ButtFace12's Ranger Rework
A New Homebrewer's Take on the D&D 5th Edition Ranger
Version 1.0.0
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: One artisan's tool of your choice and one of the following: (a) herbalism kit, (b) navigator's tools,
(c) poisoner's kit, or (d) artisan's tool of your choice
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain shirt and a shield or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a longbow and 20 arrows or (b) a martial weapon
- a component pouch and an explorer's pack
Quick Build
You can quickly make a ranger with these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the outlander background.
Ranger
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Terrain Expert, Tracker Sense | — | — | — | — | — |
2nd | +2 | Hunter's Accuracy, Fighting Style, Spellcasting | 2 | — | — | — | — |
3rd | +2 | Ranger Archetype, Conclave Creed | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Terrain Expert Improvement, Tracker Sense Improvement | 4 | 2 | — | — | — |
7th | +3 | Ranger Archetype feature | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement, Land's Stride | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Terrain Expert Improvement | 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 | Herbal Poultice, Terrain Expert Improvement | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Archetype feature | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +5 | — | 4 | 3 | 3 | 3 | 1 |
18th | +5 | Feral Senses | 4 | 3 | 2 | 3 | 1 |
19th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Deadeye Strike | 4 | 3 | 3 | 3 | 2 |
Tracker Sense
You have a knack for tracking with an unnatural precision.
As an action, you can enter a mental state to track a specific humanoid race or one of the following creature types: beasts, monstrosities, or plants. This mental state lasts for a number of hours equal to your Wisdom modifier (minimum of 1).
During this time, you have advantage on Intelligence (Investigation), Wisdom (Survival), and Wisdom (Perception) checks to track and sense the chosen creature type and know their exact location when they are within a number of feet of you equal to 5 times your ranger level.
If you know the identity, have conducted research, or have some other significant lead about a specific creature, you can track them instead of a broad race or creature type, gaining the normal benefits of Tracker Sense as well as learning if they are alone or in a group, how long ago they passed through the area, and the number and sizes of the group. If they were alone and then joined a group or vice versa, you also learn when they joined or left your intended target.
Once you use this feature, you can't use it again until you finish a short or long rest.
Starting at 6th level, you can choose any creature type when you use your Tracker Sense.
Terrain Expert
You can adapt to different environments, picking up techniques and knowledge to survive in such regions. You gain one of the following perks of your choice.
You can change a perk you have during a long rest. To change a perk requires time spent scouting and observing the nearby area: at least 15 minutes for every perk changed.
You can have two perks at 6th level, three perks at 10th level, and four perks at 14th level.
Arctic Ascetic
You've endured the arctic wastes, standing atop snow-tipped mountains, or freezing waters under ice floes.
You gain resistance to cold damage.
Coastal Cruiser
Sailing the ocean blue, wading through rivers and lakes, or diving into flooded ruins, you move like water.
You gain a swim speed equal to your walking speed and you can hold your breath an extra number of minutes equal to your Wisdom modifier (minimum of an extra 30 seconds).
Desert Denizen
Marching in the blistering heat of the desert, humid expanses of rainforest, or volcanic wastes, you can handle the heat.
You gain resistance to fire damage.
Forest Flanker
In dense thickets of forests, crowds of the city, or the darkness of night and caves, they'll never see you coming.
You can use the Hide action as a bonus action on your turn.
Grassland Galloper
Running across vast tracks of grassland, leaping over ravines, and the streets of the city, you easily catch up to your quarry. You can use the Dash action as a bonus action on your turn.
Note: Not Bound By Terrain
While the names used in the Terrain Expert feature are of one specific terrain type, you do not need to have been to that terrain or currently be in that terrain to gain the benefits of that perk. The describing text in each perk give an extra example or two of when it can be used outside of its namesake. Consider how your ranger would pick up such a skill in their current situation or past.
Mountain Maverick
Climbing cliff faces, trees that touch the sky, and above the creations of man, there is no mountain high enough.
You gain a climb speed equal to your walking speed, and while you aren't incapacitated, you reduce all falling damage you take by an amount equal to your Wisdom score.
Swamp Skulker
Trudging through swamps water, plagued cities, and the lethal endemic life of rainforests, none slow your advance.
Moving through nonmagical difficult terrain costs you no extra movement and you have advantage on saving throws to prevent or end any diseases and exhaustion you have.
Touring Trooper
Dealing with invading monsters while enjoying a pint, a chunk of ice while surrounded by wolves, or a makeshift club when stranded at sea, you are prepared for a fight anywhere.
You are proficient in improvised weapons, and when you make an attack with an object that bears no resemblance to a weapon it deals 1d6 damage (the DM assigns a damage type appropriate to the object). If you use a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d6 damage. An improvised thrown weapon for you has a normal range of 30 feet and a long range of 90 feet.
Underdark Usurper
In the eerie depths of the underdark, through the crowded forest floor, or the rolling mists in a murky bog, you can see clearer when other cannot and can use this cover yourself.
You do not suffer disadvantage on Wisdom (Perception) checks that rely on sight in lightly obscured areas and you can try to hide when you are lightly obscured from the creature from which you are hiding.
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 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.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Other Fighting Styles
This Ranger Rework is also intended to work with other Fighting Styles in officially published content.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See the Player's Handbook for the rules of spellcasting, and the ranger spell list at the end of this class.
Preparing and Casting Spells
To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's 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, as 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 jump, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't 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 focus and 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 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 +
Spell attack modifier = your proficiency bonus +
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your ranger spells.
Hunter's Accuracy
Starting at 2nd level, when you make a weapon attack, you can expend one spell slot to add to the attack roll, potentially turning a miss into hit. The bonus is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The bonus increases by 1d6 if the target is a creature you are tracking with Tracker Sense, to a maximum of 6d6. You can use this feature after knowing whether or not if the attack hits or misses the target.
If this bonus causes the attack to exceed the target's armor class by 5 or more, the attack counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Ranger Archetype
At 3rd level, you choose an existing Ranger Archetype that you strive to emulate, or one of the following: Fiver or Yharnamite. Suggested changes to existing Ranger Archetypes and the two new options can be found at the end of the class description. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
Archetype Magic
Each archetype has a list of associated spells. You gain access to these spells at the levels specified in the archetype description. Once you gain access to an archetype spell, you always have it prepared. Archetype spells don't count against the number of spells you can prepare each day.
If you gain an archetype spell that doesn't appear on the ranger spell list, it is nonetheless a ranger spell for you.
Other Ranger Archetypes
The intent is that any Ranger Archetype can be used with this Ranger Rework. Ranger Archetypes in officially published content have their Archetype Magic at the end of this section as an additional or replacement feature to the archetype to grant two spells at each spell level to match with other half-caster subclasses.
There is also additional or replacement features for some existing Ranger Archetypes. However these are not necessary like the Archetype Magic.
Conclave Creed
Also at 3rd level, while you strive for a certain archetype for yourself, the conclave has a creed heeded by all its members. You gain one of the following features: Mundane MacGyver, Peerles Precision, One with Nature, or Terrain Attunement.
Mundane MacGyver
You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Furthermore, when you cast a ranger spell, you can make it count as nonmagical and not a spell for the purposes of overcoming Magic Resistance, Limited Spell Immunity, the Mantle of Spell Resistance, and similar effects and features.
Peerless Precision
In addition to the benefits of exceeding a target's armor class by 5 or more with Hunter's Accuracy, you also deal additional weapon damage to the target equal to half your Ranger
level (rounded up) plus your Wisdom modifier
(minimum of +1 bonus to the extra damage).
One With Nature
You learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the One With Nature Spells table. These spells don't count against the number of ranger spells you know.
One With Nature Table
Ranger Level | Spell |
---|---|
3rd | speak with animals |
5th | locate animals or plants |
9th | speak with plants |
13th | locate creature |
17th | commune with nature |
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Terrain Attunement
When you finish a short or long rest, you gain an extra benefit based on the perks granted by the Terrain Expert feature. The extra benefit must share a name with a perk you currently have. You can only have one extra feature granted by Terrain Attunement at a time. If you lose a perk that shares a name with the extra benefit you gained with Terrain Attunement, you lose it and must choose another extra benefit of which you have a perk with the same name.
Arctic Ascetic Improvement
The armor of agathys spell is always prepared for you, it doesn't count against the number of spells you can prepare each day, and it counts as a ranger spell for you.
You can cast this spell once without expending a spell slot. Once you cast armor of agathys in this way, you can't do so again until you finish a long rest.
Coastal Cruiser Improvement
The fog cloud spell is always prepared for you, it doesn't count against the number of spells you can prepare each day, and it counts as a ranger spell for you.
You can cast this spell once without expending a spell slot. Once you cast fog cloud in this way, you can't do so again until you finish a long rest.
Desert Denizen Improvement
The hellish rebuke spell is always prepared for you, it doesn't count against the number of spells you can prepare each day, and it counts as a ranger spell for you.
You can cast this spell once without expending a spell slot. Once you cast hellish rebuke in this way, you can't do so again until you finish a long rest.
Forest Flanker Improvement
The entangle spell is always prepared for you, it doesn't count against the number of spells you can prepare each day, and it counts as a ranger spell for you.
You can cast this spell once without expending a spell slot. Once you cast entangle in this way, you can't do so again until you finish a long rest.
Grassland Galloper Improvement
Your movement speed increases by 10 feet.
Mountain Maverick Improvement
Bludgeoning, piercing, and slashing damage you take from nonmagical sources is reduced by an amount equal to your Wisdom modifier (minimum damage reduction of 1).
Swamp Skulker Improvement
Moving through magical difficult terrain, climbing, crawling, and swimming doesn't cost you extra movement.
Touring Trooper Improvement
You gain resistance to poison damage and advantage on saving throws against being poisoned.
Underdark Usurper Improvement
You gain resistance to necrotic damage.
Ability Score Improvement
When you reach 4th 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride
Starting at 8th level, you can pass through nonmagical plants and earth without taking damage from them if they are jagged, have thorns, or have other forms of natural hazards.
In addition, you have advantage on saving throws against magically created and manipulated plants and earth such as those created by the entangle or earthquake spells.
Herbal Poultice
Beginning at 14th level, you can scrounge up ingredients wherever you are to create herbal remedies. You have a number of poultices equal to half your ranger level plus your Wisdom modifier (minimum of 8 poultices). As an action, you can touch a creature and expend a number of poultices to end a certain condition on the target. The amount of poultices needed to end certain conditions is seen in the Herbal Poultice table.
You can end multiple conditions at once if you expend additional poultices. For example, if you touch a creature that is both paralyzed and frightened, you can expend 8 poultices to end both conditions on the target.
As a bonus action, you can expend a spell slot to regain expended poultices equal to the level of the spell slot.
Herbal Poultice Table
Poultices Needed | Conditions |
---|---|
3 | blinded, deafened, paralyzed, poisoned |
5 | charmed, frightened, petrified |
8 | stunned, unconscious |
Feral Senses
At 18th level, you gain prenatural senses that help you fight creatures even when the odds are against you. You cannot have disadvantage on an attack roll targeting a creature within 30 feet of you.
You are also aware of the location of any creature, invisible or not, within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Deadeye Strike
At 20th level, your precision is unmatched. Once on each of your turns, when you hit with a weapon attack, you can forgo rolling damage to instead cause the target to lose hit points equal to the result of the attack roll.
Ranger Spell List
Listed here are the spells available to ranger by spell level. Spells that were not on the PHB Ranger's spell list are bolded. Spells on the Ranger Spell List and in each Archetype Magic table are marked with indicators based on which sourcebook that spell is found in, described below:
- Player's Handbook (PHB) = 0 asterisks
- Xanathar's Guide to Everything (XGE) = 1 asterisk
- Tasha's Cauldron of Everything (TCE) = 2 asterisks
- Fizban's Treasury of Dragons (FTD) = 3 asterisks
1st Level
- absorb elements*
- alarm
- animal friendship
- beast bond*
- cure wounds
- detect evil and good
- detect magic
- detect poison and disease
- ensnaring strike
- entangle
- fog cloud
- goodberry
- hail of thorns
- hunter's mark
- jump
- longstrider
- purify food and drink
- searing smite
- snare*
- speak with animals
- zephyr strike*
2nd Level
- aid
- animal messenger
- barkskin
- beast sense
- cordon of arrows
- darkvision
- enhance ability
- find steed
- find traps
- gust of wind
- healing spirit*
- lesser restoration
- locate animals and plants
- locate object
- magic weapon
- pass without trace
- protection from poison
- see invisibility
- silence
- skywrite*
- spike growth
- spider climb
- summon beast**
3rd Level
- ashardalon's stride***
- conjure animals
- conjure barrage
- daylight
- elemental weapon
- flame arrows*
- lightning arrow
- meld into stone
- nondetection
- plant growth
- protection from energy
- revivify
- speak with plants
- summon fey**
- water breathing
- water walk
- wind wall
4th Level
- charm monster*
- dominate beast
- conjure woodland beings
- fabricate
- find greater steed*
- freedom of movement
- grasping vine
- guardian of nature*
- locate creature
- stoneskin
- summon elemental**
5th Level
- commune with nature
- conjure volley
- greater restoration
- skill empowerment*
- steel wind strike*
- swift quiver
- tree stride
- wrath of nature*
Ranger Archetype Changes
When you reach 3rd level, you choose a Ranger Archetype or one of the following that best represent your ranger's skills. Detailed below are new archetype magic for existing Ranger archetypes along with replacement features or improvements to features of existing Ranger Archetypes.
You can also choose one of the following that best represent your ranger's skills which are detailed in at the end of the class description: Fiver or Yharnamite.
Beast Master (PHB)
Fight alongside a bestial spirit companion in harmony!
Add: Beast Master Magic
At 3rd level, you learn the following spells at the ranger levels noted in the table below. They count as ranger spells for you, you always have them prepared, and they don't count against the total number of ranger spells you prepare each day.
Ranger Level | Spell |
---|---|
3rd | animal friendship, find familiar |
5th | animal messenger, summon beast** |
9th | conjure animals, phantom steed |
13th | dominate beast, faithful hound |
17th | awaken, commune with nature |
Drakewarden (FTD)
Fight alongside a drake while gifted with draconic power!
Add: Drakewarden Magic
At 3rd level, you learn the following spells at the ranger levels noted in the table below. They count as ranger spells for you, you always have them prepared, and they don't count against the total number of ranger spells you prepare each day.
Ranger Level | Spell |
---|---|
3rd | absorb elements*, chromatic orb |
5th | dragon's breath*, nathair's mischief*** |
9th | fear, protection from energy |
13th | elemental bane*, secret chest |
17th | control winds*, summon draconic spirit*** |
Fey Wanderer (TCE)
Live as a charming liaison for the material and fey realms!
Improvement: Fey Wanderer Magic
At 3rd level, you learn the following spells at the ranger levels noted in the table below in addition to the existing spells granted by the Fey Wanderer Magic table in Tasha's Cauldron of Everything. They count as ranger spells for you, you always have them prepared, and they don't count against the total number of ranger spells you prepare each day.
Ranger Level | Spell |
---|---|
3rd | color spray |
5th | suggestion |
9th | hypnotic pattern |
13th | conjure woodland beings |
17th | modify memory |
Gloom Stalker (XGE)
Venture into the darkness and strike before anyone notices!
Improvement: Gloom Stalker Magic
At 3rd level, you learn the following spells at the ranger levels noted in the table below in addition to the existing spells granted by the Gloom Stalker Magic table in Xanathar's Guide to Everything. They count as ranger spells for you, you always have them prepared, and they don't count against the total number of ranger spells you prepare each day.
Ranger Level | Spell |
---|---|
3rd | dissonant whispers |
5th | darkness |
9th | major image |
13th | shadow of moil* |
17th | enervation* |
Horizon Walker (XGE)
Protect the world against monsters across the planes!
Improvement: Horizon Walker Magic
At 3rd level, you learn the following spells at the ranger levels noted in the table below in addition to the existing spells granted by the Horizon Walker Magic table in Xanathar's Guide to Everything. They count as ranger spells for you, you always have them prepared, and they don't count against the total number of ranger spells you prepare each day.
Ranger Level | Spell |
---|---|
3rd | detect evil and good |
5th | rope trick |
9th | blink |
13th | dimension door |
17th | planar binding |
Replacement: Planar Step
Replaces Planar Warrior
Starting at 3rd level, you can pass between planes in the blink of an eye. Once on each of your turns before you make a weapon attack, you can teleport up to 10 feet to an unoccupied space you can see. If you hit with this attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d6 force damage from the attack.
When you reach 11th level in this class, you can use this feature twice on each of your turns.
Replacement: Recursive Strike
Replaces Ethereal Step
At 7th level, if you attack at least two different creatures with the Attack action, you can make one additional attack against a third creature. You can use Planar Step on this attack even if you have no more uses of it on this turn.
Replacement: Ethereal Jaunt
Replaces Distant Strike
At 11th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the ends of the current turn.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a 3rd-level spell slot to use it again.
Hunter (PHB)
Dominate combat with specialized fighting techniques!
Add: Hunter Magic
At 3rd level, you learn the following spells at the ranger levels noted in the table below. They count as ranger spells for you, you always have them prepared, and they don't count against the total number of ranger spells you prepare each day.
Ranger Level | Spell |
---|---|
3rd | hunter's mark, snare* |
5th | cordon of arrows, rope trick |
9th | conjure barrage, tiny hut |
13th | freedom of movement, locate creature |
17th | conjure volley, swift quiver |
Add: Fighting Stylist
At 3rd level as a master of combat, you can change the way you fight for any situation. When you finish a long rest, you can replace a fighting style you know with another fighting style available to rangers.
When you reach 11th level in class, you can choose a second option from the Fighting Style class feature.
Improvement: Hunter's Prey
The Giant Killer option is changed to the following:
When a creature at least one size larger than you hits or misses you with an attack, you can use your reaction to move up to half your speed and make a weapon attack against that creature immediately after its attack, provided you can see the creature.
Improvement: Defensive Tactics
The following options are changed:
Steel Will. You have advantage on saving throws against being charmed or frightened.
Escape the Horde. Opportunity attacks against you are made with disadvantage. Once per turn, if a creature misses you with an opportunity attack, your walk speed increases by 10 feet until the end of the current turn.
Add: Multiattack
The Relentless Pursuit option is added to the list of features available to take:
Relentless Pursuit. As a bonus action, you can move up to your speed towards a hostile creature you can see within 60 feet of you and make a weapon attack against that creature.
Monster Slayer (XGE)
Fight monsters while adapting to their strengths and banes!
Improvement: Monster Slayer Magic
At 3rd level, you learn the following spells at the ranger levels noted in the table below in addition to the existing spells granted by the Monster Slayer Magic table in Xanathar's Guide to Everything. They count as ranger spells for you, you always have them prepared, and they don't count against the total number of ranger spells you prepare each day.
Ranger Level | Spell |
---|---|
3rd | detect evil and good |
5th | enhance ability |
9th | elemental weapon |
13th | elemental bane |
17th | legend lore |
Replacement: Slayer's Sense
Replaces Hunter's Sense
At 3rd level, you gain the ability to peer at a creature to magically discern how best to take it down. As a bonus action, you can learn one of the following about a creature you can see within 60 feet of you:
- The creatures damage immunities, resistances, or vulnerabilities and condition immunities.
- The creatures type, additional movement speeds and if it is faster or slower than you, and senses the creature may have (you do not learn the range of the senses.)
- The creatures highest and lowest saving throw bonuses (the ability, not the actual numerical saving throw bonus.)
- If the creatures Armor Class is higher or lower than your own and if it is higher or lower than 5 or more.
If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
Replacement: Arcane Exploit
Replaces Slayer's Prey
Starting at 3rd level, you can imbue your weapons with magic to overcome the defenses of your foes. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 damage to the target. This damage is either acid, cold, fire, lightning, or poison (your choice when you hit the target).
When you reach 11th level in this class, this damage increases to 2d6 and necrotic, radiant, and thunder damage types are added to the list of which you can change it to.
Replacement: Supernatural Protection
Replaces Supernatural Defense
Beginning at 7th level, you gain extra resilience against assaults on your mind and body. Whenever you make an ability check to escape a grapple or whenever you make a saving throw, you gain a bonus to the roll equal to your Wisdom modifier (minimum bonus of +1.)
Improvement: Magic-User's Nemesis
Magic User's Nemesis is changed to the following:
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a 3rd-level spell slot to use it again.
Replacement: Slayer's Resolve
Replaces Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If you are forced to make a saving throw by a creature, 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 and you have resistance to the damage dealt by it (if any), in addition to the attack's normal effects.
Swarmkeeper (TCE)
Overwhelm your enemies with the power of a beast swarm!
Improvement: Swarmkeeper Magic
At 3rd level, you learn the following spells at the ranger levels noted in the table below in addition to the existing spells granted by the Swarmkeeper Magic table in Tasha's Cauldron of Everything. They count as ranger spells for you, you always have them prepared, and they don't count against the total number of ranger spells you prepare each day.
Ranger Level | Spell |
---|---|
3rd | unseen servant |
5th | animal messenger |
9th | conjure animals |
13th | giant insect |
17th | commune with nature |
Improvement: Writhing Tide
The fly speed granted by your Writhing Tide feature increases from 10 feet to half your walking speed.
Improvement: Mighty Swarm
The damage of Gathered Swarm increases to 1d10.
New Ranger Archetypes
When you reach 3rd level, you can choose an existing Ranger Archetype or one of the following that best represent your ranger's skills: Fiver or Yharnamite.
Fiver
Tasked with researching wild lands filled with beasts of titanic size, Fivers use the lessons of previous generations alongside new technologies developed by the Research Commission track, hunt, and survive in the New World.
Fiver Magic
At 3rd level, you learn the following spells at the ranger levels noted in the table below. They count as ranger spells for you, you always have them prepared, and they don't count against the total number of ranger spells you prepare each day.
Ranger Level | Spell |
---|---|
3rd | feather fall, fog cloud |
5th | blindness/deafness, web |
9th | aura of vitality, protection from energy |
13th | fabricate, stoneskin |
17th | hold monster, transmute rock* |
Subclass and Setting
The two new Ranger Archetypes presented in this document are clearly not meant for all campaign settings as they pull from the video games Monster Hunter and Bloodborne respectively. Consider how the theme of the subclass can be changed to fit your games setting with your GM's permission.
Scout Flies
At 3rd level, the Research Commission provides you scout flies, insects that glow with a bright green light that bond with a single person. You must store these flies in a cage, lantern, or some other container in the form of a nonmagical Tiny object that can be opened of your choice. You can use this object as a spellcasting focus for your ranger spells.
While you are touching the scout fly container, you gain the following benefits:
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Scout Fly Magic. You learn the dancing lights and infestation* cantrips. They count as ranger spells for you, and Wisdom is your spellcasting ability modifier for them.
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Scout Fly Tracking. You gain proficiency in the Survival skill and your proficiency bonus is doubled for any ability check you make using this proficiency.
The container's AC equals your spell save DC. Its hit points equal your ranger level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the container is destroyed or you lose it, you can perform a 1-hour ritual to have your scoutflies to return to you and inhabit a new container that you were touching throughout this ritual. This ritual can be done during a short or long rest, and any scout flies that can't return die off. The container shatters and the scout flies fly away when you die.
Hunter's Arsenal
Also at 3rd level, hunters, smiths, field specialists, and other from the Research Commission teach you the ways of preparing for a hunt and to have an arsenal of tools.
You gain the Conclave Creed option Mundane MacGyver. If you already have that Conclave Creed, you instead gain another Conclave Creed of your choice.
Furthermore, you can magically create traps, tools, and other items. At the end of a long rest you can cast a 1st-level ranger spell you have prepared without expending a spell slot and ignoring any of the spells material components. The spell manifests as a Tiny nonmagical object with AC 15 and 1 hit point, and is immune to poison and psychic damage.
A creature holding the item can cast the spell at its normal casting time without providing any spell components. This spell benefits from your Mundane MacGyver Conclave Creed, uses your spell attack bonus and save DC, and the spell treats the creature who held the item as the caster for all other purposes. The item is then destroyed after the casting. A creature holding the item can destroy the item as an action without casting the spell it manifested as.
You can have a number of these items created equal to 1 + your Wisdom modifier (minimum of 1 item). If you try to exceed this maximum, the oldest item is immediately destroyed, and you can begin to create the new item.
When you reach 7th level in this class, the spell you cast to create this item can be a 2nd-level ranger spell you have prepared, a 3rd-level ranger spell at 11th level, and a 4th-level ranger spell at 15th level.
Multi-Purpose Slinger
Beginning at 7th level, the Research Commission provides you the Slinger, a multipurpose tool that can load various projectiles and can shoot out a piercing hook. The slinger must be attached to one of your wrists, and thanks to its innovative design, the slinger leaves your hand free.
Your slinger is a martial ranged weapon with the light and loading properties. It has a normal range of 30 feet and a long range of 60 feet, and on a hit, it deals nonmagical piercing damage equal to 1d4 plus your Dexterity modifier. The slinger retracts immediately after it hits or misses its target, and you do not suffer the penalty of Ranged Attacks in Close Combat when making ranged attacks with this weapon. Your slinger can also be used in the following ways:
- Fling Object: Instead of shooting the hook, you can load sling bullets, pebbles, flasks, vials, or other similar objects. This is considered an improvised attack of which you are proficient in. If the ammunition or object has additional effects such as a +1 Sling Bullet or an Acid vial, any relevant effects apply to the attack, damage, or target.
- Piercing Hook: As a bonus action, you can make an attack with your slinger against a creature. On a hit, the target suffers the weapon attack's normal effects and the hook of your slinger embeds itself into the target until the start of your next turn. While the hook is embedded, the target has disadvantage on attacks against creatures other than you and you deal an extra 1d4 damage on all weapon attacks against the target. The hook is removed if the target magically regains hit points or if the target or a creature within 5 feet of it uses an action to remove it.
The slinger's AC equals your spell save DC. Its hit points equal your ranger level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the slinger is destroyed or you lose it, you can create a new one over the course of 1 hour. This process can be done during a short or long rest, and during the same ritual described in the Scout Flies feature. If you create a new slinger while your old one still exists, the old one is destroyed. The slinger dismantles itself when you die.
Clutch Claw
When you reach 11th level, the Research Commission upgrades your slinger with the Clutch Claw attachment which can latch onto large creatures and slash at your quarry.
Your slinger can transform into the clutch claw or back again (no action required to switch) which counts as a martial melee weapon with the light and finesse properties. Any
spells, features, or other effects that benefit your slinger also benefit the claw. On a hit, it deals 1d8 nonmagical slashing damage. Your claw can also be used in the following ways:
- Blinding Attack: Once on each of your turns, when you hit a creature with your slinger or your clutch claw, you can force the target to make a Constitution saving throw against your spell save DC. On a failed save, the target is blinded until the start of your next turn. If the attack was made with your slinger, it has advantage on the save.
- Grapple Claw: As a bonus action, you can make an attack with your clutch claw. On a hit, the claw latches onto the target. While the claw is latched onto a target, its speed is halved, it suffers the penalties of your Piercing Hook, you can't make a clutch claw attack against another target, and if the target attempts to move to a space that is more than 30 feet away from you, it must succeed on a Strength saving throw against your spell save DC or have its speed reduced to 0 for the current turn and you can use your reaction to knock the target prone. Targets that are larger than you by two sizes or more have advantage on the save. The claw unlatches if the target succeeds on the save, magically regains hit points, or if the target or a creature within 5 feet of it uses an action to unlatch the claw.
You can use a bonus action to attempt to pull a latched target closer to you. Make a Strength (Athletics) or Dexterity (Athletics) check contested by the target's Strength (Athletics) check. On a success, the target is pulled 15 feet towards you. Targets that are larger than you by two sizes or more have advantage on the check.
Monster Wrangler
At 15th level, your experience with your slinger and clutch claw allow you knock around all types of monsters.
When you force a creature to save against your Blinding Attack or Grapple Claw, you can expend a spell slot to reduce the targets save. This penalty is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The penalty increases by 1d6 if the target is a creature you are tracking with Tracker Sense, to a maximum of 6d6. You can use this feature after knowing whether or not the target succeeds on the save.
If the target fails the save by 5 or more, you can push the creature up to 30 feet horizontally in a direction of your choice. If the creature would strike a creature, wall, or other object its size or larger, the pushed creature stops its movement adjacent to the struck target and both of them to fall prone and take bludgeoning damage equal to your ranger level. This damage is doubled against objects and structures.
Yharnamite
Rangers of this archetype do so out of necessity, hunting the beasts of the night in the dark and narrow streets of Yharnam just to see the sun. Use a mixture of blessings from beings beyond and blood magic without succumbing to madness.
Yharnamite Magic
3rd-level Yharnamite feature
You learn the following spells at the ranger levels noted in the table below. They count as ranger spells for you, you always have them prepared, and they don't count against the total number of ranger spells you prepare each day.
Ranger Level | Spell |
---|---|
3rd | false life, magic missile |
5th | mind whip**, moonbeam |
9th | hunger of hadar, vampiric touch |
13th | black tentacles, summon aberration** |
17th | contact other plane, enervation* |
Knowledge of the Great Ones
3rd-level Yharnamite feature
Your connection to eldritch powers blesses or curses you with knowledge from the great beyond. As a result, whenever you make a Intelligence 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: Arcana, History, or Religion.
Hunter's Training
3rd-level Yharnamite feature
The lessons of hunters before you speak of blood magic, draining blood to embolden your own life force.
Once on each of your turns when you hit a creature with a weapon attack, it takes an extra 1d6 necrotic damage and you gain temporary hit points equal to the necrotic damage dealt.
When you reach 11th level in this class, the extra damage increases to 2d6.
.
Exploiting Blow
7th-level Yharnamite feature
The beasts of Yharnam are unrelenting, but this leaves them reckless. You've learned to exploit those that swing wildly and endlessly by leaving them staggering in the frenzy.
When you are targeted by a creature you can see with an attack, you can use your reaction to make a melee or ranged spell attack against the creature. On a hit, the target has disadvantage on all attack rolls until the end of the current turn, including the triggering attack. You must use this feature before you know the outcome of the attack roll.
If this causes the triggering attack to miss you, you have advantage on the next weapon attack you make on the target until the end of your next turn.
Whispers of the Great Ones
11th-level Yharnamite feature
Your experience with the denizens of Yharnam has informed you of the existence of Caryll Runes, and you can now understand the eldritch words that they carry without losing your sanity to gain their power, gaining the following benefits:
- You gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Charisma saving throws (your choice).
- You learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Wisdom. If the invocation has a level prerequisite of any kind, it instead refers to half your ranger level (rounded up). If the invocation states a warlock spell slot, you can instead use a ranger spell slot. When you gain a level in this class, you can replace the invocation with another one from the warlock class that you meet the prerequisites for.
Favor of the Great Ones
15th-level Yharnamite feature
You gained insight from a Great One. Whether willing or not, their simple act of contact grants you power. When you deal damage with a Ranger spell or with your Hunter's Training feature, you can change its damage type to force, radiant, or psychic. You also choose one of the following benefits:
- Arcane Secrets. You choose four spells from the Wizard spell list, one from each of the following levels: 1st, 2nd, 3rd, and 4th. You add them to your list of Archetype Magic spells. Like your other Archetype Magic spells, they are always prepared and count as ranger spells for you.
- Blood from Beyond. You gain resistance to force, necrotic, poison, psychic, and radiant damage, and you have advantage on saves against poison.
- Eldritch Leap. Once per turn, when an attack misses you, you can immediately teleport up to 5 feet to an unoccupied space you can see. If the attack missed because of the disadvantage imposed by Exploiting Blow, the distance you can teleport increases to half your walking speed.
Changelog
Version 1.00 (Is this how you do this? I feel like I'm rambling)
- Gained Tool Proficiencies with one artisan's tool and another from a pool of a few non-artisan's tools
- Favored Enemy + Primeval Awareness replaced with "Divine Sense"-like feature -> Tracker Sense since I found it strange that the Paladin can hunt down their "favored enemies" in the form of fiend or undead in a shorter distance but instantly and without needing to expend spell slots. Essentially moving Primeval Awareness to 1st level and trying to make it more appealing. Smaller exact location radius but longer duration to track them down across large distances. Made it a short rest feature since I have the image of rangers needing stopping for a while before continuing their hunt.
- Natural Explorer changed to "Eldritch Invocation"-like feature -> Terrain Expert acts as a replacement to Natural Explorer with a terrain theme, using the scaling progress of the Tasha's Cauldron of Everything feature Deft Explorer but with another benefit at 14th level.
- Rangers as Prepared Casters and expanded spell list. Found it strange how Ranger was a learned caster, just threw me the wrong way versus paladin and artificer not only getting 2 free spells per level but also getting to be preapred casters.
- Added "Divine Smite"-like feature -> Hunter's Accuracy. I always view Ranger's as these expert marksmen who never miss a shot. And this is essentially my version of trying to make Hunter's Mark a key feature. Using a spell slot to technically deal more damage since you are either turning a 0 damage attack to a more than 0 damage attack, but gave another benefit of early magical weapon damage. There was also a stage where I wanted it to regain lower spell slots back like Expert Divination feature but that felt like too much.
- Added "Pact Boon"-like feature -> Conclave Creed as a way to give more of that flexibility to the class. Also the idea of spells being just things your ranger made with ingenuity existed flavor-wise but with Mundance MacGyver it makes it mechanically sound. "One With Nature" is a slightly altered version of the Primal Awareness feature from TCE. Peerless Precision makes your Hunter's Accuracy more appealing? And Terrain Attunement to add another short rest feature to showcase how fast you can adapt to your surroundings if you want that vibe for your ranger.
- Lots of additions and changes to existing Ranger Archetypes as some options are far more appealing than others; won't go in detail here since its already alot.
- Changed Land's Stride to account for the difficult terrain in the Swamp Walker perk. Plus thought it weird that Land's Stride didn't account for LAND just plants.
- Removed Hide in Plain Sight or Nature's Veil. Haven't decided whether to keep the feature/optional feature or not with the benefits of Terrain Expert.
- Added "Cleansing Touch"-like feature -> Herbal Poultice. This one was fun to try and make because I really like the idea of the mundane being able to counter the magical so it isn't just a one-way street. It can technically be worth 3 free castings of lesser restoration, or 2 free castings of greater restoration without needing costly components. Comparng it with the paladin's Cleansing Touch, you can end non-condition spell effects like faerie fire, polymorph, or slow to name a few.
- Removed Vanish since it comes on the same level as Herbal Poultice. Bonus action hide is in Terrain Expert. Might move the absence of trail as an improvement with an option in Terrain Attunement?
- Improved Feral Senses to have no disadvantage on attack rolls against targets within 30 feet
- Changed Foe Slayer since it felt REALLY lacking as a capstone feature like a good 80% of the capstone features. Played into the precision idea of using the attack roll AS the damage roll, and bypassing any resistance or immunities because you have that good of an aim. Don't get to benefit from vulnerabilities with it though, oh no.
V. 1.00 Concept "Paladin = Ranger"
Ranger is always brought up as one of the "weakest" classes in D&D 5e alongside Monk. Yet another half-caster in Paladin is toted as one of the strongest classes. So my approach to this version of the Ranger was to essentially copy and paste the features from Paladin and work from there.
From there, there were three "tropes" of the Ranger that I wanted to showcase for the class based on my own perspective of what Rangers are:
1. The Swiss Army Knife; I definitely stole from the Warlock on how to approach the modularity of the Terrain Expert, and the Conclave Creed is literally just Pact Boons but trying to tie them to the classes core features. The Herbal Poultice also gives them the image of healing with herbal remedies providing a combat support feature.
2. The Deadeye; The classic bow wielding warrior that never misses a shot. I knew out the gate that I wanted the "Divine Smite" parallel to boost attack rolls rather than flat out damage. However, I wanted to give some kind of conditional benefit (by beating the targets AC by 5 or more) to lean into wanting that precise aim. Also with the Ranger's capstone causing a loss of hit points instead of damage, it bypasses resistance and immunities to nonmagical physical damage. The idea of a 20th level ranger able to defeat a Tarrasque or a Lich by throwing pin needles at it's pressure points just seems like a cool fantasy of a ranger (plus its level 20 so balance isn't a thing + most PCs have a magic weapon anyways).
3. The Traveler; Gaining benefits from the land you're in (or settlement for urban locations) was something I REALLY liked from another Ranger Homebrew I found. Also having Land's Stride to apply to both plants and earth was something I wanted to put in, and the difficult terrain ignoring feature being in Terrain Expert presented a need to add something to Land's Stride.
ButtFace12's
Ranger Rework
Become a powerful warden for both civilization and nature with this version of the ranger. With expanded Archetype Magic and reworks of existing Ranger Archetypes and two new ones!
Inspiration from LaserLlama's Ranger, Pack Tactics, D&D 5E's Paladin, and personal use.
Artists Credit:
Cover (Top) - Allen Moris - The Road to Rohan
Cover (Bottom) - RaV89 - Awilix
Page 2 - Victor Tan - Shadar Kai
Page 3 - Kaithzer Morejón - Akni Cragscar
Page 4 - sandara - Corgi and Fairy 2
Page 5 - Ariel Orea - Drizzt Cave
Page 6 - Chalky Nan - Medieval Rock Climbing
Page 8 - RaidesArt - What are you drawing?
Page 9 - FranFdez - Ranger of the North
Page 10 - Quirkilicious - Lady of Space and Time
Page 11 -Prolich Art - Rat King
Page 12 - Malevolent Raven - Firefly Forest
Page 13 -Heng Tang - monster hunter fanart
Page 14 -J Seto (@l_aciel) - Bloodborne
Back -Jing Akidrop - Trine, the Halfling ranger