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Grimmgores Ranger
\pagebreak ## Grimmgore's Revised Ranger My goal was to be able to do a 1 for 1 swap out with Player's Hand Book (PHB), outperform the Unearthed Arcana (UA), and the options offered by Tasha’s Cauldron of Everything (TCE). While still being a good stand alone class before adding a subclass. ### Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. ### Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways. > ##### Quarry and Hunter's Mark > To balance this take of the Ranger the Quarry class feature replaces the rangers access to hunters mark spell. Meaning the Hunter's Mark Spell can no longer be selected or prepared by the ranger. \pagebreakNum
##### Revised Ranger | Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Favorite Enemy, Hunting Prowess | — | — | — | — | — | — | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting, Quarry (1d6) | 2 | — | — | — | — | — | — | — | — | — | — | | 3rd| +2 | Anatomize Weakness, Ranger Archetype | 3 | ─ | ─ | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — | | 5th | +3 | Extra Attack | 4 | 2 | ─ | ─ | ─ | ─ | ─ | — | — | — | — | | 6th | +3 |Quarry Improvement (1d8), Hunting Prowess Improvement | 4 | 2 | ─ | ─ | ─ | ─ | ─ | — | — | — | — | | 7th | +3 | Ranger Archetype Feature | 4 | 3 | ─ | ─ | ─ | ─ | ─ | — | — | — | — | | 8th | +3 | Ability Score Improvement, Vanish | 4 | 3 | ─ | ─ | ─ | ─ | ─ | — | — | — | — | | 9th | +4 | - | 4 | 3 | 2 | ─ | ─ | ─ | ─ | — | — | — | — | | 10th | +4 | Hunting Prowess Improvement, Splinter Defense | 4 | 3 | 2 | ─ | ─ | ─ | ─ | — | — | — | — | | 11th | +4 | Ranger Archetype Feature | 4 | 3 | 3 | ─ | ─ | ─ | ─ | — | — | — | — | | 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | ─ | ─ | ─ | ─ | — | — | — | — | | 13th | +5 | - | 4 | 3 | 3 | 1 | ─ | ─ | ─ | — | — | — | — | | 14th | +5 | Evolved Senses, Quarry Improvement (1d10) | 4 | 3 | 3 | 1 | ─ | ─ | ─ | — | — | — | — | | 15th | +5 | Ranger Archetype Feature | 4 | 3 | 3 | 2 | ─ | ─ | ─ | — | — | — | — | | 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | ─ | ─ | ─ | — | — | — | — | | 17th | +6 | - | 4 | 3 | 3 | 3 | 1 | ─ | ─ | — | — | — | — | | 18th | +6 | Rupturing Strike | 4 | 3 | 3 | 3 | 1 | ─ | ─ | — | — | — | — | | 19th | +6 | - | 4 | 3 | 3 | 3 | 2 | ─ | ─ | — | — | — | — | | 20th | +6 | Apex Predator | 4 | 3 | 3 | 3 | 2 | ─ | ─ | — | — | — | — |
## Class Features As a ranger, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per ranger level - **Hit Points at 1st Level:** 10 + Constitution your modifier - **Hit Points at Higher Levels:** 1D10 (or 6) + your Constitution modifier per ranger level after first #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** Cooking Utensils, Herbalist Kit, and Wood Carvers Tools ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose three from Acrobatic, Animal Handling, Athletics, Insight, Investigation, Intimidation, Medicine, Nature, Perception, Sleight of Hand, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor - *(a)* two shortswords or *(b)* two simple melee weapons - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - A longbow and a quiver of 20 arrows \columnbreak ### Favorite Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose two types of favored enemies: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. You have advantage on Wisdom (Survival) checks to track your focused target, as well as on Charisma checks when communicating with Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can choose an additional favorite enemy option from the list above. \pagebreakNum ### Hunting Prowess ##### Learned Lessons At 1st level, you gain proficiency in the animal handling, investigation, nature, perception, or survival skill and your proficiency bonus is doubled for this and one other skill or tool of your choice. ##### Rundown At 6th level, Your walking speed increases by 10 feet as long as you are not wearing heavy armor. You gain a climb speed and swim speed equal to your walking speed. Additionally non-magical difficult terrain does not slow your movement. ##### Natural Endurance At 10th level, whenever you finish a short or long rest you gain an amount of temp HP equal to your Ranger level plus two times your Wisdom modifier. Additionally whenever you roll hit dice to recover health you add a bonus equal to your Wisdom modifier to each die rolled. ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. ##### ARCHERY You gain a +2 bonus to attack rolls you make with ranged weapons. ##### BLIND FIGHTING You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. ##### DEFENSE While you are wearing armor, you gain a + 1 bonus t o 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. When- ever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. ##### DUELING When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ##### 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. \columnbreak ##### Two-WEAPON FIGHTING When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Spellcasting ##### PREPARING AND CASTING SPELLS The Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell does not remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. ##### SPELLCASTING ABILITY Wisdom is your spellcasting ability for your ranger spells, since your magic draws upon 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
\pagebreakNum ### Quarry At 2nd level, using your bonus action you can mark one creature you see within 90 feet of you as your prey. Until the ability ends, you deal an extra 1d6 damage to the target whenever you hit with a weapon attack. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the marked target. If the target drops to 0 hit points before this ability ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. Your Quarry remains active for a number of hours equal to your wisdom modifier (minimum of 1 rounded down) or until you use this ability again to mark a new creature. You can use this ability a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest. As you gain levels in this class you gain additional benefits whenever you mark a creature that is your favorite enemy at 6th and 14th level. At 6th level you gain the following: - Quarry die increases to 1d8 - **VS. Favorite Enemy:** You can apply the Quarry die to your attack roll instead of your damage roll. You can do this before or after making the attack roll, but before any effects of the attack are applied. At 14th level you gain the following: - Quarry die increases to 1d10 - **VS. Favorite Enemy:** Target creature has disadvantage on ability checks, attack rolls, and saving throws when you land a critical hit until the start of its next turn. ### Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. #### Anatomize Weakness At 3rd level, 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 90 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 proficiency bonus. You regain all expended uses of it when you finish a long rest. **VS. Favorite Enemy** You gain this information as part of marking the creature as your quarry and doing so does not reduce your number of daily uses. \columnbreak ### 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. ### Vanish Starting at 8th level, you can use the Hide action as a bonus action. If you are traveling alone, you can move stealthily at a normal pace. You can't be tracked by non-magical means, unless you choose to leave a trail. **VS. Favorite Enemy** Whenever your favorite enemy is marked by your quarry ability it has disadvantage on perception checks made to locate you. ### Splinter Defense At 10th level the damage you deal to a creature marked as your quarry is considered magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. **VS. Favorite Enemy** Damage you deal is considered magical for the purpose of overcoming resistance and immunity to non magical attacks and damage even when not marked as your quarry. Additionally when marked as your quarry you treat immunity to your weapon attacks as resistance instead. ### Evolved Senses Your senses have evolved to extraordinary levels through your constant pursuit of countless prey. At 14th level, you gain a blind sight out to 30 feet and a tremor sense out to 15 feet. If you have the blind fighting fighting style your blindsight increases by 10 for a total of 40 feet. As an action you can concentrate to double the ranges of your blind sight and tremor sense. ** VS. Favorite Enemy** You are always aware of creatures that are within range of your senses location even if they are hidden, invisible, and/ or behind solid objects so long as they are on the same plane of existence as you unless you are incapacitated. ### Rupturing Strike At 18 level, Whenever you hit a creature marked as your quarry with a weapon attack you can use a reaction to cause a lingering wound. For every 5 ft the creature moves it takes damage equal to your quarry die for the duration of the ability. You can do this a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest. If a marked creature goes a turn without moving the effect ends. \pagebreakNum ### Apex Predator You instill a sense of doom within your prey on the most primal level. At 20th level whenever you mark a creature as your quarry it must make a wisdom saving throw your spell save DC. On a failed save the target's self preservation instincts are thrown into overdrive as they become frightened. This effect bypasses immunity to the frightened condition. This lasts for the duration of the quarry ability. When mark a creature this way you can choose to expend one additional use of quarry to become the perfect predator: - Your movement speed is doubled. - You gain a bonus to attack and damage rolls equal to your wisdom modifier (minimum of 1). - Your critical hit modifier becomes x3. - **Vs. Favorite Enemy:** If the target has 100 hit points or fewer, it must succeed on a Constitution saving throw equal to your spell save DC or die. Once the creature dies or leaves your plane of existence you must finish a long rest before gaining this benefit again. ### Beast Master Conclave The Beast Master archetype embodies an extraordinary friendship between the ranger and a special beast. #### Beast Master Spell List | Ranger Level | Spell Name | |:---:|:-----------:| | 3rd | Beast Bond, Find Familiar | | 5th | Summon Beast, Warding Bond | | 9th | Conjure Animals, Phantom Steed | | 13th | Dominate Beast, Faithful Hound | | 17th | Awaken, Wrath of Nature | #### Animal Companion At 3rd level, you gain proficiency in the animal handling skill and bestial companion that accompanies and on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). At the end of the 8hours, your animal companion appears and gains all the benefits of your Companion Bond ability. If your companion is ever slain, the magical bond you share allows you to return them to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. You can only have one animal companion at a time and if you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. #### Companion’s Bond Your companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your bestial companion gains the following benefits while it is bonded to you. - Starting hit point maximum equals five times your Ranger level or the hit point number in its stat block, whichever is higher. - Uses your Proficiency bonus instead of its own. - Gains a bonus to its AC and damage rolls equal to your proficiency bonus. - Gains proficiency in all saving throws. - Gains proficiency in two skills of your choice from the following: Acrobatic, Athletics, Insight, Investigation, Intimidation, Nature, Perception, Performance, Sleight of Hand, and Stealth - Gains an additional hit die and increases its hit points accordingly for each level you gain in this class after 3rd level. - Bestial companion shares all the benefits provided by your Quarry, Vanish, Marked for death when you gain access to these features. - Loses multi-attack if it has it. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature. #### Exceptional Training Beginning at 7th level, your animal companion can use a bonus action to take the Dash, Disengage, Dodge, or Help action on its turn. In addition the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. #### Bestial Fury At 11th level your bestial companion can make a number of extra attacks per round equal to half your proficiency bonus rounded down. It can do this a number of times equal to its Constitution modifier (minimum of 1); it must finish a long rest before using this ability again. \pagebreakNum #### Pack Master At 15th level you know the summon beast spell. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it a number of times equal to your proficiency bonus without a spell slot, and you regain the ability to do so when you finish a long rest. When done this way you gain a spiritual copy of your animal companion. All of your animal companions HP and other statistics remain the same but do not include magical item abilities. Alternatively when you start casting the spell as an action you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. By spending 4 uses of this ability you can summon a number of spiritual copies of your animal companion equal to your Wisdom modifier (minimum of 1). When summoned they have ½ of the animal companion full HP, all other statistics remain, excluding bonuses or effects from magic items. ### Hunter Conclave Emulating the Hunter Conclave 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 Spell List | Ranger Level | Spell Name | |:---:|:-----------:| | 3rd | Entangle, Silent Image | | 5th | Branding Smite, Locate Object | | 9th | Blink, Catnap | | 13th | Arcane Eye, Death Ward | | 17th | Conjure Volley, Skill Empowerment | #### Hunter's Acumen Your stalking of prey has taught you to pay closer attention to the world around you. At 3rd level, whenever you make an Intelligence check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +l). #### Hunter’s Prey Whether it be one target or many, your response is alway adequate. At 3rd level, whenever you take the attack action you can choose to use one of the following options once per turn. **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. A creature can receive this damage only once per turn. **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. When you gain the extra attack feature you can apply any of the following options to each attack but once per turn. Additionally you gain a special reaction towards creatures foolish enough to attack you. **Counter Strike** At 3rd level when a creature within your weapons range hits you with an attack, you can use your reaction to attack that creature in return, provided that you can see them. Once you reach 5th level in this class whenever you take this reaction you can make two attacks against the attacking creature. #### Defensive Tactics At 7th level, you gain two of the following features. **Escape the Horde.** Opportunity attacks against you are made with disadvantage. **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. **Multiattack Defense.** When a creature hits you with an attack, you gain a bonus to AC equal to your proficiency bonus against all subsequent attacks made by that creature until the start of your next turn. #### Multiattack At 11th level, you gain the following feature Whenever you take the attack action you can attack a number of additional creatures equal to your proficiency bonus within your weapons range. Each creature attacked this way takes extra damage equal to your weapon die plus the attacks damage modifier. For example a creature hit by this attack from a long sword would take 1d8+5 plus an additional 1d8+5. #### Iron Fortitude Your constant battle against bigger and stronger prey has pushed your body to its utmost limits. At 15th level when you are subjected to an effect, such as a green dragon’s poisonous breath or the cone of cold spell that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. > ##### Credits > **Cover Art:** Zendikar Scout by Jorge Zapata found on Tumblr > **Critiques:** Billy, Elfdope, Roscoeivan, Wi1dBi11