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Ranger Evolved-Part-1

This document provides an altered ranger class for Dungeons & Dragons 5e. Key changes include: - Rangers now prepare spells instead of learning them and gain spellcasting focuses. - The Hunter's Knack feature offers additional options similar to Warlock invocations. - New subclasses are introduced along with an expanded Primal Awareness feature. - Existing class features like Favored Enemy and Natural Explorer are modified.

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0% found this document useful (0 votes)
60 views11 pages

Ranger Evolved-Part-1

This document provides an altered ranger class for Dungeons & Dragons 5e. Key changes include: - Rangers now prepare spells instead of learning them and gain spellcasting focuses. - The Hunter's Knack feature offers additional options similar to Warlock invocations. - New subclasses are introduced along with an expanded Primal Awareness feature. - Existing class features like Favored Enemy and Natural Explorer are modified.

Uploaded by

maresvergil
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Ranger (Altered)

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

General Overview: Class Features


You prepare spells instead of learning
Features Gained Spellcasting them, and have proficiency with
Feature Function spellcasting focuses.
Provides more options for rangers called Primeval Expanded the feature. Synergizes with
Hunter's
"knacks". Mechanically similar to Warlock's Awareness Favored Foe and Favored Enemy.
Knack
Eldritch Invocations.
Primal
Enables rangers to be among the first to act (see Sympathetic Magic feature)
Ambuscade Awareness
in combat
Ranger Added subclasses- in Subclasses (Brewed)
Sympathetic Optional feature. Expanded version of Archetype section starting on page 21.
Magic Primal Awareness- has more spell tables.
Ability Score
You gain additional knacks (see Hunter's None
Master Hunter Improvement
Knack).
Advantage on Attack actions prepared via
Extra Attack
a Ready action.
Features Removed
Non-optional feature. No longer tied to
Roving
Deft Explorer Deft Explorer
Canny Hide in Plain Offered through Hunter's Knack. Changed
Sight level requirement.
Features Kept Land's Stride Ignores magical rough terrain.
Feature Changes Non-optional feature. No longer tied to
Tireless
Hit Points None Deft Explorer

Proficiencies None Non-optional feature. Changed level


Nature's Veil
requirement.
Equipment Grants a tool (if proficient)
Offered through Hunter's Knack. Changed
Favored Offered through Hunter's Knack. Synergizes level requirement. Portion pertaining to
Enemy with Favored Foe. Vanish
leaving a trail has been moved to Land's
Non-optional feature. Feature has been Stride.
Favored Foe
expanded. Feral Senses Gives blindsight out to 30 feet.
Natural Offered through Hunter's Knack. Changed
Ignores non-magical rough terrain. Foe Slayer
Explorer level requirement.
Added a fighting style. Otherwise
Fighting Style
unchanged.

2
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.

Bridges to the Wilds


As a bulwark between civilization and the untamed wilds, a
ranger may take odd jobs in exchange for supplies and
services: hunting pests that are damaging crops, hunting
beasts that have been killing livestock, or training mounts
and hunting companions. These individuals help to narrow
the threshold that divides members of civilization from the
denizens of nature.

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.

3
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:

(a) scale mail or (b) leather armor


(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
A longbow and a quiver of 20 arrows
A tool with which you are proficient (if any)

4
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.

5
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.

Preparing and Casting Spells


The Ranger table shows how many spell slots you have to cast
your ranger 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, if you have prepared 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.
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 prayer or 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 +


your Wisdom modifier Ranger Archetype
Spell attack modifier = your proficiency bonus +
your Wisdom modifier At 3rd level, you choose an archetype that you strive to
emulate from the list of available archetypes. Your choice
grants features at 3rd level, and again at 7th, 11th, and 15th
Spellcasting Focus level.
You can use a druidic focus as a spellcasting focus for your
ranger spells. A druidic focus might be a sprig of mistletoe or Primeval Awareness
holly, a wand or rod made of yew or another special wood, a
Beginning at 3rd level, you can use your action and expend
staff drawn whole from a living tree, or an object
one spell slot to focus your awareness on the region around
incorporating feathers, fur, bones, and teeth from sacred
you. For 1 minute per level of the spell slot expended, you can
animals.
sense whether the following types of creatures are present
within 1 mile of you (or within up to 6 miles if you are in your
favored terrain): aberrations, celestials, dragons,
elementals, fey, fiends, and undead.
Over each minute spent focusing, you can detect creatures
belonging to one of your favored enemy types; of which you
discern the general directions and exact numbers of
(conveyed by the DM with the 8 compass directions or similar
method). If moving, you only receive the directions.
Alternatively, you can discern the presence and general
direction of a creature within range marked by your use of
Favored Foe.
Any detected creatures within 500 feet are considered
"nearby".

6
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.

13th Locate Creature


Tireless
17th Commune with Nature
Starting at 10th level, as an action, you can give yourself a
Strider Spells number of temporary hit points equal to 1d8 + your Wisdom
modifier (minimum of 1 temporary hit point). You can use this
Level Spell
action a number of times equal to your proficiency bonus,
3rd Jump and you regain all expended uses when you finish a long rest.
5th Pass Without Trace Whenever you finish a short rest, your exhaustion level, if
9th Meld Into Stone any, is decreased by 1.

13th Freedom of Movement


Nature's Veil
17th Tree Stride
Starting at 14th level, you draw on the powers of nature to
Trapper Spells hide yourself from view briefly. As a bonus action, you can
magically become invisible, along with any equipment you are
Level Spell
wearing or carrying, until the start of your next turn.
3rd Snare You can use this feature a number of times equal to your
5th Find Traps proficiency bonus, and you regain all expended uses when
you finish a long rest.
9th Nondetection
13th Grasping Vine Feral Senses
17th Commune with Nature
At 18th level, you gain blindsight out to 30 feet.
You can cast each of the spells from the table you choose
once without expending a spell slot. Once you cast a spell in Master Hunter
this way, you can't do so again until you finish a long rest.
At 20th level, you gain 1 additional knack of your choice from
among those with the "20th level" prerequisite. Alternatively,
Ability Score Improvement you may choose two knacks with a lower level prerequisite,
When you reach 4th, 8th, 12th, 16th, and 19th level, you can provided you meet any other prerequisites they might have.
increase one ability score of your choice by 2, or you can Additionally, when you deal damage to a creature marked
increase two ability scores of your choice by 1. As normal, you with Favored Foe, you can deal damage to them as if they
can't increase an ability score above 20 using this feature. were vulnerable to the damage of your weapon for the
If your DM allows the use of feats, you may instead take a damage instance, provided they are not immune to the
feat. damage type. You can do so up to six times, and regain any
expended uses on completing a long rest.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
When you take the Ready action to prepare an Attack
action, you make the attack roll with advantage.

7
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.

8
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.

Natural Explorer Improvement


Prerequisite: 3rd level
You gain an additional favored terrain type listed in the
Natural Explorer feature.
You can take this knack multiple times.

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.

Call Natural Allies


Prerequisite: 6th level
When you are in an area of your favored terrain, you can
call natural creatures from that terrain to fight on your
behalf, using your attunement to the natural world to
convince them to aid you. The DM chooses beasts
appropriate to the terrain to come to your aid from among
those that could hear you and that are within 1 mile of you,
in one of the following groups:

One beast of challenge rating 2 or lower


Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower

These beasts approach you from their current location,


and will fight alongside you, attacking any creatures that are
hostile to you. They are friendly to you and your comrades,
and you roll initiative for the called creatures as a group,
which takes its own turns. The DM has the creatures'
statistics.
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 repeatedly heed your call.

9
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.

Land Ties Improved Precision


Prerequisite: 10th level, Precision
Prerequisite: 6th level
If your weapon attack misses by an amount no greater
You have access to, and can prepare, spells from the than half your proficiency bonus, rounded down, then you
druid's Circle of the Land subclass, provided they are in the can treat it as a hit and deal damage equal to your Wisdom
spell tables matching your favored terrain types. These spells
modifier instead. The damage type is the same as it would
are treated as ranger spells for you.
be, had the attack struck normally.

Overwatch Dead or Alive


Prerequisite: 6th level Prerequisite: 14th level
When you see a creature attack an ally, you can use your
When you hit a creature that has 25 hit points or lower,
reaction to make an attack against the offending creature.
you can drop them to 0 hit points, choosing to either kill
them or leave them stable.
Preternatural Defense
Prerequisite: 6th level Foe Slayer
When you make a saving throw or opposing ability check Prerequisite: 14th level
against a favored enemy involving Strength or Dexterity, you
You deal the extra damage from Favored Foe on
can add a d4 to your roll.
subsequent hits on your turn; not just the first time.
Once on each of your turns, you can add your Wisdom
Slayer modifier to the attack roll or the damage roll of an attack.
Prerequisite: 6th level You can choose to use this feature before or after the roll,
but before any effects of the roll are applied.
When activating Favored Foe, you can mark a number of
additional creatures you can see within 30 feet of you equal
to your Wisdom modifier (min. 1).
Mage Breaker
Prerequisite: 14th level
If a favored enemy you can see within 60 feet attempts to
cast a spell, you can use your reaction to expend a spell slot
and impose a spellcaster check (1d20 + their casting
modifier) made against your spell save DC. On a failure, the
creature fails to cast the spell and their action is wasted. If
the level of your spell slot is equal to or greater than that of
the target's cast, then they automatically fail the spellcaster
check.

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

10
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.

11

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