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Ranger


Hit Points

Hit Dice: d10 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

Proficiences

Armor: All light, medium, shields
Weapons: All simple, martial
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Overview & Creation

Credit goes to the Dungeon Coach on Youtube for these alterations to the Ranger class

Level Prof. Bonus Features Favored Foe 1st 2nd 3rd 4th 5th
1st +2 Favored Foe, Natural Explorer 1d4 - - - - -
2nd +2 Fighting Style, Spellcasting 1d4 2 - - - -
3rd +2 Ranger Conclave, Wilderness Guide 1d4 3 - - - -
4th +2 Ability Score Improvement 1d4 3 - - - -
5th +3 Extra Attack 1d6 4 2 - - -
6th +3 Natural Explorer improvement, Vanish 1d6 4 2 - - -
7th +3 Ranger Conclave feature 1d6 4 3 2 - -
8th +3 Ability Score Improvement, Land's Stride 1d6 4 3 2 - -
9th +4 - 1d8 4 3 3 - -
10th +4 Hide in Plain Sight, Natural Explorer improvement 1d8 4 3 3 - -
11th +4 Ranger Conclave feature 1d8 4 3 3 1 -
12th +4 Ability Score Improvement 1d8 4 3 3 1 -
13th +5 - 1d10 4 3 3 2 -
14th +5 Natural Explorer improvement 1d10 4 3 3 2 -
15th +5 Ranger Conclave feature 1d10 4 3 3 3 -
16th +5 Ability Score Improvement 1d10 4 3 3 3 -
17th +6 - 1d12 4 3 3 3 1
18th +6 Feral Senses 1d12 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 4 3 3 3 2
20th +6 Foe Slayer 1d12 4 3 3 3 2

 


Class Features

Favored Foe

Beginning at 1st level, you can focus your senses onto a creature, mystically marking it as your quarry. As a bonus action, you can mark one creature you can see within 90 feet of you. Alternatively, you can mark a creature by studying its tracks for at least 1 minute. The target is marked as long as it's on the same plane of existence as you and isn't protected from divination magic. The mark also vanishes if you finish a short or long rest, are rendered unconscious, or use this feature again to target another creature. While a creature is marked, you gain the following benefits:
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find the target.
  • Once per turn when you hit the target with a weapon attack, you deal additional damage as shown in the Favored Foe column of the Ranger table.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest.  

Natural Explorer

You have a natural talent to roam the world. You gain proficiency in the Nature or Survival skill. If you are already proficient in Nature or Survival, your proficiency bonus is doubled for any ability check you make that uses it. When you forage and succeed on the Wisdom (Survival) check, you find twice as much food and water as you normally would. If you fail, you still find half as much food and water as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Additionally, you are particularly familiar with one type of environment and are adept at the skills unique to the region. Choose one type of favored terrain listed below:
  • Coast. Swimming no longer costs you extra movement. You can also hold your breath twice as long as you normally can.
  • Desert. You are naturally adapted to hot climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against fire damage.
  • Forest. You gain proficiency in Perception and your proficiency bonus is doubled for any ability check you make that uses it.
  • Grassland. Your speed increases by 10 feet.
  • Mountain. Climbing no longer costs you extra movement. Also, you are naturally adapted to high altitude as described in chapter 5 of the Dungeon Master's Guide.
  • Swamp. You gain resistance to poison damage and have advantage on saving throws against disease.
  • Tundra. You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against cold damage.
  • Underdark. You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, you instead gain blindsight with a range of 5 feet.
  • Urban. You gain proficiency in Investigation and your proficiency bonus is doubled for any ability check you make that uses it. You also learn to speak, read, and write one humanoid language of your choice. You choose an additional favored terrain type at 6th level, at 10th level and at 14th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Druidic Warrior: You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Wilderness Guide

At 3rd level, your adeptness at traveling and surviving in the rough and untamed regions of the world allows you to lead others more easily through any environment. While traveling for an hour or more in the wilderness, you gain the following benefits:
  • 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.
  • You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.
  • Your group can move stealthily at a normal pace.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 5th, 7th, and 15th level.

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. If your DM allows the use of feats, you may instead take a feat.  

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.  

Extra Attack

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

Vanish

Beginning at 6th level, your speed and stealth in combat make you hard to pin down. You can take the Hide action as a bonus action and you can’t be tracked by nonmagical means, unless you choose to leave a trail. Additionally, if you are hidden when you roll initiative, making an attack during the first round of combat does not reveal your location if you otherwise fulfill the conditions needed to hide.  

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.  

Hide in Plain Sight

Starting at 10th level, you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use an action on your turn to prolong the duration for another round, up to a maximum of 1 minute.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

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 are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.  

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier (minimum of one) to the attack roll or the damage roll of an attack you make against a creature. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


Starting Equipment

  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) scale mail or (b) leather armor
  • A longbow and a quiver of 20 arrows
  Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


Spellcasting

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 are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include three spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell animal friendship, you can cast it using a 1st-level or a 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Created by

Smiley7789.

Statblock Type

Class Features

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