Ranger - Spell Less Variant

by Geschwind02

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Variant Ranger
Ranger
Level Proficiency Bonus Foe Hunter Poultices Features
1st +2 1d6 Favored Enemy, Foe Hunter
2nd +2 1d6 3 Fighting Style, Expert Explorer, Poultices
3rd +2 1d6 3 Ranger Archetype
4th +2 1d6 3 Ability Score Improvement
5th +3 1d6 4 Extra Attack, Peerless Mobility
6th +3 1d8 4 Favored Enemy, Expert Explorer
7th +3 1d8 4 Ranger Archetype
8th +3 1d8 4 Ability Score Improvement
9th +4 1d8 4 Expert Explorer
10th +4 1d8 5 Peerless Mobility
11th +4 1d10 5 Ranger Archetype
12th +4 1d10 5 Ability Score Improvement
13th +5 1d10 5 Favored Enemy
14th +5 1d10 5 Ranger Archetype
15th +5 1d10 6 Peerless Mobility
16th +5 1d12 6 Ability Score Improvement
17th +6 1d12 6 Feral Senses
18th +6 1d12 6 Peerless Mobility
19th +6 1d12 6 Ability Score Improvement
20th +6 1d12 7 Foe Slayer

QUICK BUILD

You can make a Ranger quickly by following these suggestions. First make strength or Dexterity your highest ability score. Second, make Wisdom your next highest ability score followed by Constitution. Lastly choose the outlander background.

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 and Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two martial weapons or (b) two simple weapons or (c) a martial weapon and a shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Favored enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

In combat you have advantage on all attack rolls against your favored enemies. At 6th level, you have advantage on saving throws made to resist spells and abilities of your favored enemies. At 14th level, your favored enemies attack you with disadvantage.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Foe Hunter

Starting at 1st level, as a bonus action you may mark a target you can see within 90ft. When marked in this way, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find your marked target. Additionally, any weapon attack that hits the marked target does extra damage based on your level listed in the Foe Hunter column of the ranger class table.

Each mark lasts 1 hour or until the target has reached 0 hit points. You can use your mark a number of times equal to your proficiency bonus plus your wisdom modifier.

You regain all uses of your foe hunter ability when you finish a short or long rest.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

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

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

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

Expert Explorer

Begining at 2nd level, you have become an expert survivalist and explorer. You double your proficiency bonus to all Survival, Nature, and Perception checks when outdoors.

In addition you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • You double your proficiency bonus on stealth checks and can hide as a bonus action when in one of your favored terrains

You choose additional favored terrain types at 6th and 9th level.

Poultices

At 2nd level, Whenever you complete a long rest you may prepare a number of medicinal, or alchemical poultices chosen from the list below:

Medicine Bag. This Poultice can cure wounds, when administered you heal 3d6 hit points of damage to a creature.

Antidote. This herbal concoction can cure poison when administered.

Cleansing Salve. This Salve will cure a creature of disease.

Poison. You create a powerful poison which can coat one weapon for a number of rounds equal to your proficiency bonus, alternately it can coat a number of pieces of ammunition equal to your proficiency bonus. The poison deals 1d4 damage and the target must make a constitution saving throw (DC 13) or be poisoned as well.

Sight Powder. You create a powder than can cause blindness. Each creature in a 15-foot cone musk make a constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a target can make a Constitution saving throw (DC 13). On a success, the spell ends.

This powder when mixed with water and drank can cure blindness instead.

Sun Flower. This specially treated flower when pulled out of your bag sheds bright light in a 30ft radius and dim light for an additional 30ft. The light shines from the flower and moves with it. Completely covering the affected fl0wer with an opaque object, such as a bowl or a helm, blocks the light.

Tangle Foot Bag. You throw this bag and upon impact a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw (DC 13) or be restrained by the vines for a number of rounds equal to your proficiency bonus. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by the vines, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against DC of 13. On a success, the target is freed.

You can prepare a number poultices based on your level listed in the Poultices column of the ranger class table. Your poultices are effective for 12 hours or until you start a long rest. They can be administered or used as an action on your turn.

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate: Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

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.

Peerless Mobility

Starting at 5th level, and again at 10th, 15th, and 18th level you may select one of the following options to gain as a class feature:

Land's Stride. 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.

Wind's Walk. You may use you bonus action to take the disengage action.

River's Rush. You may use a bonus action to take the Dash action.

Nature's Reach. You gain advantage on all Athletics checks made to overcome natural obstacles.

Animal Awareness. You gain advantage on all initiative checks. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but you must immediately use your reaction to do so.

Feral Senses

At 18th level, 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.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you do full damage to your favored enemy.

RANGER ARCHETYPES

The ideal of the ranger has three classic expressions: the Hunter, the Beast Master, and the horizon walker

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter’s Prey

At 3rd level, you gain two of the following features of your choice.

Tenacious Attacker. Starting at 3rd level, whenever you miss with an attack roll, your next attack has advantage as long its against the same target.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain two of the following features of your choice.

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.

Supernatural Defense. You gain extra resilience against your mark's assaults on your mind and body. Whenever a marked target forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.

Balanced Stance. Whenever you score a critical hit against a creature, that creature has disadvantage with all of its attacks against you for a number of rounds equal to your proficiency bonus.

Steel Will. You have advantage on wisdom saving throws.

Multiattack

At 11th level, you gain one of the following features of your choice.

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

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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

Slayer's Counter. If a creature forces you to make a saving throw, you can use your reaction to make one weapon attack against that creature. 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.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with all animal as its companion and friend.

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than large and that has a challenge rating of 1/2 or lower. Add your proficiency bonus to the beast's AC, attack roIls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). you can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.

In addition your companion can now be a beast with a challenge rating of 1 or lower.

Bestial Fury

Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.

In addition your companion can now be a beast with a challenge rating of 2 or lower, and its hit point maximum can now be up to your ranger level times five.

Perfect Specimen

Beginning at 15th level, you companion's Strength, Dexterity, and Constitution are all increased by +2.

In addition your companion can now be a beast with a challenge rating of 3 or lower, and its hit point maximum can now be up to your ranger level times five.

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.

Detect Portal

At 3rd level, 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.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealncss 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

At 11th level, 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

At 15th level, 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 give yourself resistance to all of that attack’s damage on this turn.

Nature

and

Resolve

A young human, surrounded by a vicious pack of gnolls, her sworn enemies. Her training and years of fighting these monsters pays off in this moment, she handles this group with expert skill, striking each one down in turn with her paired axes.

An old grizzled dwarf prowls the highlands with his loyal companion, a brown bear. They eventually find the giant responsible for tormenting a local village. The dwarf snaps his fingers and points, his companion charges at the large giant, together as one they bring the creature to its end.

A Tiefling walks a lonely road, this road leads to a place, a crossroads. At this crossroads, a demon makes deals with passersby. He senses the demon approaching knowing its opened a portal to enter his world. The tiefling draws his sword and strikes at the demon, his blade becoming and surging with magical energy.

Cover Art: Raph Herrera Lomotan

Watch out for more classes coming soon!

Additional Credits

The Ranger - Andrew Bosley

Snow Hunter - Wangjie Li

 

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