Optional Ranger Variant
Hit Points
Hit Dice: d10 per Optional Ranger Variant level
Hit Points at first Level: 10 + CON modifier
Hit Points at Higher Levels: 1D10 + CON modifier or 6 + CON modifier
Proficiences
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons, Shields
Tools: None
Saving Throws: STR, DEX
Skills: Choose three from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Overview & Creation
This is a non-magic variant of the ranger class meant for those who'd like to safely navigate the wilds of the world without being accused of witchery.
Class Features
1st level
Favored Enemy
Beginning at 1st level, you have significant
experience studying, tracking, hunting, and even
talking to a certain type of enemy commonly
encountered in the wilds.
Choose a type of favored enemy: beasts, fey,
humanoids, monstrosities, or undead. You gain a
+2 bonus to damage rolls with weapon attacks
against creatures of the chosen type. Additionally,
you have advantage on Wisdom (Survival) checks
to track your favored enemies, as well as on
Intelligence checks to recall information about
them.
When you gain this feature, you also learn one
language of your choice, typically one spoken by
your favored enemy or creatures associated with it.
Natural Explorer
You are a master of navigating the natural world,
and you react with swift and decisive action
when attacked. This grants you the following
benefits:
• You have advantage on initiative rolls.
• On your first turn during combat, you have
advantage on attack rolls against creatures
that have not yet acted.
In addition, you are skilled at navigating the
wilderness. You gain the following benefits when
traveling for an hour or more:
• Difficult terrain doesn’t slow your group’s
travel.
• Your group can’t become lost except by
magical means.
• 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.
• When you forage, you find twice as much food
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.
~
2nd level
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.
• Defense:
While you are wearing armor, you gain a +1
bonus to AC.
• 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.
• Two-Weapon Fighting:
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
the second attack.
Primeval Awareness
Beginning at 2nd level, your mastery of ranger
lore allows you to establish a powerful link to
beasts and to the land around you.
You have an innate ability to communicate
with beasts, and they recognize you as a kindred
spirit. Through sounds and gestures, you can
communicate simple ideas to a beast as an action,
and can read its basic mood and intent. You learn
its emotional state, whether it is affected by
magic of any sort, its short-term needs (such as
food or safety), and actions you can take (if any)
to persuade it to not attack.
You cannot use this ability against a creature
that you have attacked within the past 10
minutes.
Additionally, you can attune your senses to
determine if any of your favored enemies lurk
nearby. By spending 1 uninterrupted minute in
concentration (as if you were concentrating on a
spell), you can sense whether any of your
favored enemies are present within 5 miles of
you. This feature reveals which of your favored
enemies are present, their numbers, and the
creatures’ general direction and distance (in
miles) from you.
If there are multiple groups of your favored
enemies within range, you learn this information
for each group.
~
3rd level
Hunter’s Prey
At 3rd level, you gain one of the following
features of your choice.
• Colossus Slayer:
Your tenacity can wear down
the most potent foes. When you hit a creature
with a weapon attack, the creature takes an extra
1d8 damage if it’s below its hit point maximum.
You can deal this extra damage only once per
turn.
• Giant Killer:
When a Large or larger creature
within 5 feet of you hits or misses you with an
attack, you can use your reaction to attack that
creature immediately after its attack, provided
that you can see the creature.
• Horde 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
Animal Companion
At 3rd level, you learn to
create a powerful bond with a creature of the
natural world. Select a single beast of CR 1/4 or lower to be your companion. The creature you select adds your proficiency bonus to their attacks as opposed to their own, and receives ability score improvements as you do (at levels 4, 8, 12, 16, and 19). If the beast's maximum hit points are fewer than 18, their maximum HP becomes 18. Whenever you gain a level in this class, your companion gains maximum HP equal to 1D10+CON (or 6+CON). During combat, your companion shares an initiative with you and follows your commands to the best of its ability, though its turn is separate from your own (you just decide who goes first). During your turn, when you take the attack action, you may forgo one of your attacks and have you beast companion attack instead (Note: your companion may attack on their turn as though they were any other creature, without you needing to burn an action to instruct them).
~
4th 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.
~
5th level
Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
Coordinated Attack
Beginning at 5th level, you and your animal
companion form a more potent fighting team.
When you use the Attack action on your turn, if
your companion can see you, it can use its
reaction to make a melee attack.
~
6th level
Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier
game. Choose a type of greater favored enemy:
aberrations, celestials, constructs, dragons,
elementals, fiends, or giants. You gain all the
benefits against this chosen enemy that you
normally gain against your favored enemy,
including an additional language. Your bonus to
damage rolls against all your favored enemies
increases to +4.
Additionally, you have advantage on saving
throws against the spells and abilities used by a
greater favored enemy.
~
7th level
Defensive Tactics
At 7th level, you gain one of the following
features of your choice.
• Escape the Horde:
Opportunity attacks against
you are made with disadvantage.
• Multiattack Defense:
When a creature hits
you with an attack, you gain a +4 bonus to AC
against all subsequent attacks made by that
creature for the rest of the turn.
• Steel Will:
You have advantage on saving
throws against being frightened.
~
8th level
Fleet of Foot
Beginning at 8th level, you can use the Dash
action as a bonus action on your turn. Additionally, you ignore difficult terrain.
~
9th level
Beast’s Defense
At 9th level, while your companion can see you,
it has advantage on all saving throws.
~
10th level
Hide in Plain Sight
Starting at 10th level, you can remain perfectly
still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you
can opt to not move on that turn. If you avoid
moving, creatures that attempt to detect you
take a −10 penalty to their Wisdom (Perception)
checks until the start of your next turn. You lose
this benefit if you move or fall prone, either
voluntarily or because of some external effect.
You are still automatically detected if any effect
or action causes you to no longer be hidden.
If you are still hidden on your next turn, you
can continue to remain motionless and gain this
benefit until you are detected.
~
11th level
Multiattack
At 11th level, you gain one of the following
features of your choice.
• Volley:
You can use your action to make a
ranged 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 melee attacks against any number of
creatures within 5 feet of you, with a separate
attack roll for each target.
~
12th level
Ability Score Improvement
~
13th level
Storm of Claws and Fangs
At 13th level, your companion can use its action
to make a melee attack against each creature of its choice within 5 feet of it, with a separate
attack roll for each target.
~
14th level
Vanish
Starting at 14th level, you can use the Hide
action as a bonus action on your turn. Also, you
can’t be tracked by nonmagical means, unless
you choose to leave a trail.
~
15th level
Superior Hunter’s Defense
At 15th level, you gain one of the following
features of your choice.
• Evasion:
When you are subjected to an effect,
such as a red dragon’s fiery breath or a lightning
bolt spell, that allows you to make a Dexterity
saving throw to take only half damage, you
instead take no damage if you succeed on a
saving throw, and only half damage if you fail.
• Stand Against the Tide:
When a hostile creature misses you with a melee attack, you can
use your reaction to force that creature to repeat
the same attack against another creature (other
than itself) of your choice.
• Uncanny Dodge:
When an attacker that you
can see hits you with an attack, you can use your
reaction to halve the attack’s damage against you.
~
16th level
Ability Score Improvement
~
17th level
Superior Beast’s Defense
At 17th level, whenever an attacker that your
companion can see hits it with an attack, it can
use its reaction to halve the attack’s damage
against it.
~
18th level
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.
~
19th level
Ability Score Improvement
~
20th level
Foe Slayer
At 20th level, you become an unparalleled
hunter. Once on each of your turns, you can add
your Wisdom modifier to the attack roll or the
damage roll of an attack you make. You can
choose to use this feature before or after the roll,
but before any effects of the roll are applied.
Starting 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) a longbow and a quiver of 20 arrows or (b) a shortbow and a quiver of 20 arrows
Level | Bonus | Features |
---|
1st | +2 | Favored Enemy, Natural Explorer |
2nd | +2 | Fighting Style, Primeval Awareness |
3rd | +2 | Hunter's Prey, Animal Companion |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Coordinated Attack |
6th | +3 | Greater Favored Enemy |
7th | +3 | Defensive Tactics |
8th | +3 | Ability Score Improvement, Fleet of Foot |
9th | +4 | Beast's Defense |
10th | +4 | Hide in Plain Sight |
11th | +4 | Multiattack |
12th | +4 | Ability Score improvement |
13th | +5 | Storm of Claws and Fangs |
14th | +5 | Vanish |
15th | +5 | Superior Hunter’s Defense |
16th | +5 | Ability Score Improvement |
17th | +6 | Superior Beast's Defense |
18th | +6 | Feral Senses |
19th | +6 | Ability Score Improvement |
20th | +6 | Foe Slayer |