Ranger Rework V3.7

by TheCeltrix

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A complete rework of the Ranger Class including official and 3rd party subclasses up to Tasha's Cauldron of Everything.
This is unofficial fan content permitted under the Fan Content policy. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Ranger Class Rework

The Ranger
Level Proficiency Bonus Features Hunters Prey Spells Known 1st 2nd 3rd 4th 5th
1st +2 Primeval Awareness, Natural Explorer
2nd +2 Hunters Prey, Fighting Style, Spellcasting 1d4 2 2
3rd +2 Hasty Recovery, Ranger Conclave 1d4 3 3
4th +2 Ability Score Increase 1d4 3 3
5th +3 Extra Attack 1d6 4 4 2
6th +3 Roving, Natural Explorer Improvement 1d6 4 4 2
7th +3 Ranger Conclave Feature 1d6 5 4 3
8th +3 Ability Score Increase 1d6 5 4 3
9th +4 1d6 6 4 3 2
10th +4 Natural Explorer Improvement, Advantageous Strike, Tireless 1d6 6 4 3 2
11th +4 Ranger Conclave Feature 1d8 7 4 3 3
12th +4 Ability Score Increase 1d8 7 4 3 3
13th +5 1d8 8 4 3 3 1
14th +5 Skirmish 1d8 8 4 3 3 1
15th +5 Ranger Conclave Feature 1d8 9 4 3 3 2
16th +5 Ability Score Increase 1d8 9 4 3 3 2
17th +6 1d10 10 4 3 3 3 1
18th +6 Feral Sense 1d10 10 4 3 3 3 1
19th +6 Ability Score Increase 1d10 11 4 3 3 3 2
20th +6 Top of the Chain 1d10 11 4 3 3 3 2

Multiclass Requirements

In order to multiclass in or out of this rework you need a wisdom of 13 and a strength or dexterity of 13.

When multiclassing into this class rework you gain proficiency in simple and martial weapons, shields, light and medium armour and one skill proficiency from the ranger class skill list.

Hit Points

Hit Dice: 1d10 per ranger level.
Hit Points at first level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st.

Cover Image Credit: https://www.deviantart.com/ninjatic/art/Winter-Hunt-453611928

Written by TheCeltrix: https://homebrewery.naturalcrit.com/user/TheCeltrix

Proficiencies

Armour: Light armour, medium armour, shields.
Weapons: Simple weapons, martial weapons.
Tools: None.
Saving Throws: Strength, Dexterity.
Skills: Choose four from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth and Survival.

Equipment

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

  • (a) Scale mail or (b) Leather armour.
  • (a) Two shortswords or (b) two simple melee weapons.
  • (a) A dungeoneer's pack or (b) an explorer's pack.
  • (a) a martial melee weapon or (b) a martial ranged weapon and 20 ammo.
Discord: TheCeltrix#4984

Primeval Awareness

Starting at 1st level you can connect with nature and learn about your surroundings. Over the course of 1 minute you can connect with nature in a certain range. While in the outdoors the radius is a number of miles equal to your ranger level. While underground the radius is half your ranger level (rounded up) in miles. This ability does not work in places where construction has overtaken nature such as dungeons or towns.

You can use this feature a number of times equal to your wisdom modifier (minimum of 1) and regain all uses at the end of a long rest.

In this radius you learn one thing of your choice from the following list.

  • If there are any non-native creatures in the area. You learn their rough direction and distance but nothing about the creatures.
  • What the natural weather will be like in the next 24 hours.
  • The general wellbeing of the terrain and wildlife.
  • Natural predators in the area (Hawks, Tigers, Wolves etc) and the rough direction and distance to each.
  • If there is hallowed or desecrated ground and the rough direction and distance to those areas.
  • The season the wildlife is in (Mating, Hibernation etc) and roughly how much longer in the season.
  • The rough direction and distance to a creature you name. If they are not present in the area or are protected by divination magic you get the rough distance and direction to the closest tracks they left in the last 24 hours, if any.

If your Hunters Prey is within the radius you learn the rough distance and direction to it regardless of the option chosen above.

Natural Explorer

Starting at 1st level, you are a master of navigating the natural world. You gain the following benefits when traveling for an hour or more out of combat:

  • Non-magical difficult terrain doesn’t slow your group’s travel.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • You can always recall in traversable detail any path you've traveled in the last week.
  • You can find helpful locations in natural terrain suited to your needs. You can find basic shelter, choke points, ambush locations and other basic geographical locations if they exist nearby.

Hunters Prey

Starting at 2nd level, you become dedicated to bringing down the larger threats. When you hit a creature with a weapon attack you can mark the creature as your Prey, or as an action you can mark a creature within 120ft that you can see to be your Prey. This mark remains until you take a short or long rest, you or your Prey dies or until you mark another creature. After you mark the creature all of your subsequent weapon attacks against that creature deal extra damage based on your Hunters Prey damage die.

The wilds have granted you a keen intuition represented by a number of Hunters Intuition points equal to your wisdom modifier (minimum of 1). You regain all uses at the end of a long rest. You gain more ways to expend your Hunter Intuition points as you gain levels in this class.

  • Hunters Insight: At 2nd level when you make an Intelligence or Wisdom check against your Prey you can expend one point of Hunters Intuition to gain advantage on the roll.

  • Cunning Eye: At 6th level when you force your Prey to make a saving throw and you can see them, you can use your reaction to expend one point of Hunters Intuition to give them disadvantage on the roll.

  • Acute Aim: At 10th level you can use a bonus action and spend a Hunters Intuition point to cause all of your weapon attacks to have advantage until the end of your turn.

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 blind sight 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.
  • Defensive: While you are wearing armour, 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 modifier 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 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.
Image Credit: https://www.deviantart.com/dna-1

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 players handbook chapter 10 for the general rules of spellcasting this document for the Spell list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells o f your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack modifier = your proficiency bonus + your Wisdom modifier.

Hasty Recovery

Starting at 3rd level, being in the wild has taught you how to retain your vigor and those around you for long and difficult hunts.

You gain a number of extra hit dice equal to half your ranger level (rounded up). During a short rest or any other time that allows you to spend hit dice to recover hit points you can use the following feature.

In addition to expending hit dice on yourself you can spend additional hit die from your ranger hit die pool equal to 1 + your wisdom modifer (minimum of 1). Each additional die spent can be given as a hit die to another creature that is rolling hit die as part of the same rest. You distribute your additional hit die as you see fit to each creature rolling hit die. Each creature you grant hit die to rolls your ranger hit die alongside their own, adding their constitution modifier to the result as normal.

Ranger Archetype

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

All subclasses have received changes at the end of the class description.

Image Credit: https://www.deviantart.com/suburbbum

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Roving

Starting at 6th level, your speed increases by 10 feet and you gain a climbing speed and a swimming speed equal to your walking speed.
















Natural Explorer Improvement

Starting at 6th level you gain the following benefits.

  • You have advantage on initiative rolls.

  • You and up to ten companions you're travelling with can no longer be tracked by non-magical means and only leave a trail if you choose to do so.

  • You ignore magical and non magical difficult terrain, can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

  • You can hold your breath for a number of minutes equal to your constitution score rather than your modifier. If you have a racial feature that allows you to hold your breath, the duration increases by a number of minutes equal to your constitution score.

  • While travelling for an hour or more, whether mounted or on foot, your travel speed is not affected by magical difficult terrain, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.

Natural Explorer Improvement

Starting at 10th level, you are immune to the effects of both extreme hot and cold climates and whether mounted or on foot, your travel speed is not affected by those climates, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.

Image Credit: https://www.deviantart.com/bryansyme/art/Too-many-kobolds-661557394

Advantageous Strike

Starting at 10th level, when you make an attack roll with advantage, you score a critical hit on a 19 or 20 on the d20.

Tireless

Starting at 10th level, as an action, you can spend a number of hit die equal to your wisdom modifier (minimum of 1) and regain hit points equal to the amount rolled plus your constitution modifier for each die spent. You must finish a long rest before you can use this ability again.

In addition, whenever you finish a short rest you can choose one creature who is taking a short rest with you (including yourself) and their exhaustion level, if any, is reduced by 1. A creature must complete a long rest before they can benefit from this again.

Skirmish

Starting at 14th level, when you take the disengage or dash action on your turn you can make one weapon attack as part of the action.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You also gain blindsight to a range of 30 feet, provided you aren't blinded and deafened.

Top of the Chain

Starting at 20th level, whenever you make an attack roll, ability check or saving throw with advantage, instead of rolling two d20 you roll three and take the highest.

Ranger Conclaves

Spirit Seeker

Following the path or guidance of an ethereal entity, Spirit Seekers channel small fragments of lives lost to embue their hunt and guide them to succeed where other souls failed.

Spirit Seeker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spirit Seeker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Spirit Seeker spells
Ranger Level Spells
3rd Sanctuary
5th Augury
9th Clairvoyance
13th Mordenkainen's Faithful Hound
17th Scrying

Otherwordly Sight

Starting at 3rd level something you couldn't explain has left a mark on you. As a bonus action you can expend a spell slot and gain the ability to see into the ethereal plane for a number of feet equal to 10 times the spell slot level, as part of the same bonus action or as a bonus action while the sight is active you can expend one use of your Hunters Intuiton to gain the benefits of Truesight against your Hunters Prey while it is in your Otherworldly Sight. This sight lasts for 1 hour.

Spiritual Vessel

Starting at 3rd level you can tap into a small fragment of the spirit that is tied to you.

You perform a small ritual over the course of 1 minute after which a small fragment of the spirit tied to you is called forth to your location on the ethereal plane using the Spiritual Vessel stat block. It remains for 1 hour, until you dismiss it as a free action, it's reduced to 0 hit points or if you perform the ritual again. When the Vessel is dismissed or reduced to 0 hit points it evaporates, leaving no trace, it leaves behind in its space anything it was wearing or carrying.

You can perform the ritual a number of times equal to your wisdom modifier (minimum of 1) and regain all uses at the end of a long rest.

Your Spiritual Vessel acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.

While your Spiritual Vessel is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your vessel’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.


Spiritual Vessel

Your size, unaligned


  • Armor Class Ranger Spell Save DC
  • Hit Points Ranger Level + Wisdom Modifier
  • Speed 40ft fly and can hover.

STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 10 (+0) 12 (+1) 14 (+2) 10 (+0)

  • Condition Immunities Charmed, Frightened, Prone
  • Senses Darkvision 120ft and can see both the material and ethereal plane
  • Languages Understands the languages you speak.

  • Incorporeal Movement. The Vessel can move through other creatures and objects as if they were difficult terrain. It takes (ld4) force damage if it ends its turn inside an object.
  • Haunting Proficiency The Vessel shares all your skill and saving throw proficiencies.

Actions

  • Planar Jaunt. As a bonus action it can shift between the ethereal and material planes. While in the ethereal plane it is invisible to creatures who cannot see into the ethereal plane. On the material plane it takes the image of an incorporeal representation of your spirit.

Minor Projection

Starting at 7th level, while your Spiritual Vessel feature is active you can use your bonus action to disspiate the Vessel early and teleport you to the Spiritual Vessel's location.

Supernatural Safeguard

Starting at 7th level your spirit has become attached to you and doesn't wish to see you or your allies fail where it has seen others do.

As a bonus action you can target an ally within 60ft of you that you can see, they gain temporary HP equal to your ranger level and until the start of your next turn they gain the following benefits

  • If a creature deals damage to them the creature takes force damage equal to half your ranger level (rounded up).

  • If they make an attack roll or a saving throw they can add your wisdom modifier to the roll (minimum of 1)

You can use this feature a number of times equal to your wisdom modifier (minimum of 1) and regain all uses at the end of a long rest.

Image Credit: https://www.deviantart.com/kotnonekot

Temporary Possesion

Starting at 11th level, your Spiritual Vessel gains the following action.

While on the Ethereal Plane it can cause a creature within 5 ft of it on the Material plane to make a charisma saving throw against your spell save DC or become Possessed. Contructs and Undead are immune to this feature. Any creature that succeeds on this save is immune to this feature for 24 hours. Once a creature fails on this save you cannot use this feature again until you summon your Vessel again.

Your Vessel disappears and the target is incapacitated and loses control over its body. While your Vessel is possessing a creature you can command it as per your Spiritual Vessel feature. Your Vessel cannot be targetted by any attacks, spells or effects except ones that turn undead. It uses the targets statistics but does not gain the targets knowledge, class features or proficiencies and it retains its mental statistics and immunity to charmed and frightened effects.

The possession lasts until your Spiritual Vessel feature expires, the creature is reduced to 0 HP, you end it as a bonus action or if it is forced out by an effect such as the Dispel Good and Evil spell. Ending the possession before your Spiritual Vessel feature expires causes your Vessel to appear in an unoccupied space within 5ft of the body in the Ethereal Plane.

Ethereal Presence

Starting at 15th level, you can draw a large portion of your spirits presence for a time. As an action you can cast the Summon Celestial spell with the following changes.

  • It is not resistant to radiant damage, has resistance to bludgeoning, piercing and slashing damage from non-magical weapons and is immune to force damage.

  • It does not speak celestial.

  • Its attacks deal force damage instead of radiant damage.

  • The Temporary HP gained from the Guardian's attack stacks with Temporary HP given through your Supernatural Guidance feature.

You can use this feature once and regain the ability to use it at the end of a long rest unless you expend a 5th level spell slot to use it again.

Beast Master

Expanded Spell List

You learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. Each spell counts as a ranger spell for you but does not count towards the number of spells that you know.

Beast Master Spells
Ranger Level Spells
3rd Beast Bond
5th Flock of Familiars
9th Summon Fey
13th Conjure Woodland Beings
17th Awaken

Primal Companion

Starting at 3rd level, you magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block - Beast of the Land, Beast of the Sea, or Beast of the Sky - which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Art Credit: Wizards of the Coast

Natural Bond

Starting at 7th level, when you take the Dash, Disengage, Dodge, Hide or Ready actions your beast gains the benefits of taking that action without having to take it.

In addition your Primal Companion's attacks count as magical for the sake of overcoming resistances and immunities.

Any beast or fey creatures you have summoned (Not including your Primal Companion) via spell or ability use your ranger spell attack modifier for their attack rolls unless theirs is higher and can add your proficiency bonus to any ability check or saving throws they make. They also gain a bonus to their HP equal to your ranger level.

Shared Experience

Starting at 11th level, you and your beasts spirit have bonded in unparalleled ways. Your Primal Companion now benefits from the following ranger features:

Hunters Prey - You and your Primal Companion share one prey and either one of you can mark your prey.

Natural Explorer - Your beast cannot grant the benefits to other creatures as you would.

Roving - Your beasts walking speed increases by 10ft and they gain an climbing and swimming speed equal to their walking speed unless theirs was already higher.

Advantageous Strike - When your beast has advantage on an attack roll it scores a critical hit on a 19 or 20 on the d20.

Additionally as you level up in this class your beast gains the effects of the following features once you gain them:

Skirmish - Your beast can make an attack when they take the dash or disengage action.

Feral Senses - When your beast attacks a creature it can't see, its inability to see it doesn't impose disadvantage on its attack rolls against it. They also gain blindsight to a range of 30 feet, provided they aren't blinded and deafened.

Top of the Chain - When your beast makes an attack roll, ability check or saving throw with advantage, instead of rolling two d20 they roll three and take the highest.

Whenever your beast forces a creature to make a saving throw and they have disadvantage on the roll, instead of rolling two d20 they roll three and take the lowest.

Share Spells

Starting at 15th level, anytime you are affected by a spell or effect and your Primal Companion is not, you can choose to have them be affected by that spell without counting towards the number of creatures affected, even if the spell or effect would normally target just one creature.


Beast of the Sea

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 5 ft., swim 60ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge -
  • Proficiency Bonus (PB): equals your bonus

  • Amphibious: The beast can breathe both air and water.
  • Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

  • Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft, one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.
Art Credit: https://www.artofmtg.com/artist/grzegorz-rutkowski/

Art Credit: https://www.deviantart.com/dleoblack

Beast of the Land

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40 ft., climb 40ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge -
  • Proficiency Bonus (PB): equals your bonus

  • Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

  • Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft, one target. Hit: 1d8 + 2 + PB slashing damage.

Beast of the Sky

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 10 ft., fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge -
  • Proficiency Bonus (PB): equals your bonus

  • Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
  • Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

  • Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft, one target. Hit: 1d4 + 3 + PB slashing damage.
**Art Credit:** https://www.artstation.com/xuwang

Hunter

Expanded Spell List

You learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. Each spell counts as a ranger spell for you but does not count towards the number of spells that you know.

Hunter Spells
Ranger Level Spells
3rd Bane
5th See Invisibility
9th Haste
13th Charm Monster
17th Hold Monster

Tactical Recollection

Starting at 3rd level, as an action you can expend one of your Hunters Intuition points and select one of the features that you have in this subclass. You can change the option in the feature you selected for a different one within the same feature. You must finish a long rest before using this feature again.

Hunter's Tactics

Starting at 3rd level, after finishing a short or long rest you can choose one of the following options for your next hunt.

  • Topple the Giants: Once per turn when you hit a creature you can add an extra Hunters Prey damage die to the damage roll.
  • Line Breaker: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
  • Fixated: After you make an attack roll against a creature you gain an incremental +1 to your subsequent attack rolls (up to your proficiency bonus) against that creature or a similar creature. For humanoids, a similar creature is another humanoid of the same Challenge Rating. For other creatures, a similar creature is one of the same species and Challenge Rating. This bonus lasts until the end of combat or until you attack a non-similar creature in which case it resets at +0.

Defence Tactics

Starting at 7th level, after finishing a short or long rest you can choose one of the following options for your next hunt.

  • Horde Management: Attacks no longer gain advantage against you due to another creatures ability, an ability that relies on another creature, or assistance granted by another creature such as being flanked, the help action or the pack tactics feature.
  • Skin of your Teeth: Once per turn when you are hit by an attack you can add your proficiency bonus to your AC against that attack.
  • Steel Will: You are immune to the frightened and charmed condition.
Image Credit: https://wall.alphacoders.com/big.php?i=242809

Multi-Attack

Starting at 11th level, after finishing a short or long rest you can choose one of the following options for your next hunt.

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

Hunter's Guard

Starting at 15th level, after finishing a short or long rest you can choose one of the following options for your next hunt.

  • On Your Guard: When you fail a saving throw you can use your reaction to expend a hunters intuition point to re-roll the saving throw with advantage.
  • Improved Cover: You always have half cover and treat half cover as three-quarters cover. When you are subject to an attack roll or saving throw that takes cover into account you can reduce the damage you take by an amount equal to the cover bonus you have.
  • Severe Disadvantage: When an attack roll is made against you with disadvantage you can add your wisdom modifier (minimum of 1) to your AC against that attack.

Fey Wanderer

Fey Wanderer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fey Wanderer spells
Ranger Level Spell
3rd Charm Person
5th Invisibility
9th Hypnotic Pattern
13th Charm Monster
17th Modify Memory

Alluring Gift

Starting at 3rd level, you learn one cantrip of your choice from the enchantment or illusion school, it counts as a ranger spell for you.

Otherworldly Glamour

Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

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

Beguiling Twist

Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction
to force a different creature you can see within 120 feet
of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Enigmatic Arcana

Starting at 11th level, your fey mischief as granted you some boons. You learn a first and second level spell from any spell list that is from the enchantment or illusion schools. These spells count as Ranger spells for you but do not count towards the number of spells you know.

Faerie Form

Starting at 15th level, your body ages 1 year for evey 10 years that pass, you are immune to the effects of old age and cannot be aged magically.

When you make an ability check or saving throw you are proficient in, you can make the roll with advantage. You choose to use this feature before you make the roll. You
can use this feature a number of times equal to your wisdom modifier (minimum of 1) and regain all uses
at the end of a long rest.

Art Credit: https://jasonjutablog.wordpress.com/

Gloom Stalker

Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Gloom Stalker spells
Ranger Level Spells
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes extra damage of the weapon's damage type, this damage equals two rolls of your Hunters Prey damage die.

When you mark a creature using your Hunters Prey feature on the first turn in combat you can expend one of your Hunters Intuition points to cause the mark to take effect before you roll damage on the attack, causing the attack that marks the creature to deal your Hunters Prey damage.

Art Credit: https://www.artstation.com/kilart

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

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

Element of Surprise

Starting at 7th level, you've begun to develop your ambushing skill. On the first turn of combat, when you make an attack roll against a creature that has not acted yet you gain advantage on the roll, if you force a creature to make a saving throw, they do so with disadvantage.

Skulkers Sense

Starting at 7th level, you've experienced counters to your tactics and have learned from them. While you taking a long rest, you remain alert to danger using all of your senses except sight.

Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Ambushers Strike

Starting at 15th level, when you have advantage on a weapon attack roll you can add your wisdom modifier to the attack and damage rolls.

Primeval Guardian

Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

Primeval Guardian Spells
Ranger Level Spells
3rd Entangle
5th Barkskin
9th Plant Growth
13th Grasping Vine
17th Tree Stride

Natures Voice

Starting at 3rd level, You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words and you can understand them in return. You have a bonus to all charisma checks you make towards them, this bonus equals your wisdom modifier. When you make a charisma check targetting a beast or plant you can expend a hunters intuition point to gain advantage on the roll.

Guardian Soul

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.

You undergo the following changes while in your guardian form:

  • Your size becomes Large, unless you were larger.

  • Your movement speed is halved.

  • Your reach increases by 5 feet.

  • At the start of each of your turns, one creature of your choice (including yourself) that you can see within 30 feet gains temporary hit points. The number equals half your ranger level (rounded up). When the form ends, all creatures lose any temporary hit points they have from this feature.

Ancient Fortitude

At 7th level, you gain the endurance of the ancient
forests. Your hit point maximum and current hit
points increase by 2 per ranger level when you
assume your guardian form. This increase lasts until
you leave the form; your hit point maximum then
returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

While a creature has temporary hit points granted by you, it has resistance to all damage.

Art Credit: https://www.deviantart.com/anotherwanderer

Rooted Defense

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies. Enemy creatures affected by difficult terrain or other effects originating from you that reduce movement speed such as the entangle spell or being grappled have disadvantage on the first attack roll they make on their turn.

In addition, when a creature you can see starts it's turn within 30ft of you but not affected by your difficult terrain you can use your reaction to force the creature to make a strength saving throw. On a failure their movement speed is halved regardless of their location until the end of your next turn.

Guardian Aura

Starting at 15th level, your guardian form emanates a magical aura that fortifies your allies. While in your guardian form, you and allied creatures within 30ft of you reduce all damage taken by an amount equal to your wisdom modifier.

Additionally, allied creatures that start their turn with 0 hit points and are in your aura are stabilised and gain a number of temporary hit points equal to your ranger level.

Conclave Changes

The following are changes made to all the currently released Ranger Conclaves, each feature replacing the feature of the same name for each subclass.

Horizon Walker

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you, if you expend a use of your Hunters Intuition the range becomes 60ft. The next time that creature is hit with a weapon attack roll this turn, all damage dealt by the attack becomes force damage, and the creature takes extra force damage from the attack equal to your Hunters Prey damage die.

The extra damage increases to two rolls of your Hunters Prey die when you reach 11th level in this class.

Swarm Keeper

Gathering Swarm

At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space.

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • You gain half-cover until the start of your next turn.

  • The swarm occupies a 5ft cube in a space adjacent next to the creature you attacked until the end of your next turn

  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.

  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

Mighty Swarm

At 11th level, your Gathered Swarm grows mightier in the following ways:

  • While you have half-cover from your swarm, the first time a creature attacks you on a turn they make the attack roll with disadvantage.

  • If you are hit by a creature while your swarm occupies a space adjacent to that creature, the creature immediately takes magical piercing damage equal to one roll of your Hunters Prey damage die.

  • If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.

  • When the swarm moves you, you become part of the swarm allowing you to move you up to 10ft horizontally and can move through creatures and gaps as small as 1 inch without squeezing.

Monster Slayer

Slayers Prey

Starting at 3rd level, you can focus your ire on your Hunters Prey, allowing you to strike with more ease.
As a bonus action you expend one of your Hunters Intuition points designating your Hunters Prey as the target of this feature while you can see them and they are within 60ft of you. This benefit lasts while the creature is your Prey.

Once per turn when you hit a creature marked by this feature you can add your wisdom modifier (minimum of 1) to the damage roll.

At 11th level you add twice your wisdom modifier (minimum of 2) to the damage roll.

Art Credit: https://www.deviantart.com/mar-93

3rd Party Conclave Changes

There are many D&D suppliments out there, many introducing unique and thrilling concepts to the game. I wanted to modify some existing 3rd party conclaves to allow them to work in tandem with this rework and remain balanced. I cannot cover every homebrew subclass as I'm only one person but I've covered those I know of at this time. If more come to my attention I will do my best to update this document.

Please support the creators of the following material, links will be included as to where they can be purchased.

Grim Hollow Changes WIP

Green Reaper

Envenomed Attack

If the target is your Hunter's Prey when rolling damage for your envenomed strike feature you do not roll an extra poison damage, instead your hunters prey damage is converted to poison damage and increases by one size (from d4 to d6, d6 to d8, d8 to d10, d10 to d12).

Creatures that are not your Hunters Prey take poison damage equal to half your hunters prey damage die (rounded down).

The Griffons Saddlebag Changes

Winter Trapper

Pin Down

The extra damage done to the target changes from 1d8 to two rolls of your hunters prey damage die.

At 11th level in this class, the damage does not increase.

Magic Snare

The piercing damage taken equals two rolls of your hunters prey damage die.

Grim Hollow: https://ghostfiregaming.com/store/?_sfm__price=4+450&_sft_product_cat=grim-hollow

The Griffons Saddlebag: https://hitpointpress.com/thegriffonssaddlebag/

Ranger Spell List

1st Level
  • Absorb Elements
  • Alarm
  • Animal Friendship
  • Beast Bond
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Entangle
  • Find Familiar
  • 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
  • Blindness/Deafness
  • Cordon of Arrows
  • Darkvision
  • Earthbind
  • Enhance Ability
  • Find Traps
  • Gust of Wind
  • Healing Spirit
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Weapon
  • Pass Without Trace
  • Protection from Poison
  • See Invisibilty
  • Silence
  • Spike Growth
  • 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
  • Conjure Woodland Beings
  • Dominate Beast
  • Freedom of Movement
  • Grasping Vine
  • Guardian of Nature
  • Locate Creature
  • Stoneskin
  • Summon Elemental
5th Level
  • Awaken
  • Commune with Nature
  • Conjure Volley
  • Greater Restoration
  • Steel Wind Strike
  • Swift Quiver
  • Tree Stride
  • Wrath of Nature

Hunters Mark

1st-level divination


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mark it as your prey. Until the spell ends, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

Additionally you can use a bonus action on your turn to make a Wisdom (Perception) or Wisdom (Survival) check related to the target of the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

**Art Credit:** https://www.artstation.com/rzc

 

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