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.
Level | Proficiency Bonus | Features | Spells Known | 1st Slots | 2nd Slots | 3rd Slots | 4th Slots | 5th Slots |
---|
1st | +2 | Researched Enemy, Natural Explorer | – | – | – | – | – | – |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | – | – | – | – |
3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | – | – | – | – |
4th | +2 | Ability Score Improvement | 3 | 3 | – | – | – | – |
5th | +3 | Extra Attack | 4 | 4 | 2 | – | – | – |
6th | +3 | Favored Enemy and Natural Explorer improvements | 4 | 4 | 2 | – | – | – |
7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | – | – | – |
8th | +3 | Ability Score Improvement, Land’s Stride | 5 | 4 | 3 | – | – | – |
9th | +4 | – | 6 | 4 | 3 | 2 | – | – |
10th | +4 | Natural Explorer improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | – | – |
11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | – | – |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | – | – |
13th | +5 | – | 8 | 4 | 3 | 3 | 1 | – |
14th | +5 | Favored Enemy improvement, Vanish | 8 | 4 | 3 | 3 | 1 | – |
15th | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | – |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | – |
17th | +6 | – | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |