Ranger "old school" Variant (5e Class)
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"Old School" Ranger
I saw the "old school" Fighter homebrew and thought to myself: "that's both the simplest and coolest class I've ever seen, I should make some classes like that." The "old school" ranger isn't exactly an old school class per se, however it does much the same things as the "old school" fighter which includes simple builds, few big mechanics, and no magic at all (great for low fantasy/low magic campaigns). The idea basically comes down to making this class as simple and refined as the aforementioned fighter variant.
Creating an old school Ranger
Dexterity should be your highest ability score followed by Wisdom and Strength.
Class Features
As a Ranger you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Ranger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ranger level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple weapons, Swords, Bows
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics, Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- leather armor
- (a) two short swords or (b) a long sword and a dagger
- (a) Long bow and 20 arrows or (b) short bow and 20 arrows
- (a) Adventurer's pack or (b) dungeoneer's pack
Level | Proficiency Bonus |
Keen Eye Bonus | Features |
---|---|---|---|
1st | +2 | 2 | Keen Eye |
2nd | +2 | 2 | Armor Pierce (+1) |
3rd | +2 | 2 | Weapon Damage Bonus (+2) |
4th | +2 | 3 | Ability Score Improvement |
5th | +3 | 3 | Multi Attack (2) |
6th | +3 | 3 | Status Improvement |
7th | +3 | 4 | Vital Attack Bonus (1d6) |
8th | +3 | 4 | Ability Score Improvement, Tremor Sense |
9th | +4 | 4 | Armor Pierce (+2) |
10th | +4 | 5 | Fleet of Foot |
11th | +4 | 5 | Multi Attack (3) |
12th | +4 | 5 | Ability Score Improvement |
13th | +5 | 6 | Weapon Damage Bonus (+4) |
14th | +5 | 6 | Vital Attack Bonus (2d6) |
15th | +5 | 7 | Status Improvement |
16th | +5 | 7 | Ability Score Improvement |
17th | +6 | 8 | Status Improvement |
18th | +6 | 8 | Armor Pierce (+3) |
19th | +6 | 9 | Ability Score Improvement |
20th | +6 | 10 | Multi Attack (4) |
Keen Eye
Starting at 1st level, the first ranged attack you make in combat has a bonus to its attack roll, this bonus affects the natural roll meaning it can determine whether the attack critically strikes or fails. This bonus resets upon dealing a killing blow.
Tremor Sense
Starting at level 8 the rangers senses Become so acute he can sense the presence Of invisible creatures within 30 feet. And can not be flanked.
Armor Pierce
From 2nd level onwards, when you hit an armored enemy with a ranged attack, you gain a +1 to hit on all subsequent attacks against that enemy, stacking up to 3 times.
This bonus increases to +2 when you reach 9th level in this class, and to +3 when you reach 18th level in this class.
Weapon Damage Bonus
Starting at 3rd level, you gain a +2 bonus to ranged weapon damage rolls. This bonus increases to +4 at 13th level.
Multi Attack
Beginning at 5th level, you can attack two different targets with ranged attacks by firing several arrows at once. The targets must be within 5 feet of each other and all in line of sight. All arrows share the same attack roll. Subtract 2 from the roll for each target beyond the first. If more than one arrow targets a single target, all of those arrows count as a single attack and each one beyond the first deals half damage rounded up.
The number of targets increases to three when you reach 11th level in this class, and to four when you reach 20th level in this class.
Status Improvement
At 6th level and again at 15th and 17th level, you can choose to gain one of the following:
- +5 ft. speed whilst stealthed
- proficiency in one skill
- +1 in to either DEX, STR, or WIS
Vital Attack Bonus
At 7th level, ranged attacks you make critically hit on a 19 or 20 and deal an additional 1d6 damage when they do. At 14th level, ranged attacks can now critically strike on a 17 and deal an additional 2d6 damage.
Fleet of Foot
From 10th level onwards, you can move up to 15 feet when you take an attack action.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Multiclassing
Prerequisites. To qualify for multiclassing into the "old school" ranger class, you must meet these prerequisites: 13 DEX and 13 WIS
Proficiencies. When you multiclass into the "old school" ranger class, you gain the following proficiencies: Bows; light armor
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