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Spell-less Ranger

hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted 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) a longbow and a quiver of 20 arrows or (b) any crossbow and a quiver of 20 bolts.


spellcasting:
None
class features:
Ranger Companion: You gain a magical companion, your companion must be a beast of CR 1/4 or below (it cannot be a swarm). Your companion has additional hit points equal to twice your ranger level. If your companion is a size larger than you, you can ride it. If your companion dies you can spend an hour to revive it to full HP. Your companion magically always knows your location. Your companion acts immediately after you. Your companion is used in various abilities, other than these abilities your companion can only:
  • Revenge, use its action to attack someone in range who attacked you this turn, the attack is made with disadvantage.
  • Scout ahead, moving with the dash action while counting as being hidden. It returns after either finding something or after 10 minutes (Roughly 1.5miles). It can then telepathically convey basic ideas to tell you what it found.
  • Fetch, your companion can run to and return with an item you can see that is not being held/worn or tied down in anyway.
  • (At 13th level) Eviscerate, once a turn when you hit someone with an attack, your companion may also attack them if they are in range, the attack is made at disadvantage. If the attack hits your companion adds your Proficiency modifier to the damage.

Nature Expert: Through years of experince you have learned how to live in and navigate the wild, which gives you benefits even if you are in unfamiliar terrain:
  • You gain Proficiency in the Survival skill, if you already have this skill, you gain Expertise in it.
  • Difficult terrain doesn't slow your movement.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • While traveling, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food and water 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 gain advantage on Initiative checks while in nature and not in cities, towns and other structures.

Companion Dice: At 2nd level, you gain 3 Companion Dice now, and 1 more at 6th, 12th and 18th level. These dice are 1d8s and can be spent on maneveurs from the Companion Maneveurs List. You can choose 3 maneveurs now, and 2 more at 6th, 12th and 18th level. You regain all Companion Dice on a long rest. (Companion Maneveurs can only be used on your turn unless specified otherwise)

Ranger Expertise:
At 2nd level, your ranger training and experince becomes an ingrianed part of you. You may choose one of the following expertises to gain:
  • Dual expert, when you use your bonus action to attack with your off-hand, per the Two Weapon Fighting rule, you may also use your reaction as part of the same action to attack twice instead of once.
  • Ranged expert, the short range for any ranged weapon you wield is doubled and you gain +1 damage with ranged weapons.
  • Companion expert, you gain an additional Companion Die and can choose an additional Companion Maneveur.
  • Healer expert, with 4 hours of freetime you can make a healing salve that heals 1d8+your ranger lvl. You can have salves equal to your proficiency bonus.

Ranger Archetype: At 3rd level, you choose an archetype that you strive to emulate, choose from the conclaves described at the end of this class description. (Hunter and Drakewarden are not listed as no changes to them have been made. They can still be chosen.)

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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

Nature's Speed: Starting at 8th level, your speed increases by 10ft. You can also pass through nonmagical plants without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against spells that try to impede movement, such as those created by the entangle spell.

Nature's Camouflage: Starting at 9th level, you can once as a bonus action make yourself and your companion invisible along with any equipment you might be wearing or carrying. This effect last until the start of your next round. You regain the ability to do this on a long rest. Additionally, you can use the Hide action as a bonus action, and you also can’t be tracked by nonmagical means, unless you choose to leave a trail.

Nature's Wrath: At 10th level, on the first turn of combat, you gain +15ft speed if you move directly towards an enemy. In addition, your crit range increases by 1 on the first turn of combat. (For example from 20 to 20-19 or from 20-19 to 20-18)

Ranger expertise improvement: At 14th level, your Ranger expertise grows even more, and you can choose to either solidify your area of expertise or choose an additional expertise from the Ranger Expertise list. The upgraded expertises are:
  • (Requires Dual Expert): Attacks you make while wielding two weapons have +1 to hit.
  • (Requires Ranged Expert): You become adept at finding fired ammunition, and can retrieve all ammunition fired as long as its not broken. Additionally your attacks with Ranged weapons deal +3 damage (for a total of+4)
  • (Requires Companion Expert): If you have no Companion Die at the start of combat, you gain 1.
  • (Requires Healer Expert): Your salves now heal 1d10+twice your ranger lvl.

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 Vanquisher: At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Strength or Dexterity modifier to the attack roll or the damage roll of an attack you make twice instead of once. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
subclass options:
Beastmaster Conclave
Beast Mastery: Your mastery over beasts allows you to train and have a second companion. Your second companion is identical to your first companion, except that it can be a beast of CR 1/2 or below, and can also take the following actions at your command:
  • Support, you command your companion to support a friendly creature or you. When supporting like this your companion will use its action to attack an enemy within ft of the creature it is supporting.
  • Hunt, you command your companion to run away from combat and hide. Your companion will then move as fast as possible while hiding, around combat to an enemy you designated. Once close enough to attack your companion attacks the enemy, either until the enemy is dead or your companion is attack by 3 or more enemies in 1 turn. At which point it will run back to you, avoiding any enemies if possible.
  • Scavenge, at your command your companion tries to sniff out and find magical or valuable objects that may be hidden or buried. It must pass a Perception check to find anything. If it does it returns what it found to you.

Exceptional Training: Beginning at 7th level, both of your companions attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Beastial 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.

True Beast Master: At 15th level your mastery over beasts is unparralled. You gain a third companion that works like your second companion.


Gloom Stalker Conclave
Gloom Stalker Training: Your elite Gloomstalker training increases all of your Companion Dice to a 1d10, and you gain an additional Companion Die now and at 7th, 11th and 15th level.

Dread Ambusher: At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight: At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Iron Mind: By 7th level, 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).

Stalker's Flurry: At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowvy Dodge: Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.


Swarmkeeper Conclave
Gathered Swarm: At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. You can however, instead change your companion to a beast of CR 1/4 that is a swarm, if you do this your companion now counts as your swarm for all Swarmkeeper Conclave abilities (your swarm can regain hit points and gain temporary hit points). If your swarm is also your companion and it is downed or dies, you can still use Swarmkeeper Conclave abilities, this is because your swarm dying is simply means it is too smal to perfom other actions.
  1. Swarming insects
  2. Miniature twig blights
  3. Fluttering birds
  4. Playful pixies

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

Swarmkeeper Training: Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. In addition, you gain the following Companion Maneveur that doesn't count towards the number of maneveurs you can learn:
  • Blinding Swarm, you spend a Companion Die to send part of your swarm to blind an enemy. The enemy is blinded until they spend their turn swathing away your swarm.

  Writhing Tide: Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. 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.

Mighty Swarm: At 11th level, your Gathered Swarm grows mightier in the following ways:
  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

  Swarming Dispersal: When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. 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.


Fey Wanderer Conclave
Dreadful Strikes: At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Wanderer Magic: At 3rd level, you have learned how to tap magic from the Feywild to your advantage. You can learn 1 additional Companion Maneveur and you can now also learn the following Companion Maneveurs:
  • Misty Jump, you spend a Companion Die so you and your companion turn to mist temporarily, and appear in a spot up to 30ft away as long as it is unoccupied. When appering this way, your companion may make a single attack towards an enemy in range, adding the Companion Die to the attack.
  • Charming Companion, you spend a Companion Die to send your companion to charm an enemy. The enemy must succeed on a DC8 + your Proficiency modifier + the Companion Die, Wisdom saving throw or become charmed. When charmed this way, the enemy can only follow your companion wherever it may go. If the charmed enemy takes damage they are allowed to retry the saving throw.¨
  • Magical armour, you spend a Companion Die to give you and your companion magical armour. The magical armour gives you +1AC and advantage on saving throws against magic and magical effects. The armour lasts for 1 hour. This maneveur can be used as a reaction to having to roll a saving throw.
Tapping magic from the Feywild in this way gives you a small blessing. Choose your blessing or roll for it on the Feywild Gifts table:
  1. Illusory butterflies flutter around you while you take a short or long rest.
  2. Fresh, seasonal flowers sprout from your hair each dawn.
  3. You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
  4. Your shadow dances while no one is looking directly at it.
  5. Horns or antlers sprout from your head.
  6. Your skin and hair change color to match the season at each dawn.

  Otherworldly Glamour: Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist: Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements: At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey, you can cast it without a material component. You can cast it once , and you regain the ability to do so when you finish a long rest. Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Misty Wanderer: When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can use Misty Jump without expending a Companion Die. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you use Misty Jump, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.


Monster Slayer Conclave
Monster Slayer Training: At 3rd level, you learn how to relentlessly attack your enemies. If you do not know the Companion Maneveur Sustained Attack, you learn it and it doesn't count towards the total amount of maneveurs you can learn. You can use Sustained Attack once without spending a Companion Die, and regain the ability to do this on a short rest.

Hunter's Sense: At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Prey: Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Supernatural Defense: At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Magic-User's Nemesis: At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a DC8 + your proficiency modifier + your Wisdom modifier, Wisdom saving throw, or its spell or teleport fails and is wasted. Once you use this feature, you can't use it again until you finish a short or long rest.

Slayer's Counter: At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.


Horizon Walker Conclave
Horizon Walker Magic: At 3rd level, you have learned to use planar energy to empower yourself. You learn the two following Companion Maneveurs and they don't count towards the total amount of maneveurs you can learn.
  • Quicken, you spend a Companion Die to empower yourself. While empowered when you take the Attack action you can make 1 additional attack. This effect lasts a number of rounds equal to your Companion Dies roll (but a minimum of 2 rounds).
  • Horizon Jump, you spend a Companion Die to either, teleport directly behind an enemy within 45ft of you, or 45ft directly away from all enemies. Immediately after teleporting in this way you may make a single attack adding the Companion Die to the attack roll.

  Detect Portal: At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest.   See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

  Planar Warrior: At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Ethereal Step: At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Distant Strikes: At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense: At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.


Primeval Guardian Conclave
Guardian Magic: At 3rd level, nature has lent you some of its power. If you do not know the Companion Maneveur Toughen Up, you learn it and it doesn't count towards the total amount of maneveurs you can learn. You can use Toughen Up 2 times without spending a Companion Die. You regain the ability to do this on a long rest. In addition, you can now use Toughen Up as a reaction to hit by an attack.

Guardian Soul: Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form:
  • Your size becomes Large, unless you were larger.
  • Any speed you have becomes 5 feet, unless the speed was lower.
  • Your reach increases by 5 feet.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.

  Piercing Thorns: At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.

Ancient Fortitude: At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

Rooted Defense: At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

Guardian Aura: Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
1Ranger Companion, Nature Expert
2Companion Dice, Ranger Expertise
3Ranger Archetype
4Ability Score improvement
5Extra Attack
6Companion Dice improvement
7Ranger Archetype feature
8Ability Score improvement, Nature's Speed
9Nature's Camouflage
10Nature's Wrath
11Ranger Archetype feature
12Ability Score improvement, Companion Dice improvement
13Range Companion improvement
14Ranger Expertise improvement
15Ranger Archetype feature
16Ability Score improvement
17-
18Feral Senses
19Ability Score improvement
20Foe Vanquisher

Created by

LuciTheHowler.

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