Ranger, A Bugbear's Take

by Okra the Bugbear

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Ranger, A Bugbear's Take

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Ranger

Wild looking as the wolf skulking
beside her in the brush, the elven
huntress stalks several humans
admiring animals howling in cages.
She signals for her animal companion to
strike as they ambush the poachers.

A wounded orc finishes skinning
the feathery hide of the owlbear he had been
tracking for the better part of two days, his leather
armor covered in the beast blood.

A cloaked figure strolls through the crowded
marketplace, stalking an elven male from a distance. The
elf's face identical to the one printed on the wanted poster rolled in the figure's hand.

Carrying with them a diverse set of skills, these hardcore survivalists are hard to pin down. Rangers can never rest for long though, the unforgiving environment they call home always nipping at their heels, ready to consume them if they begin to wane.

Adept Survivalist

Harsh climates, difficult terrain, and natural disasters remain an ever-present threat to any adventurer, despite their level of experience. Rangers adopt these demanding, possibly hostile, regions as their homes and as an obstacle course in which they flourish.

Training in these unforgiving regions teaches a variety of survival skills that a ranger carries with them throughout their lives. These skills could involve tracking a swift creature through dense foliage, locating provisions to keep them and others satiated, or safely relocating people and goods through untamed lands.

Independent Adventurers

Rangers fill a diverse and robust role within not only an adventuring party but also within the paradigm of society. Many serve as hunters, guides, trackers, or escorts for those willing to pay for their services. On some occasions, you can even find them working alongside guilds and other organizations. It is due to their versatility that many rangers prefer to work independently- almost to a fault.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the ranger as one of your classes.


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 starting class, you gain proficiency in light & medium armor, shields, and simple & martial weapons.































Creating a Ranger

As you create your ranger character, consider the terrain
where you trained and how it might have influenced your training. Was your training in a savanna filled with fast and cunning predators, forcing you to run until your legs could
no longer support you with their incessant quivering? Maybe you trained with a druid in the frigid north until your body became numb from the strong winds? Or perhaps you thrived within the confines of a civilized society, dredging yourself from its gutters.

What are some memorable events that transpired during your training? Did you encounter a herd of migrating yetis in the mountains in which you trained, learning how they hunt as you watch from a safe distance? Was your training interrupted by the disturbance of a marching war band of orcs passing through the woods? Or perhaps you encountered an unlikely friend in the form of a native creature who had enjoyed watching you train, maybe even going as far as to train alongside you.

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom and Constitution. Second, choose the outlander background. And lastly, choose forest as your favored terrain..

Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Wilderness Expertise, Favored Terrain
2nd +2 Fighting Style, Ranger's Quarry, Spellcasting 2
3rd +2 Ranger Path 3
4th +2 Ability Score Increase 3
5th +3 Extra Attack, Fast Movement 4 2
6th +3 Predictable Quarry 4 2
7th +3 Path Feature 4 3
8th +3 Ability Score Increase 4 3
9th +4 Favored Terrain Improvement, Endure Elements 4 3 2
10th +4 Evasion, Wilderness Expertise Improvement 4 3 2
11th +4 Path Feature 4 3 3
12th +4 Ability Score Increase 4 3 3
13th +5 4 3 3 1
14th +5 Favored Terrain Improvement, Relentless Tracker 4 3 3 1
15th +5 Path Feature 4 3 3 2
16th +5 Ability Score Increase 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Preternatural Focus 4 3 3 3 1
19th +6 Ability Score Increase 4 3 3 3 2
20th +6 Foe Slayer 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 + 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: Choose one from cartographer's tools, herbalism kit, and navigator's tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scalemail 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

Wilderness Expertise

1st-level Ranger feature


Your time in the wilderness has honed your survival skills. You always know what direction is north and you gain proficiency in the Survival skill.

When you gain this feature and again at 10th level, choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

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Favored Terrain

1st-level Ranger feature


Select a terrain from the options below. You gain survival skills based on your chosen terrain, along with one language of your choosing. You choose one additional Favored Terrain and learn an additional language at 9th and 14th level.

You have advantage on Intelligence, and Wisdom checks related to your favored terrain, and nonmagical difficult terrain costs you no extra movement while traveling through it.

Arctic

Isolated amongst the perpetual cold and harsh environment, you need a strong will to survive. Whenever you spend one or more Hit Die at the end of a short rest, you regain a number of additional hit points equal to your Wisdom modifier.

Cavern

You've learned to fight hidden threats using sound. Unseen creatures provoke opportunity attacks from you, and you don't suffer disadvantage when attacking targets you can't see, provided you can still hear them.

Coast

You are exceptionally sure-footed from your experiences with sea storms and turbulent waves. You have advantage on ability checks and saving throws against effects that would knock you prone or move you against your will.

Desert

Traveling through endless sand under a blazing sun, you've gained exceptional stamina. Whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. In addition, you have advantage on ability checks and saving throws to see through visual illusions.

Forest

Leaping through treetops in search of prey, you're both nimble and perceptive. While you aren't wearing heavy armor, your jump distance is doubled. Additionally, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object.

When you reach 2nd level, you can mark a hidden creature you find as your quarry as part of the same bonus action.

Grassland

With nowhere to hide amongst a plain of fast predators, it's best to flee for cover. On your first turn in combat, your speed increases by 15 feet until the start of your next turn. You don't provoke opportunity attacks while you have this increased speed.

Mountain

You can shrug off most injuries after your experience with pummeling rockslides and soaring predators. When you take damage, you can use your reaction to reduce the damage by 1d8. 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.

In addition, you can climb without expending extra movement.

Swamp

Infections, poisons, and vicious creatures endanger you in these fetid wetlands. You know when a creature, plant, or another object you can see or smell within 30 feet of you is poisonous or diseased. Additionally, you have advantage on any ability checks to escape a grapple.

Urban

You're streetwise, using your cunning and observations of others to survive. Whenever you make a Wisdom (Insight) check to determine if a creature is lying to you, roll a d6 and add it to the ability check. Additionally, you can take the Hide action while standing or moving between multiple creatures of a similar size or larger.

Fighting Style

2nd-level Ranger feature


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.

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.

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.

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

You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

In addition, when you engage in two-weapon fighting, you no longer use your bonus action for your second attack; instead, you make this attack as part of the Attack action.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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Ranger's Quarry

2nd-level Ranger feature


You are a skilled tracker and hunter, pursuing your foe, reading their movements, and striking when the time is right.

As a bonus action, choose a creature you can see, hear, or are currently tracking. This creature becomes your quarry.

You have advantage on Perception and Survival checks to find your quarry, and you deal an additional 1d6 damage whenever you hit them with a weapon attack.

A creature remains your quarry until it drops to 0 hit points, you fall unconscious, you mark another creature using this feature, or until you take a short or long rest. to 0 hit points, you fall unconscious, you mark another creature using this feature, or until you take a short or long rest.

Spellcasting

2nd-level Ranger feature


You have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the ranger spell list (excluding the hunter's mark spell).

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: 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.




























Ranger Path

3rd-level Ranger feature


You choose a path to reflect your journey as a ranger. Your choice grants you features at 3rd level and then again at 7th, 11th, and 15th level.

Path Spells

Each path has a list of spells— its path spells— that you gain at the ranger levels noted in the path description. Once you gain a path spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a path spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Ability Score Improvement

4th-level Ranger feature


When you gain this feature, 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

5th-level Ranger feature


you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

5th-level Ranger feature


Your speed increases by 10 feet while you aren’t wearing heavy armor.

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Predictable Quarry

6th-level Ranger feature


You can interpret your quarry's actions from the slightest gestures and movements. Your quarry provokes opportunity attacks from you even if they take the Disengage action before leaving your reach.

Endure Elements

9th-level Ranger feature


You can effortlessly brave the natural dangers of the world. You gain proficiency in Constitution saving throws.

Additionally, when you complete a long rest, you regain an additional number of expended Hit Dice equal to your Constitution modifier.

Evasion

10th-level Ranger feature


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.

Relentless Tracker

14th-level Ranger feature


Your obsessive dedication to tracking down your quarry drives you. While tracking your quarry, the only way for a creature to cease being your quarry is when it's reduced to 0 hit point, or when you choose a new quarry.

Preternatural Focus

18th-level Ranger feature


You can add your Wisdom modifier to an attack roll, a damage roll, a saving throw, or an ability check if it isn't already. Once you use this feature, you can't use it again until the start of your next turn.

Foe Slayer

20th-level Ranger feature


You've become an unparalleled hunter of your enemies. You can roll one additional Ranger's Quarry die when you deal damage to your quarry with a weapon attack. Additionally, if you reduce your quarry to 30 hit points or fewer with a weapon attack, it dies, if you so choose.


Ranger Paths

The path you venture is a reflection of your journey and personal goals. These paths will sometimes intersect with those of other rangers, forming a community built by like-minded individuals and a strong network of information. These communities are commonly referred to as Conclaves.

Beastmaster

A beastmaster shares a special, almost mystical, connection with the beast of the land, sea, and sky. Their tactics and style of fighting resembling that of a beast, though not nearly as beastly as their animal companion.

Beastmaster Spells
Ranger Level Spells
3rd animal friendship
5th locate animals or plants
9th conjure animals
13th dominate beast
17th Rary's telepathic bond

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Wild Empathy

3rd-level Beastmaster feature


Beast recognize you as a kindred spirit. You gain proficiency in the Animal Handling skill if you don't already.

In addition, you can telepathically communicate with any beast while it's within 60 feet of you. The creature can understand you and can respond telepathically.

Animal Companion

3rd-level Beastmaster feature


You also gain an animal companion which you magically are bound to. Select one of the following beasts to become your companion: ape, black bear, crocodile, elk, giant goat, panther, warhorse, or wolf. Alternatively you can select any beast of challenge rating 1/4 or lower that you have seen.

Combat. The companion shares your initiative. 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 companion can take any action of its choice, not just Dodge.

Statistics. Your companion's statistics undergo the following changes as a result of your bond with it:

  • If the companion has a Multiattack action, it loses it.
  • Your companions hit points equal 10 + five times your ranger level.
  • Your companion gains proficiency in two skills and one saving throw of your choosing.
  • When your proficiency bonus increases by 1, your companion gains a +1 bonus to its ability checks, attack rolls, and saving throws.

Death and Rest. If your companion is reduced to 0 hit points, it begins dying and making death saving throws as if it were a player character. When your companion completes a short rest, it regains hit points equal to half its maximum hit points. When you complete a long rest, it regains all of its hit points.

If your companion is dead or otherwise lost, you can spend 8 hours in the wilderness bonding with a beast to gain a new companion. You can have only one companion at a time.




















Primal Strikes

7th-level Beastmaster feature


Your companions attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Feral Proxy

7th-level Beastmaster feature


You can use beasts as your proxies. You gain the ability to cast the beast sense and animal messenger spells, without expending a spell slot, with the following changes.

  • When you cast animal messenger, you can target a Small beast by offering a larger portion of food.
  • The duration of animal messenger increases to 10 days.
  • When you cast beast sense, you can target a beast you can see within 60 feet of you, instead of touching it.

Additionally, your animal companion and other friendly beasts under the effect of a divination or enchantment spell you cast can aid you further. These beasts can mark your quarry for you using their action. The beast cannot mark a creature that it cannot hear, see, or is not currently tracking.

Storm of Claws and Steel

11th-level Beastmaster feature


You and your companion fight as one unit in combat, capitalizing on the others' success. Whenever you or your companion successfully hits a creature with a weapon attack, the other can roll a d6 and add it to their first attack roll against the same creature before the end of this turn.

Pack Leader

15th-level Beastmaster feature


Beasts no longer consider you a kindred spirit; instead, they recognize your authority as the superior beast. When a beast attacks you, that creature must make a Wisdom saving throw against your ranger spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

Additionally, beasts you telepathically are bonded with can add your proficiency bonus to their ability checks and attack rolls, if they aren't already, and share all the benefits of your Ranger's Quarry feature.

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Bounty Hunter

While some adventurers search for wealth in a hidden cache of treasure inside musty dungeons, you find it on paper and rumors in well-stocked taverns, government buildings, and the home of nobles.

You earn a lucrative living off the exchange of seedy individuals, though at the cost of others perceiving you as cruel and merciless.

Bounty Hunter Spells
Ranger Level Spells
3rd command
5th hold person
9th slow
13th compulsion
17th dominate person

Change of Plans

3rd-level Bounty Hunter feature


You've learned to quickly shift your attention to new threats. Once on each of your turns, when you make an attack against a creature, you can choose to designate that creature as your quarry without using your bonus action.

In addition, you can choose to deal non-lethal damage with ranged weapon attacks.

Investigator

3rd-level Bounty Hunter feature


You have a talent for gathering information on your quarry. You can spend at least 10 minutes conversing with, interrogating, listening to, or questioning a creature. You have advantage on Charisma checks made against that person pertaining to information regarding a specific creature it knows.

Steel Will

7th-level Bounty Hunter feature


You have advantage on saving throws against being charmed or frightened.

Menacing Warrior

11th-level Bounty Hunter feature


You have learned to intimidate those who would stand in your way. When you score a critical hit or reduce a creature to 0 hit points, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your Spell save DC. On a failed save, a creature becomes frightened of you for up to 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Payback

15th-level Bounty Hunter feature


Whenever a creature you can see within range makes an attack against you, regardless if it hits or misses, you can make a single attack against that creature as a reaction. You make your attack with advantage if the attacker hits you. If this creature is not your quarry, you can choose to make it your quarry before you make this attack.

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Colossus Slayer

Following the path of destruction in their wake, these rangers strive to bring the downfall of these behemoths. A colossus slayer actively seeks out giants, dragons, fallen celestials, and other towering titans. The presence of a titan often bringing change to the landscape around it.

While one could only hope to match their raw might, you are confident in the ability of your allies and yourself to bring these giants low.

Colossus Slayer Spells
Ranger Level Spells
3rd feather fall
5th Maximilian’s earthen grasp
9th slow
13th Otiluke’s resilient sphere
17th hold monster

Climber

3rd-level Colossus Slayer feature


You've become adept at climbing creatures larger than yourself. You gain proficiency in the Athletics skill, and you gain a climbing speed equal to your walking speed.

Coordinated Effort

3rd-level Colossus Slayer feature


When fighting creature's of superior strength, you find comfort in your numbers. When you make a weapon attack or ability check against a creature, you can gain a bonus to the roll equal to the number of your allies within 10 feet of that creature (maximum of +5)

Alternatively, when you you cast a ranger spell or use an effect that forces a single creature to make a save, you can add this bonus to the DC instead.

You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of twice). You regain all expended uses of it when you finish a long rest.

Hide Underfoot

7th-level Colossus Slayer feature


You can skirt past larger creatures virtually unnoticed. A creature that is larger than your size has disadvantage on Perception checks to spot you.

In addition, while standing within 5 feet of a creature you can see, with a size larger than your own, you can use your bonus action to take a special Hide action. While hidden in this way, you can choose to move with the creature. Not moving with the creature reveals your location.

Bring Low

11th-level Colossus Slayer feature


With the aid of your allies, you will bring the titans to their knees. When you hit a creature using your coordinated effort feature, you can force them to make a Strength saving throw against your ranger spell save DC. Add the bonus granted by your coordinated effort to this DC. On a failed save, they fall prone.

Low Counter

15th-level Colossus Slayer feature


Larger creatures have a hard time keeping track of you in combat, leaving them wide open for a counter-attack. When a creature larger than your size attacks you, provided you aren't incapacitated, the creature makes its attack with disadvantage. On a miss, you can use your reaction to make a weapon attack against the attacking creature and move up to half your speed without provoking an attack of opportunity.

Drakebound

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

Drakebound Spells
Ranger Level Spells
3rd command
5th warding bond
9th fear
13th stoneskin (appears as scales)
17th control winds

Draconic Gift

3rd-level Drakebound feature


Your bond with your drake allows you to understand their language and empowers your presence. You learn to speak, read, and write draconic. You also learn the thaumaturgy cantrip, which is a ranger spell for you.

Drake Companion

3rd-level Drakebound feature


You can use an action to magically summon the drake bound to you. It appears in an unoccupied space of your choice that you can see within 30 feet. The drake is friendly to you and obeys your commands. 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 again.

Once summoned, the drake remains for a number of hours equal to half your ranger level (rounded up), or until it is reduced to 0 hit points, you use this feature to summon the drake again, or you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Combat. The drake shares your initiative. 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.

Statistics. When summoned, you choose its Draconic Essence type: acid, cold, fire, lighting, or poison. This determines its damage immunity and the damage of its Infused Strikes feature. Your drake uses the Drake Companion stat block, which uses your proficiency bonus (PB) in several places.

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Drake Companion

dragon, neutral


  • Armor Class 14 + PB (natural armor)
  • Hit Points 10 + five times your ranger level
  • Speed 40 ft.

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

  • Damage Immunities Draconic Essence
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic

Draconic Bond. You add your PB to any ability check, attack roll, or saving throw that the drake makes.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.

Reactions

Infused Strikes. When the drake, or a creature within 30 feet that the drake can see, hits a creature with a weapon attack, the drake can infuse the strike with elemental energy, causing the attack to deal an extra 1d6 of it's Draconic Essence damage type.

Bond of Fang and Scale

7th-level Drakebound feature


The bond you share with your drake grows stronger. Your drake is summoned, you are resistant to the damage type of its Draconic Essence and its bite attack deals an additional 1d6 damage of the same type.

In addition, when you summon your drake, you choose whether it is a Small or Medium sized creature, and it gains one of the following traits of your choice:

Amphibious. Your drake grows fins that allow it to maneuver easily through the water. It can breathe both air and water, and it gains a swimming speed of 40 feet.

Aerial. Your drake sprouts leathery winds that allow it to soar through the skies. It gains a flying speed of 40 feet.

Elemental Breath

11th-level Drakebound feature


The bond between you and your drake allows you both to produce elemental breath that resembles the terrible weapon of a true dragon. As an action on your turn, either you or your drake can exhale a 30-foot cone of elemental energy. Each creature within the cone must make a Dexterity saving throw against your ranger spell save DC. On a failed save, they take 6d6 damage of your drake's Draconic Essence damage type, and half as much on a success. At 15th level, this damage increases to 8d6.

Once either you, or your drake, uses this feature, you cannot use it again until you finish a long rest, unless you expend a spell slot of 3rd-level or higher.

Perfected Bond

15th-level Drakebound feature


The bond between you and your drake has reached its apex. When you summon your drake, you choose whether it is a Small, Medium, or Large creature. In addition, you and your drake gain the following benefits while your drake is summoned:

  • Your drake's bite attack deals an additional 1d6 of its Draconic Essence damage type (for a total of 2d6).

  • As a reaction, when you or your drake take damage while within 30 feet of each other, you can grant yourself, or your drake, resistance to the damage of the triggering attack.

Grave Warden

Patrolling graveyards and catacombs, these rangers hold themselves responsible for the eternal rest of the dearly departed. As such, they constantly find themselves at odds with necromancers seeking to stir chaos with the remains they oversee.

Grave Warden Spells
Ranger Level Spells
3rd detect evil and good
5th see invisibility
9th speak with dead
13th death ward
17th hallow

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Stygian Arts

3rd-level Grave Warden feature


You've trained to not only handle the undead but to ensure their eternal rest. You gain the following features:

Paranormal Knowledge. you gain proficiency in the Arcana and Religion skills.

In addition, the protection from evil and good spell always is prepared for you, and it doesn't count against the number of spells you can prepare each day. This spell is a ranger spell for you.

Consecrate Soul. When you deal damage to your quarry with a weapon attack, you can convert all damage dealt to radiant damage. If your quarry is also undead, you deal additional damage equal to your Wisdom modifier.

When you reduce your quarry to 0 hit points, your mark lingers on their soul for the next ten days, even if you mark another creature as your quarry. While this mark remains, this creature can't become undead by any means short of a wish spell.

Soul Ward

7th-level Grave Warden feature


You etch a lasting mark onto your soul. This mark grants you advantage on Charisma saving throws, and prevents you from having your hit point maximum reduced or being turned undead.

Confined to the Grave

11th-level Grave Warden feature


You can magically restrain fleeing ghouls and specters. When you hit a creature with a weapon attack, you can expend a spell slot to create a magical tether that wraps around them. This tether restrains the creature for up to 1 minute, ignoring any immunity to this condition if the creature is undead. Creatures restrained in this way cannot benefit from being invisible, nor can they teleport or move between planes.

While restrained by your tether, the creature takes radiant damage at the start of each of its turns. The damage equals your Wisdom modifier + the level of the expended spell slot. A creature can use their action to make a Strength saving throw against your ranger spell DC. On a success, the tether breaks. Undead make this save with disadvantage.

Rest in Peace

15th-level Grave Warden feature


You are always under the effects of the protection from evil and good spell. During a short or long rest, this effect extends to all creatures of your choosing within 30 feet of you.

Horde Breaker

These rangers favor speed and cunning over raw might, honing their skills to confront hordes of creatures. Often finding themselves isolated amongst the crowded battlefield, they employ tactics that are capable of effectively disrupting and eliminating large numbers of enemies at once.

Horde Breaker Spells
Ranger Level Spells
3rd thunderwave
5th blur
9th haste
13th freedom of movement
17th conjure volley

Horde Tactics

3rd-level Horde Breaker feature


You've developed several tactics to confront the oncoming horde. Whenever you hit your quarry with a weapon attack, you can perform one of the following tactics instead of dealing additional damage to your quarry.

  • Your quarry must make a Strength saving throw against your ranger spell DC. If they fail, you can push them up to 10 feet away from you. Your quarry automatically succeeds on this saving throw if they are two sizes larger than you or more.
  • You can move up to 10 feet after making this attack, without provoking an attack of opportunity from your quarry.
  • You can make another attack with the same weapon against a different creature that is within 5 feet of your quarry and within range of your weapon. You can use this effect once on each of your turns.

Escape the Horde

7th-level Horde Breaker feature


You learn to evade blows when you maneuver yourself out of the fray. Opportunity attacks against you are made with disadvantage, and you can move through a hostile creature's space as difficult terrain regardless of their size.

Cunning Deflection

11th-level Horde Breaker feature


When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack with disadvantage against another creature (other than itself) of your choice.

Stand Against the Tide

15th-level Horde Breaker feature


You can overcome the cascading attacks of multiple creatures. When a hostile creature hits or misses you with an attack, you gain a bonus to your AC against all subsequent attacks equal to the number of hostile creatures you can see within 15 feet of you (maximum bonus of +5). You lose this bonus at the start of your next turn.

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Horizon Walker

Horizon walkers guard the world against threats originating from other planes. These threats often come in the form of otherwordly creatures or rampant planar magics. They seek out planar portals, keeping watch over them and patrol the planes as needed. In some cases, they might close a breach if it becomes too dangerous.

Horizon Walker Spells
Ranger Level Spells
3rd protection from evil and good
5th misty step
9th dispel magic
13th banishment
17th teleportation circle

Detect Portal

3rd-level Horizon Walker feature


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.

Once you use this feature, you can't use it again until you finish a short or long rest or until you expend a spell slot to use this feature.

Planar Warrior

3rd-level Horizon Walker feature


You learn to draw on the energy of the multiverse to augment your attacks.

When you use your Ranger's Quarry feature, you can choose to target any weapons you are currently wielding instead of a creature. These weapons warble with planar energy, converting all damage dealt by them to force. Creatures you attack with one of these weapons is considered your quarry until the end of the current turn.

A weapon loses these benefits if you end your turn without it in your hand, you use your Ranger's Quarry feature again, or you fall unconscious.

Ethereal Step

7th-level Horizon Walker feature


You learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Distant Strike

11th-level Horizon Walker feature


You gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

15th-level Horizon Walker feature


Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to halve the attack’s damage against you.

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Hunter

A master of acquisitions and slayer of various creatures, a hunter is the most well-known ranger.

A hunter may be called to remove an invasive threat from an urban area; or possibly harvest "monstrous" materials for a local artisan.

Hunter Spells
Ranger Level Spells
3rd alarm
5th pass without trace
9th Leomund's tiny hut
13th locate creature
17th hold monster

Hunter's Training

3rd-level Hunter feature


You've been trained in the way of the hunt. You gain the following features:

Field Tanner. You gain proficiency with leatherworker’s tools.

Preparations. As part of a long rest, you can spend time refining your knowledge on one of the following types of creatures: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Until the start of your next long rest, creatures with this creature type are considered your prey.

You have advantage on Survival checks to harvest materials from your prey, as well as on Intelligence checks to recall information about them.

Target Acquisition. When you roll initiative and you can see one of your prey within range, you can immediately mark this target as your quarry (no action required).

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Dire Pursuit

7th-level Hunter feature


You can more effectively give chase to fleeing prey. When your quarry moves more than 5 feet away from you this turn, you can use your reaction to move up to your movement speed towards it.

Big Game Hunter

11th-level Hunter feature


You've hunted your prey enough to learn the ins and outs of their tactics. Whenever your prey forces you to make a saving throw, you can treat a d20 roll of 9 or lower as a 10.

Favored Quarry

15th-level Hunter feature


Though you hunt a variety of creatures, there are some you call your specialty. Choose two creature types from your Preparations feature as your favored quarry. These two creature types are always consider your prey. you score a critical hit on a 19-20 when making an attack roll against your favored quarry.

Monster Slayer

You have dedicated yourself to hunting creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mystical foes.

Monster Slayer Spells
Ranger Level Spells
3rd protection from evil and good
5th zone of truth
9th magic circle
13th banishment
17th hold monster

Rites of the Slayer

3rd-level Monster Slayer feature


You've been trained in the esoteric art of slaying monsters. You gain the following features:

Alchemy. You gain proficiency in alchemist supplies, which you can use to craft useful concoctions.

Hunter’s Sense. You can peer at a creature and magically discern its strengths and weaknesses. As a bonus action, choose one creature within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature's hidden from divination magic, you sense that it has none. When you mark your quarry, you can use this feature as part of the same bonus action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Prey. Your Ranger's Quarry die increases from a d6 to a d8.

Supernatural Defense

7th-level Monster Slayer feature


You gain extra resilience against your quarry’s assaults on your mind and body. Whenever your quarry forces you to make a saving throw and whenever you make an ability check to escape your quarry’s grapple, add your Ranger's Quarry die to the roll.

Magic-User’s Nemesis

11th-level Monster Slayer feature


You gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your ranger spell save DC, or its spell or teleport fails and is wasted.

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

Slayer’s Counter

15th-level Monster Slayer feature


You gain the ability to counterattack when your quarry tries to sabotage you. If your quarry forces you to make a saving throw, you can use your reaction to make one weapon attack against your quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Stalker

A master of espionage and tracking, those who adopt the lifestyle of the stalker live on the outskirts of their quarry's vision, always seen as a skirting shadow in their peripherals.

Stalker Spells
Ranger Level Spells
3rd disguise self
5th pass without trace
9th clairvoyance
13th greater invisibility
17th mislead

Guerilla Tactics

3rd-level Stalker feature


You've trained in the art of ambush and espionage. You gain the following features:

Lie in Wait. When you deal damage to a surprised creature or with an attack as part of a reaction, the weapon deals an additional 1d6 damage. Once you reach 11th level, this damage increases to 2d6.

Trained Skulker. You gain proficiency in the Stealth skill, and you can take the Hide action as a bonus action.

Subdue Witness

7th-level Stalker feature


You can subdue creatures who threaten your anonymity. When a creature that you can see and are hiding from discovers your position, you can use your reaction to make a single weapon attack against the creature or attempt to grapple them if they are within reach. This reaction doesn't reveal your position to other creatures.

In addition, when you successfully grapple a creature, you can prevent it from making verbal sounds that would alert other creatures of your presence.

Stalker’s Flurry

11th-level Stalker feature


You've learned to attack with such unexpected speed that you can turn a miss into another strike. Once per turn when you miss with a weapon attack, you can make another weapon attack as part of the same action.

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Abscond

15th-level Stalker feature


Whenever you make a weapon attack against a creature, you don't provoke opportunity attacks from that creature until the start of your next turn, whether you hit or not.

When you make this attack using your reaction, you can immediately move up to your movement.

Community Ranger Paths

These additional paths have been curated from the wide community of fan content creators on the /r/ UnearthedArcana subreddit and from the discord chat community: the Discord of Many Things. The flavor and abilities have been modified to better fit this class's design.

Fugue Sentinel

As a Fugue Sentinel, you stand at the border between the Fugue and the Material Plane. You are a guide and a hunter. Partnering with a spirit from the Fugue, you help restless spirits find peace in order to reach the afterlife and hunt down those that would interfere in a creatures life after death.

Fugue Sentinel Spells
Ranger Level Spells
3rd detect evil and good
5th gentle repose
9th life transference
13th shadow of moil
17th dawn

Fugue Hunter

3rd-level Fugue Sentinel feature


You magically attract a Fugue Hunter, a spirit charged with hunting the undead. The spirit looks like Medium or smaller creature of your choice. The spirit is intangible and remains in your space, circling or floating around you.

You and the spirit work together in your dealings with the undead, you the guide and your spirit the hunter. You gain proficiency in one of the following skills of your choice: Nature, Religion, or History

Hunting Grounds

3rd-level Fugue Sentinel feature


You can designate an area as your Hunting Ground, thinning the boundaries between life and death and allowing your Fugue Hunter to fight by your side.

As a bonus action, you can choose a point you can see within 30 feet of you. The area within a 30ft radius of that point becomes your Hunting Ground for 1 minute or until you use this feature again. Once per turn, when you hit a creature within the area with a weapon attack you can deal an extra 1d6 necrotic damage to that creature, directing your Fugue Hunter to strike with you. This damage ignores any resistances or immunities if the target is undead.

The radius of this ability increases by an additional 15 feet when you reach level 11.

Spirit Step

7th-level Fugue Sentinel feature


You learn to flit around the battle like the spirits which you guide and hunt. As a reaction to a creature ending its turn within 5 feet of you, you can move up to 10 feet without provoking attacks of opportunity.

Dance of Death

11th-level Fugue Sentinel feature


If you use your Spirit Step feature while within your Hunting Ground you can make one attack before or after the movement as part of the same reaction.

Parting Inquiry

11th-level Fugue Sentinel feature


You have become adept at interacting with the recently departed.

You know the speak with the dead spell. You can cast it without expending a spell slot and without material components if the target died within your Hunting Ground. If cast in this way you may only ask one question, but the animating spirit will attempt to answer the question honestly and to the best of its abilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

The Harrowing

15th-level Fugue Sentinel feature


You and your fugue hunter have grown in strength, allowing your hunter to harass those you hunt. Creatures damaged by your Hunting Grounds feature treat the area inside of your Hunting Ground as difficult terrain and cannot take attacks of opportunity until the start of its next turn. If the creature is undead it must expend 15 feet of movement for every 5 foot it moves instead of 10.

Pelt Collector

There is an ancient art rarely taught; macabre tales told by hunters and trackers. It is an art of leatherworking, skinning and tanning a creature soon after death so that its power passes onto the leather. These secrets are well-kept, yet a ranger can learn them by proving their worth to a teacher. A crafty, stubborn soul could even discover the secrets themselves by finding one of these mystic pelts and studying its construction.

Pelt Collector Spells
Ranger Level Spell
3rd Cause Fear
5th Alter Self
9th Feign Death
13th Polymorph
17th Hold Monster

Expert Artisan

3rd-level Pelt Collector feature


You gain proficiency with leatherworker's tools if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses these tools.


Credit

Fugue Sentinel was created by /u/JoberXeven

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Skin the Essence

3rd-level Pelt Collector feature


You learn the techniques of the Pelt Collectors. You gain the ability to skin a creature in a ritual that magically preserves the skinned creature's vital essence in the pelt you craft from it.

Crafting a Mystic Pelt. You can spend an hour skinning and tanning the corpse of a Small or larger creature with a CR of 1/4 or lower. The creature cannot have been dead for more than 24 hours, and it must be a Beast or Monstrosity. At the end of the hour, you gain a mystic pelt which counts as a suit of light armor for you. While wearing a mystic pelt, your AC equals 12 + your Dexterity modifier.

You can have a number of mystic pelts equal to half your ranger level (rounded down). If you craft a mystic pelt beyond this number, one of your previous pelts loses its magical benefits (your choice).

The CR of creatures you can skin increases when you reach certain levels in this class, increasing to 1/2 at 7th level, 1 at 11th level, and 2 at 15th level.

Pelt Transformation. Your physical features slowly change the longer you wear a pelt. Your nails may sharpen like claws while you wear a wolf's fur, or your eyes might turn red while wearing the tentacled cloak of a Darkmantle.

While you wear a mystic pelt, you can use a bonus action on your turn to partially alter your body. When you do so, you gain temporary hit points equal to your ranger level. You remain altered until you lose these temporary hit points, or you use a bonus action to end the transformation early.

While altered, you can replace any number of your attacks with a weapon attack action listed in the skinned creature's statistics. You must have a free hand to make this attack. You are considered proficient with the attack, and you can use your Strength or Dexterity for the attack and damage rolls. This feature does not allow you to take the Multiattack action.

You can alter your body in this way a number of times equal to your Wisdom modifier, regaining any expended uses when you finish a long rest.

Mystic Essence

7th-level Pelt Collector feature


When you make a weapon attack listed in one of your skinned creature's statistics, the attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you don one of your mystic pelts, you can give yourself one damage resistance listed in the skinned creature's statistics. If the skinned creature has an immunity to a damage type, you can instead give yourself resistance to that damage type. This resistance lasts until you doff the pelt.

Predator's Assault

11th-level Pelt Collector feature


You unlock additional abilities from your mystic pelts. While wearing one of your pelts, you can perform any non-weapon attack action listed in the skinned creature's statistics. You can perform an action in this way a number of times equal to your Wisdom modifier, and you regain expended uses when you finish a long rest.

Monstrous Attribute

15th-level Pelt Collector feature


You can alter your body in more drastic ways to emulate your mystic pelts. When you don a mystic pelt, you can give yourself one trait listed in the skinned creature's statistics such as Pack Tactics, Rampage, or Two-Headed until you doff the pelt. Alternatively, you can give yourself one of the skinned creature's listed speeds. You cannot gain any Spellcasting traits with this feature.




Credit

Pelt Collector was created by /u/TabaxiTaxidermist

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Ranger, A Bugbear's Take

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Torchbearer

The will of the flame guides your path, leaving a trail of ash in your wake. While not tied directly to any religious organization, torchbearers are often called upon to perform cremations. These cremations are considered special, the names of those cremated recorded in a lexicon guarded by the attending torchbearer. This ancient tradition ensures that the dead are never truly forgotten.

Torchbearer Spells
Ranger Level Spells
3rd fog cloud
5th continual flame
9th fireball
13th fire shield
17th immolation

Rites of Cremation

3rd-level Torchbearer feature


You gain insight into the esoteric tradition of cremating bodies while also preserving their existence in the world. you know the produce flame cantrip. This spell is a ranger spell for you. Additionally, you become proficient in calligrapher's supplies if you aren't already.

Lingering Flames

3rd-level Torchbearer feature


You can breath embers into your strikes, igniting on contact and burning deeply. Once per turn, when you deal damage to a creature, you can deal an additional 1d6 fire damage. At the start of that target's next turn, it takes additional fire damage equal to half the fire damage rolled. At 11th level, this damage increases to 2d6.

Covered in Ash

7th-level Torchbearer feature


Your prolonged exposure to fire and its remnants grants you insight into how to apply it and mitigate its effects. You gain resistance to fire damage. Additionally, any fire damage you deal ignores resistances.

Ignition Flurry

11th-level Torchbearer feature


The falling ashes produced by your flames begin to ignite. When you deal fire damage to a creature with an attack or spell, you can choose a different creature within 10 feet of it. That creature takes fire damage equal to your Wisdom modifier.

Alternatively, if your spell targets an area instead of a single target, you can choose to deal fire damage equal to your Wisdom modifier to all creatures within 5 feet of the area who haven't been affected by the spell.

Ashwraith

15th-level Torchbearer feature


You can breathe a thick cloud of ash across the battlefield. You can cast fog cloud once as a 3rd-level spell centered on yourself without expending a spell slot. You can't do so again until you roll for initiative.

In addition, you can see normally in thick fog, ash, falling snow, and other natural phenomena, both magical and nonmagical.

Credit

Torchbeaer was created by /u/the15thpaladin

Ranger

A Bugbear's

Take







Special thanks to BikerMeg, CaelReader, DracoDruid Genkitty, Intelligence14 Izzy, LunaEden, Mersiefloof, No Laifu, Phixium, Road, Salimar, Skeleton_Hotel

Designed by Okra the Bugbear

Theme created by Eiti3


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