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Ranger (UA: CFV 7)


Hit Points

Hit Dice: d10 per Ranger (UA: CFV 7) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

I like experimenting with the Unearthed Arcana content that Wizards of the Coast likes to put out and decided to have my solo character, Kaim, go through some of those variants. Here is a link to the WotC page that posted it if you want to take a look: https://dnd.wizards.com/articles/unearthed-arcana/class-feature-variants.


Class Features

Deft Explorer 1st-level ranger feature (replaces Natural Explorer) You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.   Canny Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.   Roving Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.   Tireless As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), 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.   Favored Foe 1st-level ranger feature (replaces Favored Enemy) You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration— a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know.   Fighting Style Options 2nd-level ranger feature (enhances Fighting Style) When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section (see page 12). The Druidic Warrior style is also added to the list of style options available to you.   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.   Ranger Spells 2nd-level ranger feature (enhances Spellcasting) The following spells expand the ranger spell list.   1st Level Entangle Searing smite   2nd Level Aid Gust of wind Magic weapon Enhance ability Warding bond   3rd Level Blinding smite Meld into stone Revivify Tongues   4th Level Death ward Dominate beast   5th Level Awaken Greater restoration   Spell Versatility 2nd-level ranger feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.   Spellcasting Focus 2nd-level ranger feature (enhances Spellcasting) You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses.   Primal Awareness 3rd-level ranger feature (replaces Primeval Awareness) 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 Level - Spell 3rd - detect magic, speak with animals 5th - beast sense, locate animals or plants 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.   Fade Away 10th-level ranger feature (replaces Hide in Plain Sight) You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.


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AoiYagami.

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Class Features

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