Ranger Evolved-Part-1
Ranger Evolved-Part-1
Table of Contents
Overview pg. 2
Flavor Text pg. 3
Ranger Class pg. 4
Hunter's Knack Options pg. 8
Subclasses (Altered) pg. 12
Subclasses (Brewed) pg. 21
New Feat + Recommendations pg. 25
Links to Homebrews pg. 26
Acknowledgements pg. 27
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Rangers
T
he knight gives the command, but finds that their men can't hear her in the deafening silence.
The mage knows to loose their power, but finds he can't even see the target- or anything for that matter; the
fog is too thick.
The scout tracks you across miles of wilderness to find, too late, that the chase has long since been turned
inside-out.
King’s/City Rangers
Being tasked by an authority, a ranger may be contracted
to defend a noble's private hunting grounds, or a
kingdom's vast parkland. Through cooperation, the land is
defended. Their proximity to civilization may bring a
ranger's skills into the fold as a bounty hunter.
Primeval Protectors
No alignment with civilization at large, and often preferring
isolation, these rangers exchange services with the nearby
village or hamlet for what is necessary and nothing more.
They establish a range and, as its guardian, defend it from
all who would cause it harm.
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Ranger
Level PB Features Knacks Known 1st 2nd 3rd 4th 5th
1st +2 Natural Explorer, Favored Foe, Hunter's Knack 2 - - - - -
2nd +2 Fighting Style, Spellcasting, Ambuscade 2 2 - - - -
3rd +2 Ranger Archetype, Primeval Awareness, Sympathetic Magic (Optional) 3 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Extra Attack 3 4 2 - - -
6th +3 Roving 4 4 2 - - -
7th +3 Ranger Archetype feature 4 4 3 - - -
8th +3 Ability Score Improvement, Land's Stride 4 4 3 - - -
9th +4 4 4 3 2 - -
10th +4 Tireless 5 4 3 2 - -
11th +4 Ranger Archetype feature 5 4 3 3 - -
12th +4 Ability Score Improvement 5 4 3 3 - -
13th +5 5 4 3 3 1 -
14th +5 Nature's Veil 6 4 3 3 1 -
15th +5 Ranger Archetype feature 6 4 3 3 2 -
16th +5 Ability Score Improvement 6 4 3 3 2 -
17th +6 6 4 3 3 3 1
18th +6 Feral Senses 7 4 3 3 3 1
19th +6 Ability Score Improvement 7 4 3 3 3 2
20th +6 Master Hunter 7 4 3 3 3 2
Class Features
As a ranger, you gain the following class features
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight,
Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
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Natural Explorer Favored Foe
You are skilled at navigating the wilderness and gain the Starting at 1st level, when you hit a creature with an attack
following benefits. roll, you can call on your mystical bond with nature to mark
the target creature as your favored enemy for the duration.
You ignore non-magical difficult terrain. The mark remains until the target dies, another creature is
Choose one skill with which you are proficient. Your marked, or you become incapacitated.
proficiency bonus is doubled for any ability check you
You can use this feature to mark a favored enemy a
make that uses the chosen skill.
number of times equal to your proficiency bonus, and you
You are also particularly familiar with one type of natural regain all expended uses when you finish a long rest.
environment and are adept at traveling and surviving in such You have the following benefit against favored enemies:
regions. Choose one type of favored terrain: arctic, coast,
The first time on each of your turns that you hit a favored
desert, forest, grassland, mountain, swamp, or the
enemy and deal damage to it, you can increase that
Underdark.
damage by 1d4, including when you mark a favored
You gain the following benefits when traveling for an hour
enemy.
or more in your favored terrain:
This feature's extra damage increases when you reach
Difficult terrain doesn’t slow your group’s travel.
certain levels in this class: to 1d6 at 6th level and to 1d8 at
Your group can’t become lost except by magical means.
14th level.
Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking), you
remain alert to danger.
Hunter's Knack
If you are traveling alone, you can move stealthily at a At 1st level, you acquire the Tracker knack, as well as one
normal pace. other knack of your choice. (See page 8 for Hunter's Knack
When you forage, you find twice as much food as you Options)
normally would. As you level up in this class, you gain additional knacks as
While tracking other creatures, you also learn their exact shown in the Knacks Known column.
number, their sizes, and how long ago they passed
through the area.
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.
Giant Killer. When a weapon attack is made against you by
a larger creature, add +2 to your AC. Whether the attack hits
or misses, you can use your reaction to make a weapon
attack against the offending creature.
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.
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Spellcasting Ambuscade
By the time you reach 2nd level, you have learned to use the Starting at 2nd level, you have advantage on initiative rolls, as
magical essence of nature to cast spells, much as a druid well as on attacks you make against creatures that have not
does. In the "Player's Handbook", see chapter 10 for the taken a turn in combat yet.
general rules of spellcasting and chapter 11 for the ranger
spell 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.
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Sympathetic Magic Roving
3rd-level optional feature, which replaces the Primeval At 6th level, your walking speed increases by 5, and you gain a
Awareness feature climbing speed and a swimming speed equal to your walking
You can focus your awareness through the speed.
interconnections of nature: you always have additional spells
prepared when you reach certain levels in this class, as shown Land's Stride
in the Pathfinder Spells table, Strider Spells table, or the
Trapper Spells table (your choice). These spells don't count Starting at 8th level, you can't be tracked by nonmagical
against the number of ranger spells you have prepared. means, unless you choose to leave a trail. Moving through
difficult terrain, even magical, costs you no extra movement.
Pathfinder Spells You can also pass through nonmagical plants without being
Level Spell slowed by them and without taking damage from them if they
have thorns, spines, or a similar hazard.
3rd Speak with Animals
In addition, you have advantage on saving throws against
5th Beast Sense plants that are magically created or manipulated to impede
9th Speak with Plants movement, such as those created by the entangle spell.
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Hunter's Knack Options
Cunning Artisan
As part of a short rest, you can harvest bone and hide from a
slain beast, construct, dragon, monstrosity, or plant creature
of size Small or larger to create one of the following items: a
shield, a club, a javelin, or 1d4 darts or blowgun needles. To
use this trait, you need a blade, such as a dagger, or
appropriate artisan's tools, such as leatherworker's tools.
Favored Enemy
Prerequisite: 1st level
Choose a type of creature: aberrations, celestials,
constructs, dragons, elementals, fey, fiends, giants,
monstrosities, oozes, or undead. Alternatively, you can
select two from humanoids, goblinoids, and
shapechangers.
What you choose is added to your number of favored Urbanite
enemy types (see Tracker knack).
On taking this knack, you become proficient in a skill of your
You can take this knack multiple times.
choice. Alternatively, you may choose to become proficient
with herbalism kits or an artisan tool of your choice.
Greenwarden You can speak, read, and write two additional languages of
Prerequisite: 1st level your choice.
You gain a corresponding benefit to your favored terrain You gain the following benefits while about an urban
type. environment for an hour or more:
Arctic: You have advantage on Constitution saving throws
You and those with you can't become lost except by
involving cold.
magical means.
Coast: You can hold your breath for up to 15 minutes at a
Even when you are engaged in an activity (such as
time.
shopping, sightseeing, or tea time), you remain alert to
Desert: You have on advantage on saving throws and ability
danger.
checks made to identify hallucinations and illusions.
If you are traveling alone, you can move stealthily at a
Forest: Your attacks ignore the benefits of half cover, and
normal pace.
treat the benefits of three-quarters cover as those of half
cover. When making an Intelligence or Wisdom check over the
Grassland: Your base movement speed increases by 5 feet. course of an activity to gather information (news, gossip,
Mountain: You ignore the first 20 feet of a fall when rumors, etc.), your proficiency bonus is doubled if you are
determining fall damage. using a skill that you're proficient in.
Swamp: You have advantage on Constitution saving throws
involving poison. Wild Empathy
Underdark: You gain darkvision out to 30 feet. If you
already have darkvision. you extend its range an additional You have an innate ability to communicate with beasts, and
30 feet. they recognize you as a kindred spirit. Through sounds and
You gain an additional corresponding benefit whenever gestures, you can communicate simple ideas to a beast as an
you take an additional favored terrain type. action, and can read its basic mood and intent. You learn its
emotional state, whether it is affected by magic of any sort,
Tracker its short-term needs (such as food or safety), and actions you
can take (if any) to persuade it to not attack.
You have significant experience studying and hunting You cannot use this ability against a creature that you have
creatures of the wilds. The beast and plant creature types attacked within the past 10 minutes.
are favored enemy types for you. If you are proficient with Animal Handling, your proficiency
Creatures of your favored enemy types are favored bonus is doubled on Animal Handling checks.
enemies for you without needing to mark them with Favored
Foe. Fleet of Foot
You have advantage on Wisdom (Survival) checks to track
your favored enemies, as well as on Intelligence checks to Prerequisite: 3rd level
recall information about them. You can use the Dash action as a bonus action on your
turn.
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Herbal Remedies
Prerequisite: 3rd level
As part of a short rest, you can provide a salve to aid in
recovering from injuries, choosing a number of creatures
equal to you Wisdom modifier. When each creature rolls hit
dice to recover hit points, they heal for no lower than half the
maximum value for each die rolled. To accomplish this task,
you need a mortar & pestle, as well as a supply of herbs
worth at least 3gp.
Provided 1d4 + 1 hours and the means, you can gather the
necessary herbs, as well as prepare and utilize the salve.
Precision
Prerequisite: 3rd level
You can use your Wisdom modifier on your attack rolls
and damage rolls instead of your Strength or Dexterity
modifier.
Slippery
Prerequisite: 3rd level
Creatures you hit can't make an attack of opportunity
against you until the start of your next turn.
Vanish
Prerequisite: 3rd level
You can use the Hide action as a bonus action on your
turn.
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You do not need to be in your favored terrain to call beasts
to your aid if you have the Wild Empathy knack. Uncanny Dodge
Prerequisite: 6th level
Hide in Plain Sight When an attacker that you can see hits you with an attack,
you can use your reaction to halve the attack's damage
Prerequisite: 6th level
against you.
You can spend 1 minute creating camouflage for yourself.
You must have access to fresh mud, dirt, plants, soot, and
other naturally occurring materials with which to create your Evasion
camouflage.
Prerequisite: 10th level
Once you are camouflaged in this way, you can try to hide You can nimbly dodge out of the way of certain area
by pressing yourself up against a solid surface, such as a tree effects, such as a red dragon's fiery breath or a lightning bolt
or wall, that is at least as tall and wide as you are. You gain a
spell. When you are subjected to an effect that allows you to
+10 bonus to Dexterity (Stealth) checks as long as you
make a Dexterity saving throw to take only half damage, you
remain there without moving or taking actions. Once you
instead take no damage if you succeed on the saving throw,
move or take an action or a reaction, you must camouflage and only half damage if you fail.
yourself again to gain this benefit.
Nature's Sanctuary
Prerequisite: 14th level, Wild Empathy
Creatures of the natural world sense your connection to
nature and become hesitant to attack you. When a beast or
plant creature attacks you, that creature must make a
Wisdom saving throw against your druid spell save DC. On a
failed save, the creature must choose a different target, or
the attack automatically misses. On a successful save, the
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creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its
attack against you.
Globe Trotter
Prerequisite: 20th level
You gain up to three additional favored terrain types as
described in the Improved Natural Explorer knack.
Hunt Unending
Prerequisite: 20th level
You gain up to five additional favored enemy types as
described in the Favored Enemy knack.
Planar Chaser
Prerequisite: 20th level
After one minute of concentration, you attempt to glimpse
a creature as if with the spell scrying. If this succeeds, you
expend a use of, and mark the creature with, Favor Foe. You
can do so only once, and must complete a long rest or
expend a 5th-level spell slot to do so again.
You can detect the presence, and determine the direction,
of a creature anywhere on the same plane of existence using
Primeval Awareness, provided they are marked with Favored
Foe. In addition, you are able to determine whether they are
within 1 mile of you, between 1 and 6 miles from you, or
farther away.
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