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SRD, TCE, Homebrew

Ranger

In the sprawling, mystical lands of Farsae, where the veil between the mundane and the magical is ever thin, Rangers roam as the guardians of the frontier. Cloaked in the shadows of the towering elderwood trees, a Vulpin Ranger moves with the silence of the falling dusk, her keen eyes scanning the underbrush for signs of the Void-touched creatures that lurk in the dark, her arrows imbued with the ancient magic of the woodlands.   Amidst the crystalline spires of the Frostspear Peaks, a Taur Ranger, her hooves silent on the snow, tracks the elusive ice wraiths, her breath a mist in the frigid air, her bowstring tense with the promise of protection.   High atop the wind-swept crags of the Skyreach Summit, a Falkin Ranger, feathers ruffled by the biting wind, extends an arm to the majestic skyserpent coiling restlessly before him. With a calm and steady gaze, he whispers an ancient call, seeking to forge a bond with the creature, its scales reflecting the hues of the endless sky.   In Farsae, Rangers are more than mere wanderers; they are the lorekeepers of the wild, the intermediaries between the untamed heart of nature and the realms that lie at its fringes. They track the foul beasts that emerge from the shadows, hunt the monstrosities that prey upon the innocent, and stand as vigilant protectors over the lands that pulse with the world's primal essence.  

Masters of the Wild

Rangers are the embodiment of the wilderness, their existence a harmonious blend with the natural world that surrounds them. Their skills are not just learned; they are a symbiosis with the land, allowing them to become the unseen, the unheard, and the unfelt. With every step taken in the soft moss of the elderwood forests or the crisp snow of the Frostspear Peaks, Rangers leave no trace, their presence known only by the whisper of leaves or the shift of snow.   Their mastery extends beyond mere survival; they are the students of the land, understanding its language, its rhythms, and its moods. This deep communion with nature grants them the ability to call upon the forces of the wild, to bend it to their will, and to wield it as both shield and spear. Whether it's summoning the dense mists of the valleys to cloak their movements or invoking the wrath of the storm to strike down their foes, Rangers wield the magic of the land with a precision and a respect that comes from a lifetime of devotion.  

Sentinels of the Fringe

As the stewards of the natural order, Rangers in Farsae stand vigilant on the boundaries where civilization meets the untamed chaos. Their duty is sacred, a covenant with the land itself to protect its sanctity against those who would defile it. This calling leads them to confront the darkness that seeps from the void, to face down the creatures that are born from corruption and malice, and to safeguard the ancient sites where the world's magic is most potent.   Their path is solitary, often leading them into the heart of danger, but it is a path walked with the certainty that their role is crucial in maintaining the balance. Rangers are the first line of defense, the early warning in the face of encroaching darkness. Theirs is a life of sacrifice, for they know that in their vigilance lies the safety of the realms, the protection of the innocent, and the preservation of the wilds that pulse at the heart of Farsae. In their unwavering watch, they are not just the guardians of nature; they are its avatars, embodying its resilience, its ferocity, and its indomitable will.  

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.   What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Quick Build

  You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.

The Ranger Table

LevelProf. BonusFeaturesSpells Known1st2nd3rd4th5th
1st +2 Favored Enemy, Favored Foe, Natural Explorer, Deft Explorer
2nd +2 Fighting Style, Spellcasting, Spellcasting Focus 2 2
3rd +2 Ranger Archetype, Primeval Awareness, Primal Awareness 3 3
4th +2 Ability Score Improvement, Martial Versatility 3 3
5th +3 Extra Attack 4 4 2
6th +3 Favored Enemy and Natural Explorer improvements, Deft Explorer Improvement 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 Hide in Plain Sight, Nature's Veil, Natural Explorer improvement, Deft Explorer Improvement 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 Vanish, Favored Enemy improvement 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

Multiclassing

Ability Score Minimum: Dexterity 13, Wisdom 13   When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies:
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons Skills: Choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following items, plus anything provided 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 longbow and a quiver of 20 arrows
  • 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. See chapter 10 for the general rules of spellcasting and chapter 11 for 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.  

    Spells Known of 1st Level and Higher

    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.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.  

    Spellcasting Ability

    Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw 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

    Spellcasting Focus (TCE)

    2nd-level ranger optional feature   You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
    class features:

    Favored Enemy

    Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.   Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   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 that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

    Favored Foe (TCE)

    1st-level ranger optional feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature   When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).   The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.   You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

    Natural Explorer

    You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.   While traveling for an hour or more in your favored terrain, you gain the following benefits:
  • 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.
  • You choose additional favored terrain types at 6th and 10th level.

    Deft Explorer (TCE)

    1st-level ranger optional feature, which replaces the Natural Explorer feature   You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.  

    Canny

    Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.   You can also speak, read, and write two additional languages of your choice.

    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.  

    Blind Fighting (TCE)

    You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.  

    Defense

    While you are wearing armor, you gain a +1 bonus to AC.  

    Druidic Warrior (TCE)

    You learn two cantrips of your choice from the druid spell list. They 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.  

    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.  

    Thrown Weapon Fighting (TCE)

    You can draw a weapon that has the thrown property as part of the attack you make with the weapon.   In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.  

    Two-Weapon Fighting

    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

    Ranger Archetype

    At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants 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 the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.  

    Primal Awareness (TCE)

    3rd-level ranger optional feature, which replaces the Primeval Awareness feature   You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.  

    Primal Awareness Spells

    Ranger LevelSpell
    3rd speak with animals
    5th beast sense
    9th speak with plants
    13th locate creature
    17th commune with nature
    You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.  

    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. You can't increase an ability score above 20 using this feature.

    Martial Versatility (TCE)

    4th-level ranger optional feature   Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

    Extra Attack

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

    Favored Enemy and Natural Explorer improvements

    At 6th level, you gain an additional favored terrain.   At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.  

    Deft Explorer Improvement (TCE)

    You gain an additional benefit when you reach 6th level in this class.  

    Roving

    Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.  

    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 as 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.
    Nature's Veil (TCE) 10th-level ranger optional feature, which replaces the Hide in Plain Sight feature   You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Natural Explorer improvement

    Also at 10th level, you gain an additional favored terrain.  

    Deft Explorer Improvement (TCE)

    You gain an additional benefit when you reach 10th level in this class.  

    Tireless

    As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.  

    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.  

    Favored Enemy improvement

    At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.  

    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.
    subclass options:

    Ranger Archetypes

    Hunter

    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 orcs to towering giants and terrifying dragons.  

    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.
  •  

    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.
  •  

    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. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect 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.
  • 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.
  • Beast Master

    Beast Master

    The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.  

    Ranger's Companion

    You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.   The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.   If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.   While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.   If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

    Primal Companion (TCE)

    3rd-level Beast Master variant feature, which replaces the Ranger's Companion feature   You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.   In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.   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.   When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of 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.

    Exceptional Training

    Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

    Bestial Fury

    Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.  

    Share Spells

    Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
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    Created by

    Jiyao.

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