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One DnD Playtest

Ranger

Primary Ability: Dexterity, Wisdom   Far from the bustle of cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch.
Wanderers of the wilderness, Rangers specialize in facing monsters that threaten the world. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness the primal powers of the wilderness. A Ranger’s talents and magic are honed with deadly focus on the task of protecting the world from the ravages of monsters and tyrants.
hit dice: 1d8 per Ranger level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per artificer level after 1st
armor proficiencies: Light Armor, Medium Armor, shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools:
saving throws: Strength, Dexterity
skills: Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
starting equipment:
As a 1st-level character, you start with the following equipment, or you can forgo it and spend 150 GP on equipment of your choice.

Arrows (20)
Druidic Focus (Sprig of Mistletoe)
Explorer’s Pack
Longbow or Shortbow
Quiver
Scimitar
Shortsword
Studded Leather Armor
spellcasting:
class features:
As a Ranger, you gain the following class features when you reach the specified levels in this class. These features are listed on the Ranger table.  

1ST LEVEL: DEFT EXPLORER

You are an unsurpassed explorer. Choose one of your proficiencies in a skill that appears on the Ranger skill list. You gain Expertise in that skill.
In addition, choose two types of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You have Advantage on Intelligence (Nature) checks about the chosen terrains, and you have Advantage on Wisdom (Survival) checks to track creatures in them.
Whenever you finish a Long Rest, you can meditate and replace one of the chosen terrain types with a different one from the list.  

1ST LEVEL: SPELLCASTING

You have learned to channel the magical essence of nature to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Ranger.
Spell Slots. 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.
Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Primal spell list. Rather than choosing, you may start with Cure Wounds and Ensnaring Strike.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger table. Whenever that number increases, choose additional spells from the Primal spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 5th-level Ranger, your list of prepared spells can include six Primal spells of 1st or 2nd level, in any combination.
If another Ranger feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Primal spell for which you have spell slots.
Spellcasting Ability. Wisdom is your Spellcasting Ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for the spells you prepare for this class.  

1ST LEVEL: WEAPON MASTERY

Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the Mastery properties of Scimitars and Shortswords.  

2ND LEVEL: FAVORED ENEMY

You are adept at focusing on a single foe. You always have the Hunter’s Mark spell prepared. You can cast it a number of times equal to your Wisdom modifier (minimum of once) without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.  

2ND LEVEL: FIGHTING STYLE

You have honed your martial prowess. You gain one of the following Fighting Style feats of your choice: Archery, Defense, Dueling, or Two- Weapon Fighting.  

3RD LEVEL: RANGER SUBCLASS

You gain a Ranger subclass of your choice: Beast Master, Fey Wanderer, Gloom Stalker, or Hunter. Subclasses are detailed after this class’s description (for this playtest, use Fey Wanderer from Tasha’s Cauldron of Everything).
A subclass is a specialization that grants you special abilities at certain Ranger levels. For the rest of your career, you gain each of your subclass’s features that are of your Ranger level and lower.  

4TH LEVEL: ABILITY SCORE IMPROVEMENT

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  

5TH LEVEL: EXTRA ATTACK

You can attack twice, instead of once, whenever you take the Attack action on your turn.  

6TH LEVEL: ROVING

Your Speed increases by 10 feet while you aren’t wearing Heavy Armor.
You also have a Climb Speed and a Swim Speed equal to your Speed.  

7TH LEVEL: SUBCLASS FEATURE

You gain a feature from your Ranger subclass.  

8TH LEVEL: ABILITY SCORE IMPROVEMENT

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  

9TH LEVEL: CONJURE BARRAGE

Channeling nature’s might, you can cause your weapon to multiply and strike at creatures before you; you always have the Conjure Barrage spell prepared.  

9TH LEVEL: DEFT EXPLORER IMPROVEMENT

Choose one of your proficiencies in a skill that appears on the Ranger skill list. You gain Expertise in that skill.
In addition, choose two more terrain types for your Deft Explorer feature.  

10TH LEVEL: TIRELESS

Primal forces now help fuel you on your journeys, granting you the following benefits:   Temporary Hit Points. As an action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.  

11TH LEVEL: SUBCLASS FEATURE

You gain a feature from your Ranger subclass.  

12TH LEVEL: ABILITY SCORE IMPROVEMENT

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  

14TH LEVEL: NATURE’S VEIL

You invoke spirits of nature to magically hide yourself from view. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.  

15TH LEVEL: SUBCLASS FEATURE

You gain a feature from your Ranger subclass.  

16TH LEVEL: ABILITY SCORE IMPROVEMENT

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  

17TH LEVEL: CONJURE VOLLEY

Propelled by primal spirits, your weapon can strike a group of targets far away; you always have the Conjure Volley spell prepared.  

18TH LEVEL: FERAL SENSES

Your connection to the forces of nature grants you Blindsight with a range of 30 feet.  

19TH LEVEL: ABILITY SCORE IMPROVEMENT

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  

20TH LEVEL: FOE SLAYER

You become an unparalleled hunter of your foes. When your attack roll misses the target of your Hunter’s Mark, you can add your Wisdom modifier to the attack roll, potentially turning it into a hit.
In addition, whenever you hit that target with an attack roll and deal damage to it, you can add your Wisdom modifier to the damage
subclass options:
A Ranger subclass is a specialization that grants you special abilities at certain Ranger levels, as specified in the subclass.
This section presents the Beast Master, Gloom Stalker, and Hunter subclasses.  

BEAST MASTER

A Beast Master ranger forms a mystical bond with a special beast, drawing on primal magic and a deep attunement to the natural world.  

3RD LEVEL: PRIMAL COMPANION

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 supernatural 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 a different 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 have the Incapacitated condition, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can you 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.
Whenever 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 vanishes if you die.  

7TH LEVEL: EXCEPTIONAL TRAINING

When you use your Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action as a Bonus Action.
In addition, whenever the beast hits with an attack and deals damage, it can deal your choice of Force damage or its normal damage type.  

11TH LEVEL: BESTIAL FURY

When you command your Primal Companion beast to take the Attack action, the beast can make two attacks.
In addition, the first time each turn it hits a creature under the effect of your Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.  

15TH LEVEL: SHARE SPELLS

When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.  

GLOOM STALKER

Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.  

3RD LEVEL: GLOOM STALKER MAGIC

The magic of the Shadowfell ensures you always have certain spells ready; when you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.   GLOOM STALKER SPELLS
Ranger | Level Spells
3rd | Disguise Self
5th | Rope Trick
9th | Fear
13th | Greater Invisibility
17th | Seeming  

3RD LEVEL: DREAD AMBUSHER

You have mastered the art of creating frightening ambushes, granting you the following benefits:   Ambusher’s Leap. At the start of the first turn of each combat, your Speed increases by 10 feet until the end of that turn.
Frighten. Once per turn when you attack a creature and hit it with a weapon, you can deal an extra 1d8 Psychic damage to the target and force it to make a Wisdom saving throw against your Spell Save DC. On a failed save, it has the Frightened condition until the start of your next turn. You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.  

3RD LEVEL: UMBRAL SIGHT

You gain Darkvision out to a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that darkness.  

7TH LEVEL: IRON MIND

You have honed your ability to resist the mind- altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).  

11TH LEVEL: STALKER’S FLURRY

When you use the Frighten effect of your Dread Ambusher feature, you can cause one of the following additional effects:   Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon’s range.
Mass Fear. Each creature within 10 feet of the target must make a Wisdom saving throw against your Spell Save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.  

15TH LEVEL: SHADOWY DODGE

You can dodge with wisps of supernatural shadow around you. When a creature makes an attack roll against you, you can use your Reaction to impose Disadvantage on that roll. If the attack then misses, you can teleport up to 30feet to an unoccupied space you can see.  

HUNTER

You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.  

3RD LEVEL: HUNTER’S PREY

You gain one of the following feature options of your choice.   Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.
Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.
Retaliator. Immediately after a creature within 5 feet of you attacks you, you can use your Reaction to make one attack with a weapon against that creature, whether or not it hit you.  

3RD LEVEL: HUNTER’S LORE

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any damage or condition immunities, damage resistances, or damage vulnerabilities, and if the creature has any, you know what they are.  

7TH LEVEL: DEFENSIVE TACTICS

You gain one of the following feature options of your choice.   Evasion. When you are subjected to an effect that lets 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. You can’t use this feature if you have the Incapacitated condition.
Hunter’s Leap. If an enemy you can see enters a space within 5 feet of you, you can use your Reaction to move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge. When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you (round down).  

11TH LEVEL: SUPERIOR HUNTER’S PREY

You gain another feature option of your choice from the Hunter’s Prey feature.  

15TH LEVEL: SUPERIOR HUNTER’S DEFENSE

You gain another feature option of your choice from the Defensive Tactics feature.
LevelProf. BonusClass FeaturesPrepared Spells1st2nd3rd4th
1st+2Deft Explorer, Spellcasting, Weapon Mastery22---
2nd+2Favored Enemy, Fighting Style32---
3rd+2Ranger Subclass43---
4th+2Ability Score Improvement53---
5th+3Extra Attack642--
6th+3Roving642--
7th+3Subclass Feature743--
8th+3Ability Score Improvement743--
9th+4Conjure Barrage, Deft Explorer Improvement9432-
10th+4Tireless9432-
11th+4Subclass Feature10433-
12th+4Ability Score Improvement10433-
13th+5-11433-
14th+5Nature’s Veil11433-
15th+5Subclass Feature12433-
16th+5Ability Score Improvement12433-
17th+6Conjure Volley144331
18th+6Feral Senses144331
19th+6Ability Score Improvement154332
20th+6Foe Slayer154332

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AvianFae.

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