Remove these ads. Join the Worldbuilders Guild

Excal-Heim Ranger variant


Hit Points

Hit Dice: d10 per Excal-Heim Ranger variant level
Hit Points at first Level: 10 + Con modifier
Hit Points at Higher Levels: 1d10 + Con modifier

Proficiences

Armor: Light armor, Medium armor, Shields
Weapons: Simple, Martial
Tools:
Saving Throws: Str, Dex
Skills: Choose Three: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival. You choose one additional proficiency at 6th and 10th level.

Overview & Creation

PHB, Pgs. 90-93


Class Features

Researched Enemy

Choose 4 of the following: Aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or humanoid. You receive a bestiary containing info on those 4 creature types. During a short rest, you may read a section of the bestiary, after doing so you receive the following in relation to creatures of that type.
  • advantage on attack rolls.
  • advantage on Survival (Wis) checks.
  • advantage on recalling information (Int).
  • temporarily learn a language they speak.
You may read one additional section per short rest at 6th and 14th level. you may purchase a new bestiary or add more sections to your bestiary at a library.

Natural Explorer

You have proficiency with Int and Wis checks when outside urban and suburban areas. The group receives the following when traveling for over an hour on horseback(mounted in general) or foot.
  • Difficult terrain does not slow travel
  • You cannot get lost unless by magical means
  • You remain alert while traveling
  • If alone, you can remain stealthed at a normal pace
  • You find twice as much food when foraging
  • When tracking, you learn number, size, and time passed

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.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether any of the types of creatures in your bestiary are present within 3 miles of you. This feature reveals the creatures’ location but doesn’t reveal their size or numbers.

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.

Extra Attack

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

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 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 camouflage.   Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree 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 remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

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.

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. 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 against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


Starting Equipment

  • Scale mail or leather armor
  • Two Shortswords or two simple melee weapons
  • A Dungeoneer's pack or an Explorer's pack
  • A Longbow and a quiver of 20 Arrows

 


Spellcasting

Wisdom is your spellcasting ability. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier   Rangers can learn Druid cantrips and any spell listed as a ranger spell. Starting at second level, Rangers know as many Druid cantrips as their proficiency bonus.   The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
spell list

1st, Alarm, Animal Friendship, Cure Wounds, Detect Magic, Detect Poison and Disease, Ensnaring Strike, Fog Cloud, Goodberry, Hail of Thorns, Hunter’s Mark, Jump, Longstrider, Speak with Animals.
2nd, Animal Messenger, Barkskin, Beast Sense, Cordon of Arrows, Darkvision, Find Traps, Lesser Restoration, Locate Animals or Plants, Locate Object, Pass without Trace, Protection from Poison, Silence, Spike Growth.
3rd, Conjure Animals, Conjure Barrage, Daylight, Lightning Arrow, Nondetection, Plant Growth, Protection from Energy, Speak with Plants, Water Breathing, Water Walk, Wind Wall.
4th, Conjure Woodland Beings, Freedom of Movement, Grasping Vine, Locate Creature, Stoneskin.
5th, Commune with Nature, Conjure Volley, Swift Quiver, Tree Stride.br

 


Subclass Options

Ranger Archetypes

The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of ores to towering giants and terrifying dragons.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice:

Steady Aim

you can spend an attack action to give +5 to your next attack and deal double damage(will stack with a crit).

Giant Killer

you gain advantage on attack and damage rolls made towards creatures at least 1 size larger than you.

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.

Defensive Tactics

At 7th level, you gain one of the following features of your choice:

Uncanny Dodge

When an attacker that you can see hits you with a melee attack, you can use your reaction to halve the attack's damage against you.

Escape the Horde

Opportunity attacks against you are made with disadvantage and double disadvantage if there is another enemy within 5 feet of you.

Steel Will

You have advantage on saving throws against being frightened and psychic damage.

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 a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

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 the saving throw, and only half damage if you fail.

Whiff Punish

When a hostile creature misses you with a melee attack, you can use your reaction to slam your shoulder/shield/bow/whatever into that creature, stunning it until its next turn.


LevelProficiency BonusFeaturesSpells Known1st Slots2nd Slots3rd Slots4th Slots5th Slots
1st+2Researched Enemy, Natural Explorer
2nd+2Fighting Style, Spellcasting22
3rd+2Ranger Archetype, Primeval Awareness33
4th+2Ability Score Improvement33
5th+3Extra Attack442
6th+3Favored Enemy and Natural Explorer improvements442
7th+3Ranger Archetype feature543
8th+3Ability Score Improvement, Land’s Stride543
9th+46432
10th+4Natural Explorer improvement, Hide in Plain Sight6432
11th+4Ranger Archetype feature7433
12th+4Ability Score Improvement7433
13th+584331
14th+5Favored Enemy improvement, Vanish84331
15th+5Ranger Archetype feature94332
16th+5Ability Score Improvement94332
17th+61043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement1143332
20th+6Foe Slayer1143332

Created by

stormgate_dnd.

Statblock Type

Class Features

Link/Embed