage, depending on your patron. This benefit lasts for 1 minute or until you dismiss the effect as a free action. You can use this feature a number of times equal to your Wisdom modifier per long rest.

Wanderer

by Michał Sałata

Patron Damage
Archfey psychic
Celestial radiant
Fathomless cold
Fiend fire
Patron Damage
Genie patron dependent
Great Old One psychic
Hexblade necrotic
Undying necrotic

Stolen Magic

At 15th level, you draw more and more energy from your patron. During a short rest, you can now recover additional spell slots of a combined level equal to your Wisdom modifier. Once you do so, you can't use this feature again until you finish a long rest.

Green Knight

Green Knights are the forest's protector's and work closely together with certain druid circles to ensure the balance and safety of their home. They often have a strong sense of right or wrong, but don't care much for civilization or cities. Their most important tast is to protect nature from harm.

Green Knight Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Green Knight Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.

The Green Knight

by Alexandre Chaudret

Ranger Level Spell
3rd sanctuary
5th warding bond
9th beacon of hope
13th aura of life
17th circle of power

Guardian of Nature

At 3rd level, you gain proficiency with heavy armor and whenever you make a Intelligence (nature) check, you can add your huntsman die to the total.

Protector's Burden

Also at 3rd level, you can compel your enemies into focusing on you instead of your allies. As a bonus action, choose a creature within 15 feet that you can see. The target must succeed on a Wisdom saving throw against your spell save DC, it can repeat the saving throw at the end of each of its turns. On a failure the creature has disadvantage on attack rolls against creatures other than you and once per turn, when it attacks a target other than you, it takes psychic damage equal to 1 huntsman die. This effect ends after 1 minute, you attack another creature or you fall unconscious.

At 11th level, you can target a second creature as part of the same bonus action and the range increases to 30 feet.

Stalwart Defender

At 7th level, your abjuration spells help not just your allies. Whenever you cast an abjuration spell of 1st level or higher, you gain temporary hitpoints equal to your huntsman die + twice the spell's level.

Unforgiving

Starting at 11th level, you punish the targets of your protector's burden feature even harder. Whenever you attack an enemy that is affected by your protector's burden, you can add your Wisdom modifier to the damage.

Additionally, when you use protector's burden, you can expend a spell slot of 1st level or higher to impose disadvantage on one target's saving throw.

Warding Aura

At 15th level, you emit a faint aura of safety and protection. You and every creature of your choice within 15 feet of you gain the following benefits.

  • When you are hit by an attack, you can use your reaction to reduce the damage taken by an amount equal to 1 huntsman die.
  • You can use a bonus action to gain temporary hitpoints equal to 1 huntsman die until the start of your next turn.
  • You have advantage on death saving throws and on saving throws against being charmed or frightened.

Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Arcane Archer Magic

Starting at 3rd level, you learn the druidcraft cantrip and learn additional spells when you reach certain levels in this class, as shown in the Arcane Archer Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.

Ranger Level Spell
3rd faerie fire
5th branding smite
9th flame arrows
13th arcane eye
17th swift quiver

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two arcane shot options of your choice (detailed below).


On your turn, you can forgo your predator's strike in favor of an arcane shot. When you hit a creature with an arcane shot, it suffers from the attack's normal effects and other effects specified in the arcane shot option.

You learn two additional arcane shot options of your choice at 7th level and one additional at 10th and 15th level. You can replace one arcane shot option you know with a different one whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.


You can use this feature a number of times equal to your proficiency bonus per short or long rest.

Female Archer

by Donglu Yu

Magic Arrow

At 7th level, you gain the ability to infuse arrows and bolts with magic. Whenever you fire a nonmagical arrow or bolt from a bow or crossbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the projectile immediately after it hits or misses its target.

Curving Shot

At 11th level, you learn how to direct an errant projectile toward a new target. When you make an attack roll with a magic arrow or bolt and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, use your ranger spellcasting save DC.

Unforgiving Rasdrax

by Billy Christian

Banishing Shot

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 11th level in this class, a target also takes 2 huntsman die force damage when the attack hits.

Beguiling Shot

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra huntsman die psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

After you reach 11th level in this class, a target takes 2 huntsman dice psychic damage when the attack hits.

Bursting Shot

You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2 huntsman dice force damage each.

After you reach 11th level in this class, the damage increases to 4 huntsman dice force damage.

Enfeebling Shot

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 1 huntsman die necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

After you reach 11th level in this class, the damage increases to 2 huntsman dice necrotic damage.

Grasping Shot

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 1 huntsman die poison damage, its speed is reduced by 10 feet, and it takes 1 huntsman die slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your spell save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 2 huntsman die when you reach 11th level in this class.

Piercing Shot

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra huntsman die piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2 huntsman dice when you reach 11th level in this class.

Seeking Shot

Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover.

If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra huntsman die force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2 huntsman dice when you reach 11th level in this class.

Shadow Shot

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra huntsman die psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 2 huntsman dice when you reach 11th level in this class.

Male Archer

by Donglu Yu

Drakewarden

Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the drake to their side and to share in the awe-inspiring power wielded by dragons.


Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.

Drakewarden Origin

d6 Loot
1 You studied a dragon’s scale or claw, or a trinket from its hoard, and created your bond through the token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
4 You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
5 An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6 You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
Call of the Dragon

by Dominik Mayer

Draconic Gift

At 3rd level, the bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:

  • If you can’t already, you learn to speak, read, and write Draconic.
  • You learn the thaumaturgy cantrip, which is a ranger spell for you.

Drake Companion

You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.


The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.


Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.


The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.


Drake Companion

Small dragon


  • Armor Class 14 + PB
  • Hit Points 5 + five times your ranger level (the drake has a number of hit dice (d10s) equal to your ranger level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 8 (-1)

  • Saving Throws Dex +1 plus PB, Wis +2 plus P
  • Damage Immunities determined by the drake's Draconic Essence trait
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic
  • Proficiency Bonus (PB) equals your bonus

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning or poison. The chosen type determines the drake's damage immunity, the damage of its bite and the damage of its Infused Strikes trait.


Actions

Bite. Melee Weapon Attack: +2 plus your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage plus PB damage of a type determined by the drake's Draconic Essence.

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra huntsman die damage of the type determined by its Draconic Essence.

We're Home!

by Sam Leung

Bond of Fang and Scale

At 7th level, the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. While your drake is summoned, you and the drake gain the following benefits:

  • You gain resistance to the damage type chosen for the drake’s Draconic Essence.
  • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
  • The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.

Drake's Breath

At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 8d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond

Starting at 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

  • The drake grows to Large size.
  • The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
  • When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.

Existing Subclasses

I tried to keep the changes to existing subclasses as simple as possible, so the Ranger Rework could be implemented as easily as possible with existing official material. Any (part of) features that aren't mentioned, work as written.

Fey Wanderer

Otherworldly Glamour

Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your huntsman die.

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Aragorn the Ranger

by Adam J. Middleton

Gloom Stalker

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra huntsman die worth of damage of the weapon’s damage type.

Horizon Walker

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. Until the start of your next turn, whenever you hit the creature with an attack, all damage dealt by that attack becomes force damage, and your first attack against it adds 1 huntsman die to the damage. When you reach 11th level in this class, the extra damage applies to two attacks.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Half-Elf Swarmkeeper Ranger

by u/arthard

Hunter

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack and it’s below its hit point maximum, you can choose to deal an extra huntsman die of damage to the creature.

You can use this feature a number of times equal to your proficiency bonus per short or long rest.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. This attack doesn't break the combo of your predator's strike.

Hunter Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.

Ranger Level Spell
3rd faerie fire
5th earthbind
9th slow
13th arcane eye
17th hold monster

Monster Slayer

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes extra damage equal to your Wisdom modifier.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1 huntsman die to your roll.

Swarm Keeper

Gathered Swarm

  • The attack's target takes 1d4 piercing damage from the swarm.

Mighty Swarm

The additional damage now scales with the huntsman die.

Additional Spells

The Spell Hunter's Mark becomes the following:

Hunter's Sense for Weakness

1st-level divination


  • Casting Time: 1 Bonus Action
  • Range: 90 ft.
  • Components: V
  • Duration: concentration, up to 1 minute

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you always deal 1 huntsman die of damage to the target whenever you first hit it with a weapon attack on your turn. This die does stack with up to 1 other huntsman die. If you get 2 huntsman dice from your predator's strike, this spell has no effect. Additionally, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. Before the spell ends, you can use a bonus action to change the target of this spell. If the target drops to 0 hit points before this spell ends, you may do so as well.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Reshape Ground

1st-level transmutation


  • Casting Time: 1 Action
  • Range: 90 ft, 10 ft. radius
  • Components: V, S
  • Duration: 1 minute

The ground in a 10-foot radius centered on a point within range twists and reforms itself. The area either becomes difficult or normal terrain for the duration.


The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 10 feet for each slot level above 1st.

Spelllist Changes

The following spells are added to the classes spelllist:

1st Level

  • Entangle
  • Searing Smite
  • Reshape Ground

2nd Level

  • Aid
  • Enhance Ability
  • Gust of Wind
  • Magic Weapon
  • Summon Beast

3rd Level

  • Elemental Weapon
  • Blinding Smite
  • Dispel Magic
  • Meld into Stone
  • Revivify
  • Summon Fey
  • Tongues

4th Level

  • Death Ward
  • Dominate Beast
  • Summon elemental

5th Level

  • Awaken
  • Greater Restoration
Rangers

by Imad Awan

Changelog v4

  • Huntsman Die scaling changed to monk progression, limited Predator's Strike maximum during in tier 1 and changed a condition to bring the class' base damage more in line with other classes
  • added Fey Wanderer and Swarmkeeper to "Existing Subclasses" from Tasha's and reworked some features for existing subclasses (Horizon Walker & Hunter) to reign in the damage output of the class and bring some other features to the class
  • updated fighting styles and added spells with additional stuff from Tasha's
  • updated beastmaster companions to work similarly to how they do in Tasha's
  • updated extended spell list with new spells from Tasha's
  • added the Strider subclass; an attempt to create a "base ranger" alternative to the Hunter subclass
  • added the Pactslave subclass; a ranger that was forced into a warlock pact by a higher being
  • added the Green Knight subclass; heavy armor, protective abilities and abjuration spells
  • added Arcane Archer subclass, because to me, it feels like it should be a ranger subclass
  • added UA Drakewarden subclass
Ranger

by Peter Ortiz

Multiclassing

Ability Score Minimum. As a multiclass character, you must have at least a 13 in both Dexterity (or Strength) and Wisdom to take a level in this class, or to take a level in another class if you are already a Ranger.


Proficiencies Gained. If ranger isn't your initial class, you gain proficiency in light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the Ranger class's skill list.

benik
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.