The Ranger nobody asked for
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 mutters an incantation as he becomes vivified with mystic speed. 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.
Crouching behind a ledge, holding his hand high, a half-elf signals to his team to hold. The marching band of dragon cultists have been spotted. They lay and wait, their ambush prepped. He readies his bow, while the rest wait for his signal.
Each of these characters is a ranger, a diverse class of skilled wilderness survivalists. Rangers do whatever they can to survive in even the harshest of conditions. Whether that entails mastering martial techniques, medicine, befriending animals, or using druid magic, rangers know what is needed to survive in the bitter world they call home.
Deadly and Independent
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, humanoid hordes, or otherworldly beings that press in from the wild. Many rangers are independent, almost to a fault, knowing that when a dragon or a band of orcs attack, a ranger might be the first—and possibly the last—line of defense.
Adept wanders, rangers traverse the landscape with ease thanks to their familiarity with the wilds. It it through such familiarity that rangers learn to survive through brutal necessity. They adapt to use terrain to their advantage. They 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. They learn ranger magic—a practical magic steeped in ritual and born from the divine reverence of nature and the application of arcane techniques and enhancements to whatever tools and materials are available.
This fierce independence makes rangers well suited to exploration, 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 the 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.
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 the solitude that they offer?
The Ranger
Level | Proficiency | Features | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|---|
1st | +2 | Natural Explorer, Huntsman | — | — | — | — | — |
2nd | +2 | Ranger Archetype, Fighting Style | — | — | — | — | — |
3rd | +2 | Spellcasting, Primal Awareness | 3 | 2 | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — |
5th | +3 | Extra Attack, Sensory Accentuation | 4 | 3 | — | — | — |
6th | +3 | Archetype Feature | 5 | 3 | — | — | — |
7th | +3 | Natural Explorer (update) | 6 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement, Tireless | 7 | 4 | 2 | — | — |
9th | +4 | Huntsman (update) | 7 | 4 | 2 | — | — |
10th | +4 | Archetype Feature, Vanish | 8 | 4 | 3 | — | — |
11th | +4 | Improved Weaponry | 9 | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement | 9 | 4 | 3 | — | — |
13th | +5 | Natural Explorer (update) | 10 | 4 | 3 | 2 | — |
14th | +5 | Archetype Feature | 11 | 4 | 3 | 2 | — |
15th | +5 | Sturdy | 11 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 12 | 4 | 3 | 3 | — |
17th | +6 | Huntsman (update) | 12 | 4 | 3 | 3 | — |
18th | +6 | Archetype Feature | 13 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement | 14 | 4 | 3 | 3 | 1 |
20th | +6 | Unfailing | 15 | 4 | 3 | 3 | 1 |
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: None
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) one martial weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- one ranged weapon and a carrier with 20 ammunition
Natural Explorer
Your adventures have taken you to sundry terrains. Your edge to survive derives from these adventures and the terrain you've traversed. You gain survival traits at various levels in the Ranger class based on these terrains. Starting at 1rst level, you gain 1 of the following traits.
You gain 1 additional trait at 7th level, and again at 13th level.
Fjords
High ledges and long dives have not slowed your step. Climbing and swimming do not cost you extra movement.
Oasis
Long travels across vast nothingness has cultivated extreme self reliance. Choose one skill from the ranger skill list or one tool that you do not already have proficiency in. You gain proficiency with that skill or tool.
Polar
Biting winds fended off with a warm fire restores your body and your spirit. When you spend Hit Dice as part of a short rest, you regain additional hit points equal to your Wisdom modifier (minimum 1) for each Hit Die spent.
Feywild
A quick wit and a jolly step earned the trust of some fascinating friends. You learn the Find Familiar spell, but it can only be ritually cast as part of a long rest. Wisdom is your spellcasting ability for this spell. Your familiar appears fey instead of its normal appearance.
Quagmire
Death isn't obvious to some, but to you, spotting a hidden toxin is a matter of life. You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you so long as you are able to see or smell the source. You also identify the kind of poison, poisonous creature, or disease in each case. Additionally, you gain advantage on saving throws to resist poison.
Metropolitan
Others walk the path less traveled, but you've studied the books from great libraries and caroused with nomads and urchins alike. You learn 2 additional languages of your choice, and choose three of the following skills: Arcana, History, Nature, Religion, Investigation, Deception, Persuasion, or Performance. Whenever you make a skill check with one of the chosen skills, you can add half your Wisdom modifier (rounded up) to the result.
Huntsman
Rangers must be all-around resourceful; finding any upper hand to best their foes. As you grow as a Ranger you learn various Huntsman talents.
You can use each of these features three times; regaining all expended uses after finishing a short or long rest.
Cut Down
Your tenacity can wear down the most potent foes. At 1st level, you can augment your attacks for extra lethality. When you hit a creature with a weapon attack, they take an extra 1d8 damage.
At later levels in this class, the damage of this ability increases: the damage becomes 2d8 at 9th level and 3d8 at 17th level.
Steady Aim
Starting at 9th level, you suppress any tremble just long enough to ensure you strike true. After you make a weapon attack roll, you can add 1d4 to the total. You must do this before determining the outcome of the roll.
Swift Quiver
Starting at 17th level, you can make 1 attack as a bonus action. If you engage in two-weapon fighting, you make this extra attack concurrently with the bonus action attack from two-weapon fighting and you make this attack with either weapon.
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.
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.
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.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
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.
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.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Ranger Archetype
Starting at 2nd level, you choose a Ranger Archetype which reflects your personal journey as a ranger and favored methods of wilderness survival and exploration.
Your Ranger Archetype grants features at 2nd, 6th, 10th, 14th, and 18th.
Spellcasting
By the time you reach 3rd level, you have learned to draw out the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class or spend a tenday performing downtime activities dedicated to learning new magic, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws 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
Spell attack modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Primal Awareness
Starting at 3rd level, you awaken a primal connection to the natural world. You may cast any ranger spell that has a ritual tag as a ritual, even if you do not know the spell. You may do this so long as the spell is of a level that you have a spell slot for. For example, you cannot cast water walk if you do not have 3rd level spell slots.
You may ritually cast spells this way a number of times equal to your Wisdom modifier (minimum once). You regain all uses of this feature after you finish a long rest.
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.
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, including this one, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
Sensory Accentuation
At 5th level, you gain superior senses. You gain the following features. You can use this action a combined number of times equal to your Wisdom modifier(minimum of once), and regain all expended uses when you finish a long rest.
Far Sight. As an action you can focus your sight for the next 10 minutes. During this time you can see up to 1 mile away as if it were 100 feet, letting you make out minute detail.
Sight Unseen. As an action you can open your senses to the beyond for the next 10 minutes. During this time you can see, hear, and feel the Etheral plane overlaid onto the material plane within 60 feet, and you have advantage on checks to discern and see through illusions.
Acute Hearing. As an action you can heighten your hearing to hear the faintest of noises or whispers of conversation within your vicinity for the next 10 minutes.
Deep Sense. As an action, you can open yourself to sense the earth around you. Until you move or take another action, you gain Tremorsense out to a range of 150 feet.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Tireless
Starting at 8th level, as an action, you can give yourself a number of temporary hit points equal to your Wisdom modifier + 1/2 your Ranger level. You can use this action three times, and you regain all expended uses when you finish a long rest.
In addition, once between long rests and you finish a short rest, your exhaustion level, if any, is decreased by 1.
Vanish
Starting at 10th level, you draw on the powers of nature to hide yourself from view briefly. At the end of your turn, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Improved Weaponry
Starting at 11th level, you are better trained at dealing the most damage with the weapons you use.
Once per turn, your weapon attacks deal 1 additional damage die of its type on hit. For example, a Longsword deals 2d8 damage instead of 1d8.
Sturdy
At 15th level, you've acclimated to injury. You gain proficiency in Constitution saving throws. If you were already proficient, you gain proficiency in either Strength of Dexterity saving throws (your choice).
Unfailing
At 20th level, when you roll for initiative, you regain all spent uses of each of your Huntsman abilities.
Hunter
Becoming a Hunter means accepting your place as a bulwark between civilization and the terrors of the wilderness. Hunter's are the ultimate guides and trackers; leading expeditions or search parties to find the lost and rescue the captured. As you walk the Hunter’s path, you learn specialized techniques for tracking and fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Wilderness Expert
2nd-level Hunter feature
You lead from the front, and are never lost. You gain proficiency with Medicine, Survival, or the Herbalism Kit (your choice). In addition, you gain the following:
- Difficult terrain doesn’t slow your group’s travel.
- You have advantage on Survival(Wisdom) checks to navigate so long as you can see the sun and/or the night sky.
- When you forage, you find twice as much food as you normally would.
- You gain advantage on Survival(Wisdom) checks to track or find other creatures. Additionally, you learn how long ago they passed through the area on a tracking success.
Hunter’s Eye
2nd-level Hunter feature
You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see 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 is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
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.
Favored Enemy
6th-level Hunter feature
You have significant experience studying, tracking, and hunting a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, dragons, elementals, fey, giants, monstrosities, oozes, or plants. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. The damage of your Huntsman Cutdown feature increases by 1d8 if the target is your favored enemy.
During a long rest, you can spend time studying a new type of enemy. After finishing the long rest, you can change your favored enemy to a different type from the list above.
Improved Huntsman
6th-level Hunter feature
You can use each of your Huntsman abilities one additional time between rests.
Land’s Stride
10th-level Hunter feature
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you can add half your proficiency bonus (round down) to any Strength or Dexterity check you make that doesn’t already use your proficiency bonus.
Evasion
14th-level Hunter 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.
Slayer’s Counter
18th-level Hunter feature
You gain the ability to counterattack when your foes try to sabotage you. When you are forced to make a saving throw, you can use your reaction to make one weapon attack against the creature forcing the save. 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.
Feral Senses
18th-level Hunter feature
You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Outrider
Outriders are the skilled survivors far from the street lights of a city. They are the wardens of the wilds; finding trouble, spying ahead, and reporting back the extent of the upcoming danger. Surrounded by mountains, enemies, and the remains of magical battles, outriders were taught to navigate these ultra rugged terrain, avoid unique dangers, and fight fluidly between honed arrows and heavy blade.
Ranger's Flexibility
2nd-level Outrider feature
The school of hard knocks forced you to be a versatile combatant, quickly switching tactics moment by moment. On your turn, you can stow one weapon and draw a different weapon with your free Interact with an Object Action. In addition, you treat the Shortbow, Longbow, and weapons with the versatile property as also having the finesse property.
Rough and Ready
2nd-level Outrider feature
Hard travel, long hours, and dangerous environments don't slow you down, gifting you with tenacity and a hardy physique. You gain the following benefits.
- You gain proficiency with either Acrobatics or Athletics.
- You have advantage on Constitution checks and saving throws to avoid fatigue or to avoid dangerous environments; such as by holding your breath.
- You are considered to be one size larger when determining your carrying capacity and the weight you can push, drag, or lift. If you're already considered a size larger from your race, this feature does not stack.
- Your jump distance is doubled.
- Anytime you gain temporary hit points, you gain an additional amount equal to your Proficiency bonus.
Skirmishing Tact
6th-level Outrider feature
Skilled at skirmishing, you learn to maneuver swiftly in order to keep pace with your foes. You gain the following two unique combat techniques. You can use each of these techniques a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.
Overwatch: You tenure a deep focus which allows you to act and react with greater precision. You can use your reaction to make one ranged attack against a creature who moved at least 10 feet in a straight line on its turn.
Heavy Strike: Once per turn, when you hit a creature with a melee weapon held with both hands, you may perform a special Heavy Strike. The weapon damage of the attack gains 1 additional die of its type. Additionally, you do not provoke attacks of opportunity from the target for the rest of your turn.
Ready to Ride
10th-level Outrider feature
You learn the Find Steed spell as a Ranger spell for you. You may cast this spell once, without expending a spell slot. However, when you cast it in this manner, you cannot telepathically communicate with your steed. Once you do so, you cannot do so again until you finish a long rest.
Defensive Tactics
14th-level Outrider feature
You gain the following features:
Escape the Horde Opportunity attacks against you are made with disadvantage.
Multiattack Defense When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will You have advantage on saving throws against being frightened.
Multiattack
18th-level Outrider feature
You master the swiftness needed to cut down all foes in your way. You gain the following attack upgrades.
Volley. Once per turn, when you hit a target with a ranged weapon attack, you can make an additional attack against each other target that is within 10ft of the original target.
Whirlwind. Once per turn, when you hit a target with a melee weapon attack, you can make an additional attack against each other target that is within 5ft of the original target.
Stalker
Stalkers find home in the darkest of places: under the earth, back alleyways, primeval forests, or wherever else the light dims. Most folk enter such places with trepidation, but a Stalker ventures boldly into the darkness, hunting any terror lurking in the shadows. They seek to ambush threats before they can reach the broader world, and hunt those that try to hide in the night. Such rangers will go to any place where evil lurks in the shadows.
Hide in Plain Sight
2nd-level Stalker feature
Whether you're a bounty hunter, dungeon delver, wander, or vagabond, you learn the tricks required to avoid pursuers. You cannot be tracked by non-magical means, unless you choose to leave a trail.
Additionally, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. When you use your action to hide, you gain advantage on the Dexterity (Stealth) check as long as you have not moved or used a bonus action on your turn. You retain this benefit so long as you stay motionless and do not use an action, bonus action, or reaction.
Guise of the Night Walker
2nd-level Stalker feature
You establish an art for concealment and surprise. You gain proficiency in one of the following skills or tools of your choice: Sleight of Hand, Stealth, Thieves' Tools, or the Disguise Kit. You can add your Wisdom modifier to your initiative rolls.
Additionally, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Ambuscade
6th-level Stalker feature
When you roll for initiative and are not surprised, you can immediately move up to 1/2 your speed; acting as if you had taken the disengage action. On your first turn in combat, if you take the Attack action, your first weapon attack deals an extra 2d6 damage of the weapon’s damage type. This damage increases to 3d6 at 10th level, and 4d6 at 14th level.
Additionally, whenever you were hidden from a creature at the start of your turn, you remain hidden from that creature until you take an action on your turn.
Hearth of Moonlight and Shadow
10th-level Stalker feature
Home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Eyes of the Deep Stalker
10th-level Stalker feature
Your senses improve. You gain blindsight out to a range of 10 feet. If you already have blindsight, its range increases by 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.
Shadowy Dodge
14th-level Stalker feature
You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
If the creature has multiple attacks, they have disadvantage on all attacks against you until the start of your next turn.
Curtain Call
18th-level Stalker feature
You can momentarily summon the wisps of supernatural shadow to infuse your weapons with heightened lethality. When you hit a creature with a weapon attack, you can convert that hit into a critical hit.
Once you use this feature you cannot do so again until you roll for a new initiative.
Horizon Walker
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.
Transcendental Detection
2nd-level Horizon Walker feature
By spending 1 minute feeling the earth and the flow of space and time around you, you gain a fine-tuned mystical sense to other worldly beings nearby. For the next minute, you gain the ability to magically sense the presence of any planar portal, and whether the following types of creatures are present within 1 mile: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number but does reveal their general direction, as well as the exact location of any planar portals.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Planar Warrior
2nd-level Horizon Walker feature
You learn parts of the secrets and strengths of the multiverse. You learn the Control Flames, Gust, and Shape Water cantrips. They count as ranger cantrips for you, and Wisdom is your spellcasting ability for these spells. You gain proficiency in one of the following skills of your choice: Arcana, History, or Religion.
Additionally, when you use your Cut Down Huntsman ability, you can convert the damage of the entire attack to: fire, cold, thunder, or lightning damage.
Slipstream
6th-level Horizon Walker feature
You can draw the planes together for brief moment, letting you slip past creatures resulting in a discharge of energy as the spacial tear traverses their being. As a bonus action, you can become partially ethereal until the end of your current turn. During this time, you have a fly speed equal to your movement speed, you can move through other creatures freely, and ignore all attacks of opportunity.
If you move through one or more creatures during this time, you can force one of those creatures to make a Constitution saving through against your spell save DC. On a failure, the creature takes force damage equal to the roll of a number of d6s equal to your proficiency bonus + your Wisdom modifier. On a success, it takes 1/2 as much damage.
You can use this bonus action to slip past creatures a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.
Become the Gatekeeper
10th-level Horizon Walker feature
As an action, you can cast the Arcane Gate spell with this feature. Once you use this feature you can’t use it again until you finish a long rest.
Nullification
14th-level Horizon Walker 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 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 3rd or 4th level spell slot to use this feature again early.
Investiture of the Multiverse
18th-level Horizon Walker feature
Reaching through the planes, you can infuse yourself with their otherworldly power. Drawing from the plane's power, you can cast one of the following spells as an action. When you cast the spell, it does not require concentration, nor verbal and somatic components.
Once you cast one of these spells, you cannot do so again until you finish a short or long rest.
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
Plane Shift
18th-level Horizon Walker feature
Finally mastering the ability to shift through the planes, you learn the Plane Shift spell. However, you cannot use this spell to banish an unwilling creature. You can cast this spell once using this feature, and regain the ability to do so after finishing a long rest.
Fey Wanderer
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes. Great is the mirth of the fey and dreadful is their fury.
Otherworldly Glamour
2nd-level Fey Wanderer feature
Your fey qualities give you a supernatural charm. You gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Additionally, choose another skill from the same list, which could be the same or different skill. You gain an expertise die with the chosen skill. When you make an ability check in which you have an expertise die, roll 1d4 and add the number rolled to the result of your check.
Beguiling Twist
2th-level Fey Wanderer feature
The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. Additionally, you learn the Dancing Lights and Minor Illusion cantrips. They count as ranger cantrips for you, and Wisdom is your spell casting ability for these spells.
Heart Strung Marionettist
6th-level Fey Wanderer feature
A light flick of the wrist tightens the grip wrapped around your victim's vitality. After dealing damage to a creature with an attack, you can leave a mark laced with potent magic from the Feywild. A creature can be marked more than once. Each mark lasts up to 1 minute, unless it is dispelled or detonated.
When you use your Cut Down Huntsman ability against a marked target, you detonate all marks on the target. Roll 1d6 for each mark and choose to gain temporary hit points equal to total or deal psychic damage equal to the total.
Mirage
10th-level Fey Wanderer feature
As an action, you can create an illusory copy of yourself that lasts for up to 10 minutes. The copy can appear within 120ft of you. The illusion looks and sounds like you, but is intangible. If the illusion takes any damage, it disappears.
You can use your action to move this illusion up to twice your speed and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Once you use this feature, you can’t use it again until you finish a long rest.
Misty Wanderer
14th-level Fey Wanderer feature
You can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Blades of Duality
18th-level Fey Wanderer feature
The magic of the royalty mirrors your blades, doubling your cuts. As a bonus action you can conjure a floating prismatic mirror of your active weapons for the next minute. Once per turn after you attack a target, you can make one additional attack against that same target using a mirrored copy of your active weapon. You are proficient with this weapon and it has all the properties of your active weapon, except that it deals force or psychic damage instead your weapon's normal damage type.
Once you use this feature, you can’t use it again until you finish a long rest.
Pathfinder
Pathfinders make the maps, blaze the trails, and venture forth into the unknown. They are guided solely by starlight and the ancestral knowledge passed on through stories of generations past. Stories contain more power than mere words. They are the keys to unlocking ancient secrets, and a Pathfinder delves headlong to uncover these secrets.
The light of the stars do more than guide their way. A Pathfinder understands how to read the threads of fate by observing the shifting movements of the heavenly bodies and the radiant energies derived from a constellation's weave. This drawn energy trues their aim and exposes the weaknesses of their foes. These strange and esoteric rangers are powerful allies and fearsome foes.
Celestial Trailblazer
2nd-level Pathfinder feature
The spirits under the stars guide your way. You learn the Light and Guidance cantrips. They are Ranger spells for you, and Wisdom is your spell casting ability for these spells.
Additionally, you gain proficiency with the Cartographer's Tools or Navigator's Tools (your choice).
Guiding Strike
2nd-level Pathfinder feature
The great Perseus fills you with the power to guide your allies' deadly strikes. When you use your Cutdown Huntsman ability, you expose a weakness via faint illumination from star light. The next attack against the target, other than one of yours, gains Advantage.
Orion's Aim
6th-level Pathfinder feature
The hunter Orion guides your aim. You can add your Wisdom modifier to your first weapon attack roll on each of your turns.
Traveling Soot Sprite
10th-level Pathfinder feature
You can summon the spirits from a generation ago to aid you in completing your journey. You can perform a small, 1 minute ritual to summon a tiny sprite in your open hand. The sprite is considered to be a tiny creature that can fly, but vanishes immediately upon taking damage or rolling for initiative. When summoned, you can ask the sprite for aid. You must describe what you are looking for to the sprite. The sprite will float whimsically in front of you, guiding you towards the described.
The sprite can easily find well described things, such as a creature, an exit, a hidden object, or a location within 1000 feet. If you provide loose information to the sprite, it may not be able to locate what you desire. In such a case, the sprite may cause you to loop in circles, leading you to something similar, or it may not move at all.
The sprite lasts for up to 1 hour or until it has found what you have described before disappearing. Once you use this feature, you cannot use it again until you finish a long rest.
Flash of Ursa Major
14th-level Pathfinder feature
Whenever you roll for initiative, you may immediately expend one use of your Tireless ability without using an action.
In addition, when a creature within 30 feet that you can see, hits you with an attack, you can use your reaction to release a targeted flash of blinding light and force the enemy creature to make a Dexterity saving throw. On a failed save, it takes 2d8 radiant damage and is blinded until the end of their current turn. On a successful save, the creature takes half damage and is not blinded.
You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a long rest.
The Fall of Icarus
18th-level Pathfinder feature
You can manifest the hubris within others. As an action, choose a creature within 120 feet which you can see. That creature must succeed on a Charisma saving throw against your Ranger spell save DC, or have radiant light stem from their body and soul for the next 10 minutes. They lose immunity to one type of damage of your choosing, but gain resistance to it as that form of damage magically bypasses their normal form. An effect such as anti-magic field or dispel magic ends this effect early.
Once you use this feature, you cannot use it again until you finish a long rest, unless you expend a 3rd or 4th level spell slot to use this feature again early.
Ranger Spell List
1st Level |
---|
Absorb Elements |
Alarm |
Animal Friendship |
Beast Bond |
Create or Destroy Water |
Cure Wounds |
Detect Evil and Good |
Detect Magic |
Detect Poison and Disease |
Ensaring Strike |
Entangle |
Expiditious Retreat |
Faerie Fire |
Feather Fall |
Fog Cloud |
Goodberry |
Grease |
Hail of Thorns |
Jump |
Longstrider |
Protection from Evil and Good |
Purify Food and Drink |
Searing Smite |
Snare |
Speak with Animals |
Thunderous Smite |
Zephyr Strike |
2nd Level |
---|
Aid |
Animal Messenger |
Barkskin |
Beast Sense |
Branding Smite |
Cordon of Arrows |
Darkvision |
Find Traps |
Gentle Repose |
Invisibility |
Lesser Restoration |
Locate Animals or Plants |
Locate Object |
Magic Weapon |
Meld into Stone |
Misty Step |
Pass without Trace |
Protection from Poison |
Rope Trick |
See Invisiblity |
Spider Climb |
Spike Growth |
Warding Wind |
Web |
3rd Level |
---|
Elemental Weapon |
Conjure Barrage |
Flame Arrows |
Haste |
Lightning Arrow |
Meld into Stone |
Nondetection |
Protection from Energy |
Revivify |
Speak with Plants |
Spirit Shroud |
Water Breathing |
Water Walking |
Wind Wall |
4th Level |
---|
Death Ward |
Divination |
Freedom of Movement |
Guardian of Nature |
Locate Creature |
Stoneskin |
Summon Elemental |
Wall of Fire |
The Ranger
The Ranger is a personal and community favorite form fantasy. However, its also the class that lacks the features that evoke that persona. As printed, the features exploration features act as a skip mechanic negating part of the DnD experience. This homebrew attempts to rebuild the class from the ground up; giving the class the tools needed to seek the wilds, hunt the beasts of legend, and survive the dangers present everywhere.
Artistic Credits:
Cover: EVentrue
Page 2: Wizards of the Coast
Page 4: Anna Steinbauer
Page 6: inetgrafx
Page 7: Rockstar Games, RDR2
Page 8: KA!A SKETCH
Page 9: Victor Tan
Page 10: Earl-Graey
Page 11: Livia Prima
Page 12: Jason A. Engle
Additional CrazyFuton Homebrew content can be found for free on GM Binder.