The Ranger Class

 
 

LevelProficiency Modifier1st Level Spells Slots2nd Level Spell Slots3rd Level Spell SlotsSpells KnownFeatures
A+20000Foe Strike, Natural Explorer
2+22002Fighting Style, Spellcasting
3+22003Subclass I, Primal Awareness
4+23004Ability Score Improvement, Martial Prowess
5+33204Subclass II
6+34205Enhanced Explorer
7+34305Enhanced Strike
8+34306Ability Score Improvement
9+44326Subclass III
10+44327Slayer
11+45327None
12+45428Ability Score Improvement

Basic Stats:

Level 1 HP = 10 + your Constitution Modifier; Gaining an additional [1d10 (or 6) + your Constitution Modifier] HP with every additional Ranger Level

Proficiencies

  • Armor: Light Armor, Medium Armor, Bucklers, Shields

  • Weapons: Simple Weapons, Martial Weapons

  • Tools: Navigator’s Tools or Herbalism Kit (or another Skill from the list below)

  • Saves: Proficiency with Strength and Dexterity Saving Throws

  • Skills: Proficiency with Survival and any 2 between Animal Handling, Athletics, Insight, Investigation, Nature, Perception, or Stealth

  • Languages: Druidic and any other Common Language of your choice

Equipment:

  • Outlander Light Armor or Outlander Medium Armor and a Buckler or a Shield and a Shortsword

  • a Recurve Bow (w/ 20 arrows) or a Heavy Crossbow (w/ 20 Bolts) or a Simple Weapon of your choice

  • the Tool you have Proficiency with or a Simple Weapon

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Features:

  • Natural Explorer:

    • Choose 1 of the Skills or Tools you have Proficiency with from the ones you gained from the Ranger Class, you now have Expertise with it. In addition you gain 3m of Movement Speed and learn 2 Languages of your Choice. At 6th Level you gain a Swimming and Climbing Speed equal to your Movement Speed. And at 9th Level after finishing a Short Rest you gain 1d4 + your Wisdom Modifier Shielding, regain a 1st and 2nd Level Spell Slot, and can remove a point of Exhaustion. Finally, if you are alone or are leading people through the wilderness between two locations that you are familiar with you have Advantage on all Survival Checks to forage or navigate these paths

  • Foe Strike:

    • When you strike a Creature with a Weapon you’re Proficient with you can choose to mark them as your Foe. For the next minute you deal an additional 1d6 Damage to this enemy when you hit them with a Weapon Attack, increasing to 2d6 at 6th Level and to 3d6 at 10th Levels. If your Foe reaches 0HP during this time you gain Shielding equal to your Wisdom Modifier (increasing by 1d4 at 6th and 10th Levels) and can immediately mark another Creature as your Foe without having to hit them with a Weapon Attack, though they must be within 30m and within your sight to do so. You can utilize this ability a number of times per day equal to your Proficiency Bonus

  • Fighting Style: Choose one of the Styles Below to Focus on, this can be replaced with a different Style from this list (if desired) when you reach the 4th and 8th Level of Ranger.

    • Archer - Gain +2 to Attack Rolls made with Bows or Crossbows

    • Close Quarters Shooter - When wielding a Bow and within Melee Range of an enemy you no longer have Disadvantage on Attacks with a Ranged Weapon

    • Defense - Gain +1 AC when wearing Armor

    • Druidic Warrior - Select 2 Cantrips from the Nature Spell List that Druids can Learn, these 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

    • Thrown Weapon Fighter - When you use your Action to Throw a Weapon you can immediately draw another Weapon of that Type as a Free Action from your belt and your current Attack will deal +1 Damage. You also have +1 to hit when Throwing a Weapon with the Thrown Property. 

    • Two Weapon Fighting - When you make an Attack with your off-hand Weapon you can add your Ability Modifier to the Damage Roll

  • Ranger Spellcasting

    • Spellcasting

      • You are able to tap into some effects of the natural environment to allow yourself to enhance your body

    • Spells Known

      • You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

      • Every time you finish a Long Rest you can change out 1 Spell you know with one from the Ranger Spell List

    • Spell Slots

      • The Ranger table shows how many spell slots you have to cast your Ranger 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. For example, if you know the 1st-level spell Cure Wounds and have a 1st and 2nd-level spell slot available, you can cast it using either slot

    • Spellcasting Ability

      • Wisdom is your Spellcasting Ability for your Ranger spells. The power of your spells comes from your ability to pull the strength of the natural environment into your body. You use your Wisdom whenever a Ranger spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the Save 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

  • Primal Awareness

    • You can spend a 1st Level Ranger Spell Slot and meditate for 10 minutes to focus on the powerful Creatures in a 10km radius around you. You can sense any one (your choice) of the following Creature Types: aberrations, celestials, dragons, elementals, fey, fiends, or undead, in the area, learning the amount and where they’re located. This effect lasts for 10 minutes and you are considered Concentrating as far as Spellcasting is confirmed for that Duration. You can expend a Spell Slot while this ability is active to extend in for 10 minutes per the Level of Spell Slot used

  • Enhanced Explorer - Your Natural Explorer gains additional Features

    • Your Climbing and Swimming Speeds increase to 10m, if you utilized the additional option to enhance your original Speed this bonuses increases from 2m to 6m

    • You can Dash, Hide, or Dodge as a Bonus Action

    • You have Advantage on any Saving Throws against effects that would restrict Movement, such as the Entangle Spell

    • You gain the Invisibility Spell, this doesn’t count against your Spells Known. Once per Short Rest you can cast this on yourself without expending a Spell Slot, when you do so it doesn’t require any components to cast

    • You gain Expertise with Survival

  • Enhanced Strike - Your Foe Strike gains additional Features

    • If you roll initiative and do not have a use of Foe Strike you gain one, lasting until the end of combat

    • Your targeted Foe is easy to understand, granting you knowledge of that Creature’s Resistances, Immunities, and Vulnerabilities

    • As a Free Again you can spend a Spell Slot to grant yourself Advantage on all Weapon Attacks you make this turn. If you already have Advantage using this ability stacks its Advantage on top of the original Advantage, letting you roll 3 dice

    • If your Foe deals Damage to you with a Weapon Attack you can use your Reaction and a Spell Slot to reduce the Damage by an amount equal to your Wisdom Modifier + the Spell Level utilized

  • Slayer:

    • You gain 10m of Truesight

    • You gain Mastery with Survival

    • Once per turn when you hit a Creature with a Weapon Attack you deal additional Force Damage equal to your Ranger Level. If that Creature is your Foe you deal an additional 1d10 Force Damage, which increases to a d12 when you reach 12th Level in this Class

Subclass - Pick a type of style for you to specialize in as you increase in experience, with some Rangers becoming extremely adept at striking down foes one at a time while others seeks Beastial companions or becoming a vicious ambush predator

  • Battle Savant - A singular focus of this Ranger is to improve their martial prowess, taking up combat with fighters and paladins as they improve striking directly, compared to other types which rather utilize their magic. This also means it is rare for one of this type to use any magic in combat, preferring to utilize a few spells to prepare for combat instead. 

    • I

      • Expert Spacing I

        • You gain Proficiency with Initiative and Athletics

        • You gain 1d8 Shielding whenever you roll Initiative

      • Battle Savant Spellcasting - You can add the following Spells to your Spell List whenever you reach the assigned Ranger Level. These do not count towards your number of Spells Known column 

        • 3rd - Shield 

        • 5th - Absorb Elements

        • 7th - Blur

        • 9th - Flame Stride

        • 11th - Silence

    • II

      • Extra Attack

        • When you take the Attack Action you can make 2 Attacks as part of the same Action

      • Expert Spacing II

        • You gain Expertise with Initiative and Athletics

        • The Shielding you gain from Rolling Initiative increases by 1d8

    • III

      • Hyperfocus - You can utilize your Bonus Action to go into a state of pure focus until the end of your next turn. In this State you gain the following benefits:

        • You gain a bonus to your Attack and Damage Rolls equal to your Wisdom Modifier

        • You can make 3 Attacks instead of 2 when you take the Attack Action

        • You gain 10 m of Movement Speed

      • Expert Spacing III

        • You never provoke Opportunity Attacks, even if the creature has an ability which ignores the Disengage Action for their Opportunity Attacks

        • The Shielding you gain from Rolling Initiative increases by 1d8

  • Beast Master: When wandering the wilds there are many ways a person could stumble across a magical beast which has such a strong connection there is really no other thing to do but to pair up, becoming a true machine of magical quality as they progress in power together

    • I

      • Primal Companion - Gain a Beast that follows you with unyielding loyalty by spending 1 day to find a Creature of your Choice, making sure that the GM agrees with your choice of companion. 

        • They gain additional AC (13 + PB) equal to your Proficiency Bonus, additional HP equal to 5 * your Ranger Level (5 + 5*RL), 10m of Climbing and Walking Speed or just Flying Speed (if a bird)

          • Land animals have 14 Str, 14Dex, 15 Con, 8 Int, 14 Wis, and 11 Cha with a Darkvision fo 20m while Air animals have 4 + 4*RL HP and 6 Str, 16 Dex, 13 Con, 8 Int, 14 Wis, 11 Cha, and don’t provoke opportunity attacks by flying past

          • They make Attacks with bonuses equal to your Proficiency Bonus and their Strength or Dexterity Modifier with 1d6 Damage + your Proficiency Bonus + their Strength or Dexterity Modifier

          • If your companion strikes a Creature that you've marked as your Foe they also gain the bonus damage on a hit from Foe Strike. 

          • If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. Optionally, when you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space next to you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

      • Primal Ally

        • Your Primal Companion gains a Bonus to Saving Throws equal to your Proficiency Bonus and can make Attacks at your Command as a Bonus Action. They make their moves during their turn (which always occurs just after yours) and follow your commands unerringly. If you gain the Extra Attack Feature (from another Class) you can forgo one of your Attacks to grant your Companion an additional Attack. 

        • You can communicate simple ideas and feelings effectively with all beasts

    • II

      • Beast Command

        • When your Companion makes an Attack using their Action they can Attack twice as part of this Action. If you do so then you can utilize your Bonus Action to make another Attack using whatever Weapon you have equipped 

      • Beastial Constitution

        • You become Proficient with Constitution Saving Throws

        • You gain +1 Max HP per Ranger Level along with your Companion

    • III

      • True Ally

        • Your Companion can be commanded using your Bonus Action to use its Bonus Action to Dash, Disengage, or Help and both their Attacks and yours count as Magical for the point of overcoming Resistance

  • Hunter:

    • I

      • Enhanced Hunter I - Choose a way to improve your fighting, which you can switch every time you complete a Long Rest

        • Colossus Slayer - When a Creature is below its Maximum HP you deal an additional 1d8 Damage to it with Weapon Attacks. If it is Bloodied you deal 1d12 instead

        • Fast Reload - You reduce the Reload Property of all Weapons you’re Proficient with by 1

        • Reactionary Combat - When a Creature misses you with a weapon Attack you can make a Melee Weapon Attack against them as a Reaction

        • Horde Breaker - When you make a Ranged Attack Roll against a Creature you can use the same Action to make another Attack Roll against a different Creature if it’s within 6m of the first Creature you Attacked

      • Martial Hunter I

        • Select 3 of the Maneuvers from the Maneuvers List to gain access to from this Feature, you can change these out at the end of every Long Rest. You gain 2 Superiority Dice (these are d8s for you) to utilize for them and any Save required has a DC of 8 + your Proficiency Bonus + your Dexterity or Strength Modifier (your choice). You regain the use of these Dice after completing a Short or Long Rest 

    • II

      • Extra Attack

        • When you take the Attack Action you can make 2 Attacks as part of the same Action

      • Enhanced Hunter II - Choose a way to improve your fighting, which you can switch every time you complete a Long Rest

        • Ghost Escape - All Opportunity Attacks against you are made with Disadvantage and on a Miss you can make a Melee Attack against them without expending your Reaction

        • Innate Reflexes - You gain Mastery with Dexterity Saving Throws 

        • Parry - You can use your Reaction to reduce the Damage from a Melee Attack by 1d12 + your Dexterity Modifier

        • Steel Will - You gain Proficiency with Wisdom Saving Throws

    • III

      • Enhanced Hunter III

        • You now can have 2 choices from the Enhanced Hunter I and II features, and can change both out every time you finish a Long Rest

      • Martial Hunter III

        • If you roll initiative and have no Superiority Dice you gain 2, you lose any of these after combat ends

  • Horizon Walker

    • Planar Compass

      • As part of aligning yourself with the planes, you can immediately sense the presence of any kind of portal or other method to connect this plane with another within a 10km radius at any time

    • Planar Warrior

      • You can utilize your Bonus Action to target a Creature within 10m that you can see, if you hit that creature with a weapon attack this turn, all damage dealt by the attack becomes force damage with an additional 1d8 damage from the attack on top. This increases to 2d8 when it is applied to an Extraplanar Creature

    • Horizon Walker Spellcasting - You can add the following Spells to your Spell List whenever you reach the assigned Ranger Level. These do not count towards your number of Spells Known column

      • 3rd - Healing Word

      • 5th - Misty Step

      • 7th - Darkvision

      • 9th - Haste

      • 11th - Lightning Arrow

    • II

      • Extra Attack

        • When you take the Attack Action you can make 2 Attacks as part of the same Action

      • Fast Step

        • Once per turn when you make a Weapon Attack you can use your Bonus Action to teleport up to 10m as you do so. You can make a Weapon Attack as a part of this Bonus Action if you target a different Creature

    • III

      • Ethereal Step

        • You learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest

      • Etherealness - You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane

        • You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every meter of movement costs double. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 20m away. 

        • While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved

        • This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

  • Stalker: 

    • Stalker Feature: Dreadful Ambusher - You gain Low Light Vision up to 30m and can add your Wisdom Modifier to your Initiative Rolls

      • On your first turn after Rolling Initiative you gain 5m of Movement Speed, can make an extra Attack as part of your Attack Action, and deal an extra 1d8 Damage with every Weapon Attack you hit with this turn

    • Stalker Feature: Night Creature

      • You gain Proficiency with Stealth if you weren’t already Proficient, and Expertise if you are

      • Any creatures who must rely on Darkvision to see you treat you as mechanically invisible, shadows covering you from Darkvision's sight

    • Stalker Feature: Shadow Spellcasting - You can add the following Spells to your Spell List whenever you reach the assigned Ranger Level. These do not count towards your number of Spells Known column 

      • 3rd - Disguise Self

      • 5th - Darkvision

      • 7th - Invisibility 

      • 9th - Fear

    • Stalker Improvement: Extra Attack

      • When you take the Attack Action you can make 2 Attacks as part of the same Action

    • Stalker Advancement: Dreaded Tenacity

      • You gain Proficiency with Will Saves and once per turn when you miss with an Attack you can make another Attack (as part of the same Attack Action) against the same Creature you missed against. 

    • Stalker Advancement: Hollow Form

      • You can transform yourself into almost a ghost, you can cast a modified form of the Spell “Pass without Trace” a number of times per day equal to your Wisdom Modifier. This modified Spell can only affect you but in addition when you make an Attack you end this spell automatically, however this first Attack you deal after ending this effect deals an additional 3d6 Necrotic Damage

Previous
Previous

The Rogue Class

Next
Next

Spells (Complete)