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 | Huntsman | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Pioneer, Huntsman | 2 | — | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting, Vigilant | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Ranger Archetype, Primal Awareness | 3 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 3 | 5 | 4 | 2 | — | — | — |
6th | +3 | Ranger Archetype Feature | 4 | 6 | 4 | 2 | — | — | — |
7th | +3 | Tireless | 4 | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 7 | 4 | 3 | — | — | — |
9th | +4 | — | 5 | 8 | 4 | 3 | 2 | — | — |
10th | +4 | Ranger Archetype Feature, Nature’s Blessing | 5 | 8 | 4 | 3 | 2 | — | — |
11th | +4 | Improved Weaponry | 5 | 9 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 6 | 9 | 4 | 3 | 3 | — | — |
13th | +5 | — | 6 | 10 | 4 | 3 | 3 | 1 | — |
14th | +5 | Ranger Archetype Feature | 6 | 10 | 4 | 3 | 3 | 1 | — |
15th | +5 | Sturdy | 7 | 11 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 7 | 11 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 7 | 12 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Ranger Archetype Feature | 8 | 12 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 8 | 13 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Apex Huntsman | 8 | 13 | 4 | 3 | 3 | 3 | 2 |
Creating a Ranger
To create a Ranger, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Step-by-Step Characters” section of the Player's Handbook. Should you require starting equipment, work with your DM to have equipment that is appropriate, and by refer to the Class as listed in the 2014 publication for a basic idea.
Then look at the Ranger table to see the class features you get at each level in this class. The descriptions of those features appear in the “Ranger Class Features” section.
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
- Saving Throws: Strength, Dexterity
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Skills: (Choose 3) Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival.
Pioneer
1st-Level Ranger feature
Your adventures have taken you to sundry terrains, far mountains, all with peculiar rendezvouses.
You gain pioneering traits at various levels in the Ranger class starting at 1st level. These represent your adaptation to the wilds you wander. Starting at 1st level, you gain 1 of the following traits. You gain 1 additional trait at 7th level, and again at 13th level.
Mountaineer
High ledges and long dives have not slowed your step.
Climbing and swimming do not cost you extra movement and your speed increases by 10 feet.
Wayfarer
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. Then, choose a second skill or tool (which can be the same) to gain Expertise with.
Night Owl
During long endless nights, you have to adapt to your surroundings.
You gain darkvision out to a range of 120 feet.
Enchanting Zoophilist
A gentle hand with a magic touch earned the trust of some fascinating friends.
You learn the Find Familiar spell, but can only ritually cast the spell as part of a long rest. However, you don't need material components.
Toxicologist
Death isn't obvious to some, but to you, spotting a hidden toxin is a matter of life.
You can innately 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 proficiency with the Poisoner's Kit, can use it with 1/2 the time and cost, and gain advantage on saving throws to resist diseases, the poisoned condition, and poison damage.
Confidante
Others may walk the path less traveled, but you train in the barracks, study the books from great libraries, or carouse with nomads and urchins alike.
You gain proficiency with Heavy Armor, you learn 2 additional languages of your choice, and you can choose 3 of the following skills: Arcana, History, Nature, Religion, Investigation, Deception, Persuasion, or Performance. Whenever you make an ability check that uses a chosen skills, you can add your Wisdom modifier to the result.
Huntsman
1st-Level Ranger feature
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 your Huntsman abilities a combined number of times equal to the value listed in the Huntsman column of the Ranger table; regaining all expended uses after finishing a short or long rest.
Cut Down
Precision gives your attacks extra lethality.
At 1st level. When you hit a creature with a weapon attack, the weapon deals an extra 1d8 damage.
Steady Aim
Suppressing any tremble ensures you strike true.
At 9th level. 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 Strike
As a foe slayer, your deft hands are lightning fast.
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.
Spellcasting
2nd-Level Ranger feature
You have learned to draw out the magical essence of nature to cast spells, much as a druid does.
See the Player’s Handbook for the rules on spellcasting and the Spells Listing for the ranger spell list. The information below details how you use those rules as a Ranger.
Known Spells. You know a number of spells equal to the number listed int the Spells Known column of the Ranger table. When you gain a level in this class, you can replace one spell you know with a different spell from the Ranger spell list.
Spellcasting Ability. Wisdom is your Spellcasting Ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for the spells you know for this class.
A reminder: the Hunter's Mark spell is removed from the game, and it is recommended to prevent the Ranger from learning Hex when using this homebrew.
Vigilant
2nd-Level Ranger feature
Ranger's are always aware of their surroundings, learning from nature, and are prepared for anything.
- You can take the Search action as a Bonus Action.
- You can add your Wisdom modifier to initiative checks.
- When another creature you can see ends it's turn, you can use your Reaction to move up to 1/2 your speed. You must end this movement closer to that creature.
Additionally, it takes half as much time for you to gain information from the environment; such as from Intelligence(Investigation), Intelligence(Nature), or Wisdom(Survival) ability checks to scout, track, forage, navigate, find clues, perform an animal autopsy, etc.
Fighting Style
2nd-Level Ranger feature
You adopt a particular style of fighting as your specialty.
You gain one of the following Fighting Style feats of your choice:
Archery, Blind Fighting, Defense, Druidic Warrior, Dueling, Great Weapon Fighting, or Two-Weapon Fighting.
Ranger Archetype
3rd-Level Ranger feature
You choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level. The Ranger Archetypes available to you are listed at the end of the class description, or you may choose one from another source.
Primal Awareness
3rd-Level Ranger feature
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 ritually cast water walk if you do not have 3rd level spell slots.
Once you use this feature to ritually cast a ranger spell, you must finish a long rest before you can do so again.
Ability Score Improvement
4th-Level Ranger feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Extra Attack
5th-Level Ranger feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Tireless
7th-Level Ranger feature
Adapting has required you to be hardy and resilient, letting you recover quickly and help others along the way.
Nature's Remedies. During a Short Rest, choose one willing creature(which can be yourself). When that creature spends Hit Dice as part of the rest, they regain additional hit points equal to your Wisdom modifier (minimum 1) for each Hit Die spent.
In addition, the chosen creature gains advantage on any checks or saves made to fight off poison and disease during this rest.
Decrease Exhaustion. Once between long rests, if you are Exhausted when you finish a Short Rest, your level of exhaustion decreases by 1.
Nature’s Blessing
10th-Level Ranger feature
You draw on the innate magic of the natural world to embolden you for a brief time.
When you end your turn, you can choose to invoke one of the following blessings by expending a spell slot of any level.
- Vanish. You disappear from sight, becoming invisible until the end of your next turn, or until you make an attack or cast a spell.
- Ire. Choose a creature that you can see within 15 feet of you: they must make a Charisma saving throw against your Ranger spell save DC. On a failure, they have disadvantage on attack rolls against targets other than you, and any damage they deal to you is reduced by 1d8 + your Wisdom modifier until the start of your next turn.
- Inure. Choose a number of creature that you can see up to your Wisdom modifier (minimum of one): you and all chosen creatures gain Temporary Hit Points equal to 1d8 + your Wisdom modifier. These temporary hit points last a maximum of 1 minute.
Improved Weaponry
11th-Level Ranger feature
You are trained through vigor and experience, becoming accustom to your weapons, increasing their lethality.
Once per turn, your weapon attacks deal 1 additional damage die of its type on hit. For example, a Longbow deals 2d8 damage instead of 1d8.
Sturdy
15th-Level Ranger feature
You gain proficiency in Constitution saving throws. If you were already proficient, you gain proficiency in any other saving throw of your choice.
Apex Huntsman
20th-Level Ranger feature
Becoming an apex predator, you are able to overpower and overcome the creatures you chase.
- You regain 1 use of your Huntsman ability at the start of each of your turns.
- Whenever you make a Saving Throw, you can expend 1 use of your Huntsman to add 1d8 to the save.
Ranger Archetypes
The ideal of the ranger has classic expressions. The following archetypes embody the various rangers of legends, and are available to you.
Hunter
Becoming a Hunter 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 surviving the wilds while tracking and fighting the threats you face. You're a born slayer, and an expert at unearthing and defeating vampires, giants, evil fey, fiends, and terrifying dragons.
Rough and Ready
3rd-level Hunter feature
Hard travel, long hours, and dangerous environments don't slow you down, gifting you with tenacity and a hardy resolve, ready for anything.
- You have advantage on initiative checks.
- You have advantage on Constitution checks and saving throws to avoid exhaustion or to avoid dangerous environments; such as by holding your breath, or battling extreme heat or cold.
- 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.
- Anytime you gain Temporary Hit Points, you can gain an additional amount equal to your Wisdom modifier (minimum bonus of 1).
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger, and do not suffer the -5 penalty to passive perception when when traveling at fast pace.
Favored Enemy
3rd-level Hunter feature
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. After finishing a long rest, you can change your favored enemy to a different type from the aforementioned list.
After spending 1 minute in concentration, you can sense whether your favored enemy are present within 1 mile of you. This feature doesn’t reveal the exact creatures’ location or number, but you gain a directional sense towards the nearest creature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses after finishing a long rest.
Improved Huntsman
6th-level Hunter feature
You can use your Huntsman abilities two additional times between rests beyond what is listed in the Huntsman column of the Ranger table.
At later levels. Starting at 10th level, your Cutdown Dice become d10s instead of d8s. Then improve again to d12s at 14th level.
Hunter's Acuity
6th-level Hunter feature
You gain the ability to peer at a creature and magically discern how best to hurt it.
As an Action, you learn if a creature you can seen 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.
Once you use this action, you cannot use it again until you finish a short or long rest.
On the Hunt
10th-level Hunter feature
You learn the Find Steed spell as a Ranger spell for you and it doesn't count against your number of known spells. 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.
Evasion and Resolve
14th-level Hunter feature
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, and are not incapacitated that allows you to make a Dexterity saving throw or Constitution 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.
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. When you attack a creature you can’t see, but are aware of, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
Outrider
Outriders are the skilled survivors, finding home under the street lights of a city, or far from it. They are the wardens of the land; finding trouble, spying ahead, and reporting back the extent of the upcoming danger. Outriders's are the ultimate guides and trackers; leading expeditions or search parties to find the lost and rescue the captured. Surrounded by mountains, enemies, and the remains of magical battles, Outriders are taught to navigate these ultra rugged terrain, avoid unique dangers, and fight fluidly between honed arrows and heavy blade.
Ranger's Flexibility
3rd-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 when you would normally be able to draw or stow only one weapon. In addition, you can treat the Shortbow, Longbow, and weapons with the versatile property as also having the finesse property.
Wilderness Expert
3rd-level Hunter feature
You are particularly familiar with natural environments and are adept at traveling and surviving.
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 pace.
- When you forage, you find twice as much food and water as you normally would.
- You gain advantage on Wisdom(Survival) and Wisdom(Perception) checks to track or find creatures. Additionally, you learn how long ago they passed through the area on a tracking success.
Skirmisher
6th-level Outrider feature
Skilled at skirmishing, you learn to maneuver swiftly in order to keep pace with your foes.
You gain the following unique combat techniques. You can use these techniques a total of 4 times, and regain all expended uses after finishing a long rest. You gain 2 additional uses of this feature at 10th and 14th level.
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.
Horde Breaker: Once on your turn, 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.
Land’s Stride
10th-level Outrider feature
Moving through any difficult terrain costs you no extra movement. You can also pass through 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.
Defensive Tactics
14th-level Outrider feature
You've survived harsh skirmishes and long battles, and learned how to defend yourself.
You gain the following defensive 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.
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. 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 as a Bonus Action.
Whirlwind. 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 as a Bonus Action.
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
3rd-level Stalker feature
Whether you're a bounty hunter, dungeon delver, wander, or vagabond, you learn the tricks required to avoid pursuers and ambush prey.
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. You gain +5 to any Dexterity(stealth) ability checks made when not moving or moving at less than 1/4 your normal speed.
Shadowsense
3rd-level Stalker feature
So long as you are not deafened, you gain Blindsight out to a range of 10 feet. Additionally, dim light doesn't impose disadvantage on your Wisdom(perception) checks.
Shadowed Exploits
6th-level Stalker feature
You gain the tools needed to exploit your opponent's movements and reposition as necessary.
You gain access to special combat exploits.
Exploits Known. Starting at 6th level, you know 3 exploits. You learn an additional exploit of your choice at 10th, 14th, and 18th level.
Performing an Exploit. When you take the Attack action, you can replace one of the attacks made with a known exploit. If you hit a creature with an attack from an exploit, the attack deals 1d8 bonus damage.
You can use your known exploits 3 times, and regain all uses after finishing a short or long rest. You gain 1 additional use of this feature at 10th level, 14th level, and 18th level.
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 the creature makes their attack roll.
If the creature has multiple attacks, they have disadvantage on all attacks against you until the start of your next turn.
Mortal Coil
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 finish a long rest.
Exploits
The following list of exploits are available to you.
- Disheartening Strike. Make a melee weapon attack. If the attack hits, the target gains disadvantage on its next attack made before the start of your next turn targeting you.
- Double Knock. Make a ranged weapon attack. Then, you can make another ranged weapon attack against the same target as part of the same action, but this attack does not add your ability modifier to its damage on hit.
- Dual Strike. Make a melee weapon attack with your main hand weapon. If the attack hits and you use your Bonus Action to attack with your off-hand weapon, the attack hits (do not roll the d20).
- Footwork Lure. Make a melee weapon attack. If the attack hits, you can move 5 feet without provoking attacks of opportunity from the target and move the target 5 feet into the space you left.
- Run Down. Move up to 10 feet, then make a melee weapon attack. You cannot use this exploit if your speed is 0. This movement does not count against your speed.
- Side Step. Move 5 feet without provoking attacks of opportunity, then make a ranged weapon attack against a creature within 15 feet of you. You cannot use this exploit if your speed is 0.
- Stagger. Make a weapon attack. If the attack hits, the target’s speed is reduced by 10 feet until the start of your next turn.
- Unseen Shot. Make a ranged weapon attack. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Victory Rush. Make a weapon attack. If the attack hits, you gain temporary hit points equal to your Constitution modifier(minimum of one).
- Wall of Blades. Make a melee weapon attack. If you are engaging in two-weapon fighting, you gain a +2 bonus to your AC until the start of your next turn.
- Wing Clip. Make a ranged weapon attack. If the attack hits, the target must make a Strength saving throw against of a DC of 8 + Proficiency bonus + Dexterity modifier or reduce their fly speed to 0 until the start of their next turn.
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.
Planes Keeper
3rd-level Horizon Walker feature
Being a Horizon Walker means knowing the secrets and strengths of the multitude of planes.
You are able to read and understand Primordial and Draconic if weren't able to before, and you gain proficiency in Arcana.
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 any creature originating from another plane are within 1 mile of you. 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.
Plane Walk
3rd-level Horizon Walker feature
Your control over the magic of planes lets you step between their boundary, teleporting short distances, and draw part of their elemental energy.
You can expend a spell slot of any level as a Bonus Action to teleport up to 15 feet per spell level expended to an unoccupied space you can see and your first attack made after teleporting gains advantage.
In addition, anytime you use your Cutdown ability, you can convert the damage of the entire attack to fire, lightning, or cold damage (your choice).
Rifts
6th-level Horizon Walker feature
You can briefly cause momentary rifts between the planes in order cause various effects.
Once per turn, when you hit a target with an attack, you can apply one of the following Rifts. If you do, the target takes 1d10 bonus force damage. This damage increases to 3d10 at 18th level.
You can cause a rift a number of times equal to 1 + your Wisdom modifier(minimum of once), and regain all expended uses when you finish a long rest.
- Tear. A 20 foot wide by 10 foot tall by 5 foot thick wall forms around the attacked target, causing anomalous waves of planar energy to fill the wall(you decided how the wall is oriented; the wall must encompass the target). The tear lasts until the start of your next turn. To leave or move through the wall requires 20 feet of additional movement. Additionally, any attack that originates from or traverses the tear suffers a -2 to hit.
- Grasp. A divide in the planes cause the target's speed to be reduced to 0 until the start of your next turn unless they succeed on a Strength saving throw against your Ranger Spell Save. If they are flying, they do not fall as the plane divide holds them aloft.
- Spacial Collapse. The target's location becomes momentarily irrelevant. The target can be considered to be within 5 feet of its next attacker - and for the duration of their turn - even if that attacker is up to 30 feet away. This momentary location superposition fades after the target is attacked, or the end of your next turn.
Become the Gatekeeper
10th-level Horizon Walker feature
You gain the ability to quickly open a portal to nearby location, allowing fast group travel.
You can cast Arcane Gate once between long rests using this feature.
Spectral Defense
14th-level Horizon Walker feature
Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle.
When you take damage from an attack, you can use your reaction to halve the damage taken and teleport to an unoccupied space you can see within 60 feet of you.
You can cause a rift a number of times equal to 1 + your Wisdom modifier(minimum of once), and regain all expended uses when you finish a long rest.
Plane Shift
18th-level Horizon Walker feature
Mastering the ability to split the planes, you unlock interplanar travel and are able to bring others with you.
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.
Improved Rifts
18th-level Horizon Walker feature
There is immense power residing in other planes. You master the magic necessary to harness that power.
- Improved Tear. The wall can extend up to 50 feet wide instead of 20 feet.
- Improved Grasp. All creatures of your choice within 30 feet of the target (including the target) must succeed on a Strength saving throw against your Ranger Spell Save or be pulled up to 25 feet towards the target, and have their speed reduced to 0 until the start of your next turn. If they are flying, they do not fall as the plane divide holds them aloft.
- Improved Collapse. This effect now lasts until the end of your next turn, without ending early after being attacked. And, attackers can be up to 60 feet away instead of 30 feet.
Sylvan Drifter
The Sylvan Drifters are known as passionate travelers, and keepers of knowledge. They have a mystique about them, akin to the fey. These rangers are known to represent both the mortal and the fey realm, bringing joyful laughter to the hearts of the downtrodden and instruction to the amateurs they meet. They combine mystic knowledge with martial prowess to dazzle foes. As such, these drifters are known by many names, nomads, fey wanders, and even mentors and liaisons.
Mystic Knowledge
3rd-level Sylvan Drifter feature
In one eccentric way or another your distinct charm is noticeable by others.
You gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Additionally, you learn the Sylvan language, 1 other language of your choice, and you learn the Dancing Lights and Minor Illusion cantrips.
Sylvan Lucidity
3rd-level Sylvan Drifter feature
Keeping a cool head, nomads and drifters alike do not run from the unknown or those that threaten them.
You have advantage on saving throws against being frightened and charmed.
At later levels. Starting at 6th level, you gain immunity to the charmed and frightened conditions originating from creatures marked with your Mesmer's Mark.
Spellbinding Thorns
6th-level Sylvan Drifter feature
Using illusory magic, you're able to manipulate the minds of your enemies.
You gain the following Thorns, which modify and amplify an attack in some way. Once on your turn, when you hit a creature with an attack, you can choose to apply one of these Thorns.
You can use your Thorns a number of times equal to your Wisdom modifier (minimum of once), and regain all uses after finishing a long rest.
- Glinting Thorn. The creature becomes illuminated for the next minute. While illuminated, they emit dim light in a 5 foot radius and cannot become invisible. If they were invisible, they lose this condition.
- Thorn of Bewilderment. Assaulting the mind of the creature causing chaos. The creature falls victim to the Enemies Abound spell. It makes its save against your Ranger spell save DC, and you must concentrate on this as if you were concentrating on a spell to have an effect.
- Dreadful Thorn. The creature's mind fills with fear; it must succeed on a Wisdom saving throw against your Ranger spell save DC or drop whatever it is holding and become frightened of you until the end of its next turn. While frightened by this effect, the creature must take the Dash action and move away from you by the safest available route, unless there is nowhere to move.
- Thorn of Confusion. The creature's mind twists, spawning delusions and provoking uncontrolled action. The creature falls victim to the Confusion spell. It makes its save against your Ranger spell save DC, and you must concentrate on this as if you were concentrating on a spell to have an effect.
- Hypnotic Thorn. You touch the mind of creature with fragments of reality and dancing lights. The creature falls victim to the Hypnotic Pattern spell. It makes its save against your Ranger spell save DC, and you must concentrate on this as if you were concentrating on a spell to continue its effect.
Mark of a Mesmer
6th-level Sylvan Drifter feature
When you hit a creature, you can expend a spell slot to place a Mesmer's Mark on the target, which lasts 1 minute. Anytime you deal damage to the marked target with your Cutdown ability, you to can convert the bonus damage to psychic damage. If you do, you can deal 1d6 additional psychic damage.
Dimension Warp
10th-level Sylvan Drifter feature
After a 1 minute ritual, you step into the border regions of the Ethereal Plane and gain the ability to see through solid objects to a range of 30 feet for 1 minute, or until your concentration ends (as if you were concentrating on a spell). While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
Within that time, you can move in any direction, even through solid surfaces, but you move at 1/4 speed. You perceive objects and the world around you as ghostly, transparent images.
When this effect ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
Once you use this feature, you can’t use it again until you finish a long rest.
Shifting Sands
14th-level Sylvan Drifter feature
Bending reality, your mark lessening their harm done to you.
Anytime you take damage from a creature marked by your Mesmer's Mark, you take 1d8 + your Wisdom modifier less damage.
Mirrored Blade
18th-level Sylvan Drifter feature
As a Bonus Action you can conjure a floating prismatic mirror of your active weapons for the next 10 minutes. Once per turn, after you attack with a weapon, you can make one additional attack against that same or different target within range using a mirrored copy of your active weapon. You are proficient with this mirrored 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. If you use one of your Thorns as part of the originating attack, you can apply the same Thorn to the mirrored attack as well, without expending as use.
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 intuition, longing, starlight, and the ancestral knowledge of generations past. 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. Pathfinders are powerful allies and fearsome foes; guiding their allies in and out of battle.
Natural Explorer
3rd-level Pathfinder feature
Using the night sky's direction, you light the way, being the beacon of hope even in the darkest of nights.
You gain the following benefits:
- You gain proficiency with the Cartographer's Tools, and can use it in 1/2 the normal amount of time.
- You learn the Light and Guidance cantrips.
- You do not gain disadvantage on your Wisdom (Perception) checks when in an area that is lightly obscured due to foliage, heavy rain, falling snow, fog, mist, and other natural phenomena (Dim light still imposes disadvantage).
- When you use your Cutdown Huntsman ability, you mark the target in faint illumination. The next attack against the target within 1 minute (other than one of yours) consumes the mark, gaining advantage. A creature marked this way gains no benefit from invisibility.
Starlit Blessing
6th-level Pathfinder feature
Once per short or long rest, you can take on the Blessing of Starlight(no action required). This lasts for 1 minute, but ends early if you are knocked unconscious. While the Blessing persists you gain the following:
- Your speed increases by 10 feet
- Your attacks can deal radiant or necrotic damage instead of their normal damage type.
- You can add your Wisdom modifier to your attack and damage rolls.
Attenuated Senses
10th-level Pathfinder feature
The world is waiting for you see, feel, and hear everything it has to offer.
As an Action, you can gain a boon to one of your senses, which lasts for 1 hour or until you lose concentration (as if concentrating on a spell).
- Far Sight. You can see up to 1 mile away as if it were 100 feet, letting you make out minute detail.
- Acute Hearing. You heighten your hearing to hear the faintest of noises or whispers of conversation within your vicinity.
- Land's Touch. You gain Tremorsense out to a range of 90 feet.
Once you use this feature, you must finish a long rest before you are able to do so again.
Strength of Ursa Major
14th-level Pathfinder feature
When you take damage, you can use your Reaction and expend 1 use of your Huntsman ability to reduce the amount of damage taken by 1d10 + your Wisdom modifier.
Additionally, when you have the Blessing of Starlight active, you gain temporary hit points equal to your Wisdom modifier(minimum of one) at the start of each of turns.
The Call of Icarus
18th-level Pathfinder feature
As a Magic Action, you can create an immobile 300 foot radius, 400 foot high cylinder centered at your feet that lasts 10 minutes. The area fills with starlight providing dim light, and dispelling any magical darkness.
While within the cylinder, you gain the following benefits:
- You are immune to the frightened and charmed conditions.
- You cannot have disadvantage on attack rolls targeting creatures within the cylinder.
- You can see everything within the cylinder as if you had truesight.
- You have advantage on Wisdom saving throws.
- Once on your turn, if you miss with an attack roll, you can reroll the attack.
Once you use this feature, you cannot use it again until you finish a long rest.
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 |
Summon Beast |
Warding Wind |
Web |
3rd Level |
---|
Elemental Weapon |
Conjure Barrage |
Daylight |
Flame Arrows |
Haste |
Lightning Arrow |
Meld into Stone |
Nondetection |
Protection from Energy |
Revivify |
Speak with Plants |
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 |
5th Level |
---|
Commune with Nature |
Conjure Volley |
Steel Wind Strike |
Swift Quiver |
Tree Stride |
Wrath of Nature |
Greater Restoration |
The Ranger
The Ranger is a personal and community favorite. However, its also the class that lacks the features that evoke it's persona of the wilderness survivalist, exploration expert. As printed, their 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 ever present dangers that await.
Artistic Credits:
Cover: Tomasz Ryger
Page 2: Wizards of the Coast
Page 4: Anna Steinbauer
Page 5: inetgrafx
Page 6: Wizards of the Coast
Page 7: Rockstar Games, RDR2
Page 8: KA!A SKETCH
Page 12: KatieHofgard
Additional CrazyFuton Homebrew content can be found for free on GM Binder.