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Codex - Ranger

The Spell-less Ranger Variant homebrew class provides an alternative to traditional spellcasting rangers. It gains combat superiority dice and maneuvers at 2nd level. It also gets features like Favored Enemy, Natural Explorer, and healing poultices. The class chooses an archetype like Hunter or Beast Master at 3rd level, gaining additional abilities themed around that archetype.

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0% found this document useful (0 votes)
69 views4 pages

Codex - Ranger

The Spell-less Ranger Variant homebrew class provides an alternative to traditional spellcasting rangers. It gains combat superiority dice and maneuvers at 2nd level. It also gets features like Favored Enemy, Natural Explorer, and healing poultices. The class chooses an archetype like Hunter or Beast Master at 3rd level, gaining additional abilities themed around that archetype.

Uploaded by

drakk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Spell-less Ranger Variant

(a) two shortswords or(b) two simple melee weapons


Class Features (a) a dungeoneer's pack or (b) an explorer's pack
As a Spell-less Ranger, you gain the following class features A longbow and a quiver of 20 Arrows

Hit Points
Favored Enemy
Hit Dice: 1d10 per spell-less ranger level Beginning at 1st level, you have significant experience
Hit Points at 1st Level: 10 + your Constitution modifier studying, tracking, hunting, and even talking to a certain type
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution of enemy.
modifier per spell-less ranger level after 1st Choose a type of favored enemy: aberrations, beasts,
celestials, constructs, dragons, elementals, fey, fiends, giants,
Proficiencies monstrosities, oozes, plants, or undead. Alternatively, you can
Armor: Light armor, medium armor, shields select two races of humanoid (such as gnolls and orcs) as
Weapons: Simple weapons,martial weapons favored enemies.
Tools: None You have advantage on Wisdom (Survival) checks to track
Saving Throws: Strength, Dexterity your favored enemies, as well as on Intelligence checks to
Skills: Choose three from Animal Handling, Athletics, recall information about them.
Insight, Investigation, Nature, Perception, Stealth, and When you gain this feature, you also learn one language of
Survival your choice that is spoken by your favored enemies, if they
Equipment speak one at all.
You start with the following equipment, in addition to the You choose one additional favored enemy, as well as an
equipment granted by your background: associated language, at 6th and 14th level. As you gain levels,
your choices should reflect the types of monsters you have
(a) scale mail or (b) leather armor encountered on your adventures.
(a) two shortswords or(b) two simple melee weapons
Spell-less Ranger
Level Proficiency Bonus Features Maneuvers
1st +2 Favored Enemy, Natural Explorer —
2nd +2 Combat Superiority, Fighting Style 2
3rd +2 Poultices, Ranger Archetype 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Favored Enemy and Natural Explorer Improvements 3
7th +3 Ranger Archetype Feature 3
8th +3 Ability Score Improvement, Land's Stride 3
9th +4 Natural Antivenom 4
10th +4 Natural Explorer Improvement, Hide in Plain Sight 4
11th +4 Ranger Archetype Feature 4
12th +4 Ability Score Improvement 4
13th +5 Call Natural Allies 5
14th +5 Favored Enemy Improvement, Vanish 5
15th +5 Ranger Archetype Feature 5
16th +5 Ability Score Improvement 5
17th +6 Relentless 6
18th +6 Feral Senses 6
19th +6 Ability Score Improvement 6
20th +6 Foe Slayer 6

CLASSES | SPELL-LESS RANGER


32
Natural Explorer Fighting Style
You are particularly familiar with one type of natural At 2nd level, you adopt a particular style of fighting as your
environment and are adept at traveling and surviving in such specialty. Choose one of the following options. You can't take
regions. Choose one type of favored terrain: arctic, coast, a Fighting Style option more than once, even if you later get
desert, forest, grassland, mountain, swamp, or the to choose again.
Underdark. When you make an Intelligence or Wisdom check Archery
related to your favored terrain, your proficiency bonus is You gain a +2 bonus to attack rolls you make with ranged
doubled if you are using a skill that you're proficient in. weapons
While traveling for an hour or more in your favored terrain,
you gain the following benefits: Defense
Difficult terrain doesn't slow your group's travel. While you are wearing armor, you gain a +1 bonus to AC.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while Dueling
traveling (such as foraging, navigating, or tracking), you When you are wielding a melee weapon in one hand and no
remain alert to danger. other weapons, you gain a +2 bonus to damage rolls with that
If you are traveling alone, you can move stealthily at a weapon.
normal pace.
When you forage, you find twice as much food as you Two-Weapon Fighting
normally would. When you engage in two-weapon fighting, you can add your
While tracking other creatures, you also learn their exact ability modifier to the damage of the second attack.
number, their sizes, and how long ago they passed through
the area. Poultices
You choose additional favored terrain types at 6th and 10th At 3rd level, you can create special herbal poultices that have
level. healing power comparable to some potions. You can spend 1
hour gathering herbs and preparing herbal poultices using
Combat Superiority treated bandages to create a number of such poultices equal
to your Wisdom modifier (minimum 1). You can carry a
At 2nd level, you learn maneuvers that are fueled by special number of poultices at one time equal to your Wisdom
dice called superiority dice. modifier (minimum 1). The poultices you create cannot be
Maneuvers. You learn two maneuvers of your choice, applied by anyone but you. After 24 hours, any poultices that
which are chosen from the list of maneuvers available to you have not used lose their potency.
fighters with the Battle Master archetype. Many maneuvers If you spend 1 minute applying one of your poultices to a
enhance an attack in some way. You can use only one wounded humanoid creature, thereby expending its use, that
maneuver per attack. creature regains 1d6 hit points for every two ranger levels
You learn one additional maneuver of your choice at 5th, you have (rounded up).
9th, 13th, and 17th levels. Each time you learn a new
maneuver, you can also replace one maneuver you know with Ranger Archetype
a different one.
Superiority Dice. You have four superiority dice, which At 3rd level, you choose an archetype that you strive to
are d8s. A superiority die is expended when you use it. You emulate: Hunter or Beast Master, both detailed at the end of
regain all of your expended superiority dice when you finish a the c1ass description. Your choice grants you features at 3rd
short or long rest. level and again at 7th, 11th, and 15th level.
You gain another superiority die at 9th level and one more
at 17th level.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver’s effects.
The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).

CLASSES | SPELL-LESS RANGER


33
These beasts approach you from their current location, and
Ability Score Improvement will fight alongside you, attacking any creatures that are
When you reach 4th level, and again at 8th, 12th, 16th, and hostile to you. They are friendly to you and your comrades,
19th level, you can increase one ability score of your choice and you roll initiative for the called creatures as a group,
by 2, or you can increase two ability scores of your choice by which takes its own turns. The DM has the creatures’
1. As normal, you can't increase an ability score above 20 statistics.
using this feature. After 1 hour, these beasts return to their previous location.
Once you use this feature, you cannot use it again in the same
general area for 24 hours, since the same animals will not
Extra Attack repeatedly heed your call.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Vanish
Starting at 14th level, you can use the Hide action as a bonus
Land's Stride action on your turn. Also, you can't be tracked by nonmagical
Starting at 8th level, moving through nonmagical difficult means, unless you choose to leave a trail.
terrain costs you no extra movement. You can also pass
through nonmagical plants without being slowed by them and Relentless
without taking damage from them if they have thorns, spines, Starting at 17th level, when you roll initiative and have no
or a similar hazard. In addition, you have advantage on saving superiority dice remaining, you regain 1 superiority die.
throws against plants that are magically created or
manipulated to impede movement, such those created by the Feral Senses
entangle spell.
At 18th level, you gain preternatural senses that help you fight
Natural Antivenom creatures you can't see. When you attack a creature you can't
Starting at 9th level, you have advantage on saving throws see, your inability to see it doesn't impose disadvantage on
against poison and have resistance to poison damage. your attack rolls against it. You are also aware of the location
Additionally, you can use one of your poultices to cure one of any invisible creature within 30 feet of you, provided that
poison effect on the creature you are applying it to, in the creature isn't hidden from you and you aren't blinded or
addition to restoring hit points. deafened.

Hide in Plain Sight Foe Slayer


Starting at 10th level, you can spend 1 minute creating At 20th level, you become an unparalleled hunter of your
camouflage for yourself. You must have access to fresh mud, enemies. Once on each of your turns, you can add your
dirt, plants, soot, and other naturally occurring materials with Wisdom modifier to the attack roll or the damage roll of an
which to create your camouflage. attack you make against one of your favored enemies. You
Once you are camouflaged in this way, you can try to hide can choose to use this feature before or after the roll, but
by pressing yourself up against a solid surface, such as a tree before any effects of the roll are applied.
or wall, that is at least as tall and wide as you are. You gain a
+10 bonus to Dexterity (Stealth) checks as long as you Ranger Archetypes
remain there without moving or taking actions. Once you The Ideal of the Ranger has two classic expressions: the
move or take an action or a reaction, you must camouflage Hunter and the Beast Master
yourself again to gain this benefit.
Call Natural Allies Hunter
Starting at 13th level, when you are in an area of your favored Emulating the Hunter archetype means accepting your place
terrain, you can call natural creatures from that terrain to as a bulwark between civilization and the terrors of the
fight on your behalf, using your attunement to the natural wilderness. As you walk the Hunter's path, you learn
world to convince them to aid you. The DM chooses beasts specialized techniques for fighting the threats you face, from
appropriate to the terrain to come to your aid from among rampaging ogres and hordes of ores to towering giants and
those that could hear you and that are within 1 mile of you, in terrifying dragons.
one of the following groups: Hunter's Prey
One beast of challenge rating 2 or lower At 3rd level, you gain one of the following features of your
Two beasts of challenge rating 1 or lower choice.
Four beasts of challenge rating 1/2 or lower Colossus Slayer. Your tenacity can wear down the most
Eight beasts of challenge rating 1/4 or lower potent foes. When you hit a creature with a weapon attack,
the creature takes an extra ld8 damage if it's below its hit
point maximum. You can deal this extra damageonly once per
turn.

CLASSES | SPELL-LESS RANGER


34
Giant Killer. When a Large or larger creature within 5 feet of Ranger's Companion
you hits or misses you with an attack, you can use your At 3rd levei, you gain a beast companion that accompanies
reaction to attack that creature immediately after its attack, you on your adventures and is trained to fight alongside you.
provided that you can see the creature. Choose a beast that is no larger than Medium and that has a
Horde Breaker. Once on each of your turns when you chaIlenge rating of 1/4 or lower (appendix D presents
make a weapon attack, you can make another attack with the statistics for the hawk, mastiff, and panther as examples). Add
same weapon against a different creature that is within 5 feet your proficiency bonus to the beast's AC, attack rolls, and
of the original target and within range of your weapon. damage rolls, as well as to any saving throws and skills it is
proficient in. Its hit point maximum equals its normal
Defensive Tactics maximum or four times your ranger level, whichever is higher.
At 7th level, you gain one of the following features of your Like any creature, the beast can spend Hit Dice during a
choice. short rest.
Escape the Horde. Opportunity attacks against you are The beast obeys your commands as best as it can. It takes
made with disadvantage. its turn on your initiative, though it doesn't take an action
Multiattack Defense. When a creature hits you with an unless you command it to. On your turn, you can verbally
attack, you gain a +4 bonus to AC against all subsequent command the beast where to move (no action required by
attacks made by that creature for the rest of the turn. you). You can use your action to verbally command it to take
Steel Will. You have advantage on saving throws against the Attack, Dash, Disengage, Dodge, or Help action. Once you
being frightened. have the Extra Attack feature, you can make one weapon
attack yourself when you command the beast to take the
Multiattack Attack action.
At 11th level, you gain one of the following features of your If you are incapacitated or absent, the beast acts on its
choice. own, focusing on protecting you and itself. It never requires
Volley. You can use your action to make a ranged attack your command to use its reaction, such as when making an
against any number of creatures within 10 feet of a point you opportunity attack.
can see within your weapon's range. You must have While traveling through your favored terrain with only the
ammunition for each target, as normal, and you make a beast, you can move stealthily at a normal pace.
separate attack roll for each target. lf the beast dies, you can obtain another one by spending 8
Whirlwind Attack. You can use your action to make a hours magicaIly bonding with another beast that isn't hostile
melee attack against any number of creatures within 5 feet of to you and that meets the requirements.
you, with a separate attack roIl for each target.
Exceptional Training
Superior Hunter's Defense Beginning at 7th level, on any of your turns when your beast
At 15th level, you gain one of the following features of your companion doesn't attack, you can use a bonus action to
choice. command the beast to take the Dash, Disengage, Dodge, or
Evasion. You can nimbly dodge out of the way of certain Help action on its turn.
area effects, such as a red dragon's fiery breath or a lightning
bolt spell. When you are subjected to an effect that allows you Bestial Fury
to make a Dexterity saving throw to take only half damage, When you command the beast to take the Attack action, the
you instead take no damage if you succeed on the saving beast can attack twice or take the Multiattack action if it has
throw, and only half damage if you fail. that action.
Stand Against the Tide. When a hostile creature misses
you with a melee attack, you can use your reaction to force Beastly Coordination
that creature to repeat the same attack against another Beginning at 15th level, when an attacker that you can see
creature (other than itself) of your choice. hits your beast companion with an attack, you can call out a
Uncanny Dodge. When an attacker that you can see hits warning. If your beast companion can hear you, it can use its
you with an attack, you can use your reaction to halve the reaction to halve the attack’s damage against it.
attack's damage against you.
Beast Master
The Beast Master archetype embodies a friendship between
the civilized races and the beasts of the world. United in
focus, beast and ranger work as one to fight the monstrous
foes that threaten civilization and the wilderness alike.
Emulating the Beast Master archetype means committing
yourself to this ideal, working in partnership with all animal
as its companion and friend.

CLASSES | SPELL-LESS RANGER


35

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