Revised Ranger (Monster Tamer)
Hit Points
Hit Dice: d10 per Revised Ranger (Monster Tamer) level
Hit Points at first Level: 10 + CON
Hit Points at Higher Levels: 1d10 (6) + CON
Proficiences
Armor: Light Armour, Medium Armour, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: STR, DEX
Skills: Choose 3 from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
Overview & Creation
This ranger is a master hunter and tracker. Their abilities work on any enemy, and in any terrain.
Class Features
Keen Eye (replaces Favoured Enemy)
You are an expert at discovering an enemy’s weaknesses. By remaining motionless and observing a creature, you discover the flaws in their strategy, patterns of behaviour, and weak points in their fighting technique. The more you study them, the more you can exploit this.Choose a target. If you do not move on your turn, you may use your bonus action to make a Wisdom (Perception) check against an enemy. The DC is 8 + the enemy’s Challenge Rating. If successful, you have marked the creature. Only one target can be affected by Keen Eye per battle.Only one enemy can be marked at a time. Enemies are unaware they are marked, although they may notice the Ranger studying them and draw their own conclusions. Once you’ve successfully marked a creature, you can forgo moving on later turns to add an additional mark.You can place a total of three marks on a creature.Hitting a marked creature consumes all your marks on them. You lose all your marks on a creature if you ever lose sight of them, or if they die or fall unconscious. Each mark is cumulative with the previous mark, which is reflected in the description.
One mark on a creature grants you an additional 1d8 damage if you hit.
Two marks on a creature and you have advantage on your next attack, and do an additional 1d8 damage if you hit.
Three marks on a creature and you have advantage on your next attack, do an additional 1d8 damage, and the target is stunned until the end of their next turn if you hit. You are free to attack other creatures while you study your Keen Eye target. If you ever lose sight of your marked enemy, they lose all marks on them.
Wilderness Awareness (Replaces Natural Explorer)
Your time spent living in the wilds, exploring, and fighting the monsters that live in the wood has gifted you with finely honed senses making it difficult to disorient or surprise you or hinder your movement.
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.
Defence
While you are wearing armour, you gain a +1 bonus to AC.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Monster Tamer (replaces Ranger’s Companion)
Choose a Monstrosity you can see within 30’ that is aware of you and not currently hostile toward you. As an action make a Wisdom (Animal Handling) check opposed by the target’s Charisma. If successful, you have tamed the monstrosity. As long as you keep it fed, it will obey your orders, defend you, and otherwise treat you as a trusted companion. Your tame monster loses its Multi-Attack (but see below) and any abilities or attacks that includes saving throw in their description. It retains all movement forms, senses, and abilities that do not require a saving throw. In combat you may command your tame monster on your turn to either move or attack, but not both with the following exceptions:
●If you hit a creature with a weapon attack, your pet may use its reaction to move its speed toward the enemy.
●If a creature injures your pet, you may use your reaction to make a weapon attack against that creature immediately after its attack, provided that you can see the creature and they are in range. Every time your pet is injured, it accumulates one point of Ferocity per dice of damage used in the attack. You may use your action to spend some of your tame monster’s ferocity allowing it to immediately use one of the following special abilities.
Ferocity
Pounce 2 If your tame monster is five feet away away from an enemy, it may move five feet and attack that enemy with a single weapon attack. If successful, the attack knocks the enemy prone, and your tame monster grapples it (escape DC 15).
Ability |
Ferocity Cost |
Description |
Pounce |
2 |
If your tame monster is five feet away away from an enemy, it may move five feet and attack that enemy with a single weapon attack. If successful, the attack knocks the enemy prone, and your tame monster grapples it (escape DC 15). |
Frenzy |
3 |
Use its multi-attack |
Charge |
3 |
Your tame monster may move its movement and make a single weapon attack. |
Roar |
5* |
Use an ability that requires a saving throw. The cost is 5 points of Ferocity, plus one point for every point of save DC above 12. (A Chimera’s fire breath would therefore cost 5 points of Ferocity, 3 + (15-12) = 5.) If the ability is passive, like a Basilisk’s gaze, it functions until the end of your Tame Monster’s next round. |
Recover |
* |
Your tame monster may spend any of its ferocity, and an equal number of hit dice and heal that much damage. |
Your tame monster loses all ferocity after one minute. Damage you or your allies do, does not generate ferocity, although it may generate temporary resentment.
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 6 miles of you: aberrations, celestials, dragons, elementals, fey, fiends,and undead. This feature doesn't reveal the creatures' location or number.
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. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Relentless Tracker (replaces Land’s Stride)
Enemies cannot escape you. You can study the area around you to determine who has been there recently, what they did, where they went, and follow them.
- You always know which direction is north.
- You have advantage on saving throws against spells that would disorient you (confusion,hallucinatory terrain, maze).
- You have advantage on Wisdom (Perception) checks made to avoid surprise.
- Non-magical difficult terrain does not affect you. If you are alone, you can move stealthily at a normal pace.
- You can spend two hours foraging and provide food for a number of people equal to your level.At 6th level your allies can use your Dexterity (Stealth) result when moving stealthily as long as they remain within fifteen feet of you .At 10th level your allies are not affected by non-magical difficult terrain while they are within fifteen feet of you.
As an action, make a Wisdom (Survival) check to look for tracks. The DC is 8 + 1 for every day that’s passed since the tracks were left. The 8 is replaced by the enemy’s Dexterity (Stealth) if they were attempting to move without leaving tracks. The GM may adjust the DC to account for differences in terrain or difficult weather. Tracks left recently in mud might be easier to follow, tracks left on stone might be much harder.If successful, you know which creatures left the tracks, how many creatures passed this way, what type of creatures they were, and what they did. You might recognize that two groups met and talked, met and fought, that one group ambushed the other, or that one group subdued the other without a fight. If there was a battle, you know which weapons were employed and how the battle progressed, including who was victorious.While following tracks, your speed increases by five feet. At 13th level, your allies also benefit from this increased movement as long as they remain within fifteen feet of you.
Camouflage (replaces Hide In Plain Sight)
Starting at 10th level, you move as though you were wearing
Boots of Elvenkind and any dark-coloured cloak serves you as a
Cloak of Elvenkind.
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 non-magical 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.
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 any enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Starting Equipment
- Scalemail or Leather Armour
- 2 Shortswords or 2 Simple Melee Weapons
- Dungeoneer's Pack or Explorer's Pack
- Longbow & 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
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.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know two 1st-levei 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. 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.
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|
1st | +2 | Keen Eye, Wilderness Awareness | | | | | | |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | | | | |
3rd | +2 | Monster Tamer, Primeval Awareness | 3 | 3 | | | | |
4th | +2 | Ability Score Improvement | 3 | 3 | | | | |
5th | +3 | Extra Attack | 4 | 4 | 2 | | | |
6th | +3 | Keen Eye and Wilderness Awareness Improvements | 4 | 4 | 2 | | | |
7th | +3 | | 5 | 4 | 3 | | | |
8th | +3 | Ability Score Improvement, Relentless Tracker | 5 | 4 | 3 | | | |
9th | +4 | | 6 | 4 | 3 | 2 | | |
10th | +4 | Camouflage, Wilderness Awareness Improvement | 6 | 4 | 3 | 2 | | |
11th | +4 | | 7 | 4 | 3 | 3 | | |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | | |
13th | +5 | | 8 | 4 | 3 | 3 | 1 | |
14th | +5 | Keen Eye Improvement, Vanish | 8 | 4 | 3 | 3 | 1 | |
15th | +5 | | 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 |