The Ranger Nobody Asked For

by crazyfuton

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The Ranger nobody asked for
Image by EVentrue, Through the Woods

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?

Image Credit to WotC, PHB
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 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, shield
  • 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

Multiclassing

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.


The Ranger class must have ability scores of Dexterity 13 or greater, and Wisdom 13 or greater.


If this is not your original class, you gain proficiency with light armor, medium armor, shields, simple and martial weapons, and 1 skill from the ranger skill listing.

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. Your speed increases by 5ft. Climbing and swimming do not cost you extra movement.

Oasis

Long travels across vast desert has required extreme self reliance. Choose one skill from the ranger skill list that you do not already have proficiency in. You gain proficiency with that skill.

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.

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 when you make an Arcana, History, Nature, or Religion check, 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 with either your main-hand or off-hand weapon when you attack with your off-hand weapon.

Image Credit to WotC, Seek the Wilds, MtG

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 and you may make your offhand weapon attack as part of the same attack action.

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.

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 = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom 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 your ranger spells that have a ritual tag as a ritual.

Additionally, 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 walking if you do not have 2nd 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.

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 a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever 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. As a bonus action, 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 deals 1 additional damage die of its type on hit. For example, a Longbow deals 2d8 damage instead of 1d8.

Sturdy

At 15th level, you acclimate to injury. You gain proficiency in Constitution saving throws.

Unfailing

At 20th level, when you roll for initiative, you regain all spent uses of each of your Huntsman abilities.

Image Credit to inetgrafx, Ice Labyrinth

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 Guide

2nd-level Hunter feature

You lead from the front, and are never lost. You gain the following:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you gain advantage on Survival(Wisdom) checks and you also learn their exact number, their sizes, and how long ago they passed through the area on a tracking success.

In addition, you gain proficiency with Medicine, Survival, or the Herbalism Kit (your choice).

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.

Feral Sense

6th-level Hunter feature

You are 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.

Improved Huntsman

6th-level Hunter feature

You gain 1 additional use of each of your Huntsman abilities between rests. In addition, your Cut Down dice become d10s instead of d8s.

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 have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Defensive Tactics

14th-level Hunter 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.

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.

Image Credit to Rockstar Games, RDR2

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 the ultra rugged terrain, avoid unique dangers, and fight fluidly between honed arrows and heavy blade.

Warden's Flexibility

2nd-level Outrider feature

Making a living outside the city gates means you work for yourself and you brave the hazardous pitfalls along the way. You gain the following features:

  • You gain proficiency with one artisan tool of your choice and either Acrobatics or Athletics (your choice).
  • Your jump distance is doubled.
  • On your turn, you can stow one weapon and draw one weapon with your free Interact with an Object Action.
  • You treat the Shortbow, Longbow, and weapons with the versatile property as also having the finesse property.

Hide in Plain Sight

2nd-level Outrider feature

Whether you're a peddler, 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 are considered to be under the effects of the Nondetection spell at all times, unless you choose not to be. You can use an action to enable or disable this nondetection effect.

Warden's Tactics

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 moves more than 10ft 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

Your walking speed increases by 5 feet.

Additionally, you learn the Find Steed spell as a Ranger spell for you. You may cast this spell at-will, without expending a spell slot. However, you cannot telepathically communicate with your steed.

Evasion

14th-level Outrider 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.

Multiattack

18th-level Outrider feature

You gain the following attack options: Volley and Whirlwind.

Volley. You can use your action to make one ranged attack against up to 5 creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind. Once per turn When you hit a target with a melee weapon attack, you can make an additional attack against each target that is within 5ft of the original target.

Image Credit to KA!A SKETCH, Artstation

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 are often found in the Underdark, but they will go to any place where evil lurks in the shadows.

Umbral Sight

2nd-level Stalker feature

You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

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.

Additionally, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Ambuscade

6th-level Stalker feature

When you roll for initiative, 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, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.

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.

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 surround your weapons, and inject them into the flesh of your victims. 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 finish a short or long rest.

Eyes of the Deep Stalker

18th-level Stalker feature

Your Umbral Sight improves. You can see through magical darkness as if it were nonmagical out to a range of 60ft.

Image Credit to Victor Tan, Artstation

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 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 gain proficiency in one of the following skills of your choice: Arcana, History, or Religion.

You learn to draw on the energy of the multiverse. You learn the Control Flames and Lightning Lure cantrips. They count as ranger cantrips for you, and Wisdom is your spellcasting ability for these spells.

Additionally, when you use your Cut Down huntsman ability, you can convert the damage of the entire attack to: fire, cold, thunder, lightning, or force damage.

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.

Spectral Defense

14th-level Horizon Walker feature

You learn the Absorb Elements spell, if you do not already know it. This spell does not count against your number of spells known. Additionally, you can cast Absorb Elements as a 1st level spell, at-will without expending a spell slot.

Investiture of the Multiverse

18th-level Horizon Walker feature

You use the planar boundaries to modify your attacks. Using your bonus action, you can modify your next attack with one of the following effects on hit:

  • Flame bathes the target; it must spend its reaction to avoid the flame or take 1d8 fire damage.
  • Ice forms around the target; its move speed is halved until the end of its next turn.
  • An earth cracking booms impales the target; it must succeed a strength Saving throw against your ranger spell DC or be knocked prone. Targets that are Large or larger have advantage on this save.
  • The attack summons a mighty burst of wind; the target and anyone within 5ft of the target, excluding you, must succeed a Constitution saving throw against your ranger spell DC or be pushed up to 15ft away from you. Targets that are Large or larger have advantage on this save.

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.

Image Credit to Earl-Graey, Hinterlander and pngtree

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. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

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

Beguiling Twist

2th-level Fey Wanderer feature

The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed.

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.

Dance Macabre

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. The mark lasts for 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. Each mark deals 1d6 bonus psychic damage.

Alternatively, when you reduce a creature you have marked to 0 hit points, you can detonate all marks on the target and roll 1d6 for each mark. You gain temporary hit points equal to 1/2 of the rolled amount.

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. When you use your Swift Quiver Huntsman ability, you make 2 bonus attacks instead of 1.

Image Credit to Dopaprime, Harvest

Nomad

Nomadic Rangers keep their minds in a strange, rarified state. They seek to accumulate knowledge, both of nature, the natural order, and of the underlying structure of all things. Nomads pair psionics and their attunement to nature in order to further their goals. Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to garner as much experience and knowledge as they can. The pursuit of secrets can become an obsession for them.

Psionic Power

2nd-level Nomad feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.


Precognition. After you roll for initiative, you can expend and roll one Psionic Energy die, and add the result to your initiative.


Clairvoyant Echo. When you make a Perception(Wisdom) check, you can expend and roll one Psionic Energy die, and add the result to the check.


Step of the Mind. As an action, you can expend one Psionic Energy die to walk on air until the end of your current turn. You gain a flying speed equal to your walking speed, but cannot climb or descend altitudes.


Reversed Kinetics. When you are hit with an attack, you can use your reaction and expend and roll one Psionic Energy die, reducing the amount of bludgeoning, slashing, and piercing damage taken by the amount rolled, minimum of 0.

Trained Mind

2nd-level Nomad feature

You gain proficiency in Arcana, History, or Investigation (your choice).

Psy Ravage

6th-level Nomad feature

Once per turn, when you hit a target with an attack, you can expend and roll one Psionic Energy die. When you do this, you may replace one of the weapon's damage dice with the result of the Psionic Energy die + your Intelligence modifier. Additionally, the entire attack's damage is converted to psychic damage.

Memory of a Thousand Steps

10th-level Nomad feature

You gain the ability to use psionics to recall your steps. As an action, you can teleport to an unoccupied space that you occupied within the last 10 minutes. Once you use this feature, you can't use it again until you finish a long rest.

Mind before Matter

14th-level Nomad feature

Always alert and ready, you use your mind to stop your foes before your body can react. When a creature moves to within 5ft of you, you can use your reaction, expend, and roll one Psionic Energy die to force that creature to make an Intelligence saving against a DC of 10 + the die roll or become stunned until the start of your turn.

Nomadic Aim

18th-level Nomad feature

You imbue your aim with a strange semblance of sentience, allowing it to unerringly strike true. You ignore disadvantage with any weapon attack roll you make. If disadvantage would normally apply, you can't benefit from advantage on the same roll.

Psychic Scream

18th-level Nomad feature

Your presence of mind expands to engulf and overpower everyone around you. You can expend 4 Psionic Energy dice to cast the Psychic Scream spell once with this feature, and regain the ability to do so after finishing a long rest.

Image Credit to Lee Kent, 2nd Assassin

Subclass inspiration credit to u/SwordMeow

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 weapon attack rolls.

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 if 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.

Strength 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 ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a short or long rest.

Sting of Scorpious

18th-level Pathfinder feature

You are imbued with stinging power of Scorpious. When you hit a target with a weapon attack, you can add your Wisdom modifier to the damage of the attack.

You can do this a number of times equal to your Wisdom modifier(minimum of once), and regain all expended uses after finishing a short or long rest.

Tales of Ancient Fate

18th-level Pathfinder feature

You can call upon ancient spirits, and they respond. You learn the Legend Lore spell as a Ranger spell, which you can cast once using this feature. You cannot do so again until you finish a long rest.

Image Credit to Jason A. Engle, Nylea, Keen-Eyed

Image Credit to Paizo - Ranger

Subclass inspiration credit to u/laserllama

Ranger Spell List

1st Level
Absorb Elements
Alarm
Animal Friendship
Beast Bond
Comprehend Languages
Compelled Duel
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
Earthbind
Enhance Ability
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
Pyrotechnics
Rope Trick
See Invisiblity
Spider Climb
Spike Growth
Warding Wind
Web
3rd Level
Elemental Weapon
Conjure Barrage
Flame Arrows
Glyph of Warding
Haste
Lightning Arrow
Meld into stone
Plant Growth
Protection from Energy
Revivify
Speak with Plants
Spirit Guardian
Spirit Shroud
Water Breathing
Water Walking
Wind Wall
4th Level
Death Ward
Divination
Freedom of Movement
Guardian of Nature
Locate Creature
Stoneskin
Wall of Fire
 

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