The Ranger Class

 
 

LevelProficiency Modifier1st Level Spells Slots2nd Level Spell Slots3rd Level Spell SlotsSpells KnownFeatures
1+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+45327Master Explorer
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

    • You gain 2m of Movement Speed and a Climbing/Swimming Speed of 6m

    • You learn a Normal Language of your Choice

    • After finishing a Short Rest you gain 1d4 Shielding, regain a 1st Level Spell Slot, and can remove a point of Exhaustion

    • 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 make an Attack Roll against 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, you can be replace this Choice every time you gain a Level in this Class

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

    • Close Quarters Shooter - When wielding a Ranged Weapon and within Melee Range of an enemy you no longer have Disadvantage on Attacks with a Ranged Weapon. You also gain a Base Damage equal to your Wisdom Modifier when you utilize a Ranged Weapon in this manner

    • 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 make an Attack with a +1 Bonus to the Attack and Damage Rolls. You also have +1 to hit when Throwing a Weapon with the Thrown Property. 

    • Two Weapon Fighting - You can utilize your Base Damage with Off-Hand Weapon Attacks

  • 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, Daemons, Drakes, Elementals, Fae, 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 Movement, Climbing, and Swimming Speeds increase by 2m; and any Creatures trying to track you while moving on by yourself have Disadvantage on the Roll

    • You can Dash, Hide, or Dodge as a Bonus Action and 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, if you utilized this Feature to gain Expertise with this Skill then you can choose another Skill from the list to gain Expertise with

    • The Shielding you gain after a Short Rest increases by 2d4 and you can choose to regain a 2nd Level Spell Slot in addition to the 1st Level Slot

  • Enhanced Strike - Your Foe Strike gains additional Features

    • If you roll initiative and do not have a use of Foe Strike you gain one that can only be utilized in that Combat

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

    • As a Free Action 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 at once

    • 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 1d6 + Wisdom Modifier + the Spell Level utilized

  • Slayer - Your powers begin to peak as your Primal Magics infuse throughout your Form

    • You gain 10m of Truesight

    • Your Base Damage increases by an amount equal to your Proficiency Bonus and applies to Ranged Attacks as well. If the Creature is your Foe you double your Base Damage

    • You gain Proficiency with Wisdom Saving Throws and have Advantage on them if your Foe forced you to make it

  • Master Explorer

    • You gain Mastery with Survival

    • The Shielding gained from the Enhanced Explorer Feature increases to 4d4

    • You can now cast Invisibility twice per Short Rest

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 Athletics and Initiative

        • You gain 1d8 Shielding whenever you roll Initiative. This stacks with Shielding from your Natural Explorer Feature

        • You can utilize your Reaction to reduce Damage by an amount equal to 1d8 + your Wisdom Modifier

      • 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 - Silence

        • 11th - Flame Stride

    • 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

        • The Damage Reduction from this Feature 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 if you are utilizing a Weapon you’re Proficient with

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

        • You gain 4m 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

        • The Damage Reduction from this Feature increases by 1d8

  • 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 Expertise with Dexterity Saving Throws 

        • Parry - You can use your Reaction to reduce the Damage from a Melee Attack by 1d10 + your Dexterity Modifier

        • Steel Will - You gain Proficiency with Wisdom Saving Throws or Expertise once you have the Slayer Feature

      • Martial Hunter II

        • You gain an additional Superiority Die, an additional Maneuver (of your choice), and your d8s turn into d10s

    • 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. This increases to 2d8 when it is applied to an Extraplanar Creature, and to 3d8 if that Extraplanar Creature is your Foe

    • 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 (to a point you can see) as you do so. You can make a Weapon Attack as a part of this Bonus Action if you target a different Creature

        • Any Creatures that make an Attack Roll against you have Disadvantage on the Roll if you have utilized the Feature this turn. Or if you are targeted by a hostile Spell then you gain Advantage on the Roll as your blurry form harms the ability for your enemies to hurt you

    • 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: 

    • I

      • Dreadful Ambusher I

        • You gain Low Light Vision up to 30m

        • You gain Proficiency with Initiative and Stealth

        • On your first turn after Rolling Initiative you gain 4m of Movement Speed, can make an additional Attack if you take the Attack Action, and deal an extra 1d8 Damage with every Weapon Attack this turn

      • Night Creature

        • Any creatures who must rely on Darkvision to see you must treat you as mechanically Invisible, shadows covering you from their Darkvision's sight. This occurs even if the Darkvision is gained by magical means, such as via the Darkvision Arcane 2nd Level Spell

      • 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 - Pass without Trace

        • 9th - Fear

        • 11th - Non-detection

    • II:

      • Extra Attack

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

      • Dreadful Ambusher II

        • You gain Expertise with Initiative or Stealth (your Choice)

        • When you make the Attack Action with this Feature you can make 2 additional Weapon Attacks instead of 1

        • Your additional Damage increases to 2d8

    • III

      • Stalker III: Dreaded Tenacity

        • You gain Proficiency with Intelligence Saves

        • Once per turn when you miss with an Attack (and did not have Disadvantage) you can reroll the Attack. If you had Advantage on the Roll you only roll 1 Die on the

      • Stalker III: Corrupting Form

        • 3 times per Short Rest you can utilize your strange magics to deal an additional 3d6 Necrotic Damage after you hit with a Weapon Attack as a part of that Action

        • You gain Resistance to Necrotic Damage

        • When you utilize your Natural Explorer Feature to cast the Invisibility Spell you treat it as the Greater Invisibility Spell instead

  • Swarmkeeper

    • I

      • Gathered Swarm I - A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You can determine the appearance but it commonly shows up as insects or spores that float around and through you. This swarm can be activated once on each of your Turns with a Bonus Action, causing the swarm to assist you in one of the following ways, immediately after you hit a creature with any Attack (Weapon or Spell):

        • The attack's target takes 1d6 Piercing Damage from the Swarm

        • The attack's target must succeed on a Constitution Save against your spell save DC or be moved by the swarm up to 4m horizontally in a direction of your choice

        • You are moved by the swarm 2m in a direction of your choosing

      • Swarmkeeper 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 - Mage Hand [This cantrip doesn’t require Verbal or Somatic components and takes the form of your swarm]

        • 3rd - Faerie Fire

        • 5th - Web

        • 7th - Hold Person

        • 9th - Gaseous Form

    • II

      • Swarmkeeper Improvement: Extra Attack

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

      • Swarmkeeper Advancement: Writhing Tide

        • Beginning at this level, you can condense part of your swarm into a focused mass that lifts you up. As a Bonus Action, you gain a flying speed of 4m and can hover. This effect lasts for 1 minute or until you are incapacitated. You can use this feature a number of times per Long Rest equal to your Proficiency Bonus

        • When you utilize the Gathered Swarm Feature to be moved by your Swarm it moves you 6m instead of 2m

    • III

      • Gathered Swarm II - Your Gathered Swarm Ability gains the additional options below:

        • The target must make a Dexterity Save against your Spell Save DC or be knocked Prone

        • The target takes 2d6 Poison Damage

        • The target must make a Wisdom Save against your Spell Save DC or become Frightened of you until the end of their next turn

        • Your Swarm causes all the target’s Attacks to be made at Disadvantage until the end of their next turn

Previous
Previous

The Rogue Class

Next
Next

Spells (Complete)