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Ranger (Two Cities)

With how the world has been twisted and warped, rangers are some of the only people who can safely venture beyond the two cities. \\ Below is a "fixed" version of the Ranger class, taking parts of both the one in the PHB, and the UA Revised Ranger - with some of my own sprinkles. For the flavor section I refer back to the PHB.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools:
saving throws: Strength, Dexterity
skills: Choose three skills from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Survival.
starting equipment:

  • a) 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.  

Spells 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.  

Spell Focus

You can use a druidic totem as a spell focus.
class features:

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fiends, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, 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, typically one spoken by your favored enemy or creatures associated with it.  

Natural Explorer

Also starting at 1st level, you are a master at understanding the world around you. When you have entered a new environment that isn't magical, you can spend one minute studying it to become accustomed to it and gain the following benefits:
  • You ignore non-magical difficult terrain
  • You have advantage on initiative rolls
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted
Additionally, when you travel through terrain you are accustomed to for more than an hour, you gain the following benefits:
  • Non-magical 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 successfully tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
 

Fighting Style

At 2nd level, you adopt a particular style of fighting as your speciality. 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

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.  

Defence

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

Druidic Warrior

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.  

Duelling

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

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  

Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.  You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.  You cannot use this ability against a creature that you have attacked within the past 10 minutes.  Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.  If there are multiple groups of your favored enemies within range, you learn this information for each group.  

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.  

Ability Score Inmprovement

When you reach 4th 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.  If your DM allows the use of feats, you may instead take a feat.  

Extra Attack

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

Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, dragons, elementals, fey, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.  Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.  

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.  

Foe Slayer

Starting at 9th 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 and 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.  

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.  When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.  If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.  

Additional Favored Enemy

Starting at 13th level, you may choose an additional type of favored enemy from either the favored enemy or greater favored enemy trait.  

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.  

Time to Shine

At 20th level, you know exactly how to take advantage of your surroundings to the detriment of creatures you hunt.  While in a terrain you are accustomed to, when you hit a favored enemy with an attack, you can choose to make the hit a critical hit.  You can use this ability once per turn, and once you've used it a number of times equal to your Wisdom modifier, you need a long rest to regain all uses.  
subclass options:
LevelAbilitiesSpells Known1st2nd3rd4th5th
1Favored Enemy, Natural Explorer-----
2Fighting Style, Spellcasting22---
3Primeval Awareness, Ranger Archetype33---
4Ability Score Improvement33---
5Extra Attack442--
6Greater Favored Enemy442--
7Ranger Archetype Feature543--
8Ability Score Improvement, Fleet of Foot543--
9Foe Slayer6432-
10Hide in Plain Sight6432--
11Ranger Archetype Feature7433-
12Ability Score Improvement7433--
13Additional Favored Enemy84331
14Vanish84331-
15Ranger Archetype Feature94332
16Ability Score Improvement94332-
17104332
18Feral Senses1043321
19Ability Score Improvement104332
20Time to Shine104332

Created by

ThePintuz.

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