Ur Khul Ranger (5e Class)
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Ranger
Hunters, Trackers and Guardians from the ancient school of Ur Khul Nathorvín Etrío ed Kareptirah
Introduction
Stalking silently in the woods, the Ranger is poised in the canopy of the forest, high above. They see their target, and sight up their bow, and loose an arrow into the unsuspecting Orc prey.
PLONG! Thsssssssssssssssssss… SHUNK!
With high precision, a shot lands perfectly at the base of the Orc’s skull, in its spine. The prey collapses, and its companions shout and holler into the canopy, shouting in the presumed direction of the arrow strike. “Not in my Forest.” The Ranger mutters under their breath. The Ranger swiftly leaves the angry Orc logging party with little sound through the trees, and without their leader.
Nature's Gifted Warriors
Defenders of nature, the Ranger is not only a pathfinding expert, but a defender of the natural world. They despise magics that are used to twist and warp nature to suit one’s purpose. Their use of power allows natural energy to flow through them and enhance themselves, or the flora and fauna around them. A Ranger’s magical ability is forged from traditions that root in both Monk and Druidic schools. It uses their natural internal energy much like a Monk uses Ki. The ancient Ranger’s lore and history (sometimes it’s hard to tell the difference) says that a Monk and a Druid fell in love developed a school that used both traditions in new and interesting ways. They have some limited martial skills when threatened up close, and the ability to camouflage themselves with light magic, and move with the silence of a thief. Heavier magic aids them as they gather more experience. Their special form of magic uses Ki from themselves and Mana in an entirely unique way. They refer to all of this as Ki, but they refer to is as Ki from within, and Ki from without.
Adventurers, Guides, Trackers, and more...
Though often to sustain themselves in society, they take work as guides and hunters, Rangers generally prefer to strike out on their own. WorKing with others or in a group is generally viewed as a means to a specific end. They can develop anxiety in highly populated areas, but a few lucky souls end up worKing in cities as Bounty Hunters or Private Investigators. Rangers are expert map makers, and can accurately map terrain, and have an uncanny sense of direction, in any location, terrain type, or even in caves and mines. Someone who effectively can’t get lost makes a formidable opponent.
Rangers are generally free-minded wanderers who patrol the edges of civilized territory, and destroyers of nature who creep in to the natural domain. Even though the normal tradition of Rangers can be thankless work, they never doubt that their work makes the world a better place.
Population Anxiety: Rangers generally get anxiety when they spend long periods of time in urban environments and must retreat to green spaces to “recharge” themselves. If they spend more than 3 days in an urban environment, long rests only count as short rests, and short rests are ineffective. Green spaces can include large public parks where the city is mostly out of sight.
Class Basics
The Ranger can be either a ranged attacker, or a melee fighter. Noting that one basically precludes you from being the other. Most Rangers train under a handful of mentors as they develop their basic skill set. Some preferring a more Ki-focused approach resembling druids, some are defenders of nature with a more fighter-like approach, and others still try to blend the two as evenly as possible.
Think about why your Ranger chose their path. Did they allow themselves to become accustomed to civilization? Did they steer toward magic, combat, or try to strike a balance?
Quick Build
<Definitely open to input!>
Class Features
Class Features
As a Ranger you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ranger level after 1st
- Proficiencies
Armor: Light and Medium
Weapons: Simple and Martial
Tools: (Pick 2) Herbalism kit, Thief's tools, Climber's tools
Saving Throws: Dexterity and Intelligence
Skills: Investigation, Survival, and pick two additional skills from the following: Acrobatics, Animal Handling, Athletics, History, Insight, Medicine, Nature, Perception, Sleight-of-Hand, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Shirt or (b) Leathers
- Light, breathable cloak with a hood
- (a) Ranged Weapon (Recurve Bow or a Crossbow) or (b) Quarterstaff or (c) Fighting Batons (Often, the two fighting batons will fit together to make a walking stick)
- Ranger's Pack (Unique to this class): Clawed hammer, 12 pitons, 150 feet of climbing rope (silk and hemp woven composite), a bedroll, a tinderbox, 50 feet of light cord (think paracord), and a mess Kit.
- If you are using starting wealth, you have Starting wealth, see PHB p. 143 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Targeted Foe, Martial Defense |
2nd | +2 | Weapon Specialty, Spellcasting |
3rd | +2 | Choose Your Path!, Expert Survivalist & Tracker, Animal Companion |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | — |
7th | +3 | Subclass Ability |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | Honed Tracking |
11th | +4 | Subclass/Archetype Ability |
12th | +4 | Ability Score Improvement |
13th | +5 | Daring and Dexterous |
14th | +5 | — |
15th | +5 | Feral Senses |
16th | +5 | Ability Score Improvement |
17th | +6 | Subclass/Archetype Ability |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Subclass Mastery |
Class Ability Descriptions
Martial Defense
Level 1
Any hand-to-hand or melee attacks can be blocked or parried away instead of using a standard dodge roll, called “defend”. On natural 19 or 20 the Ranger gets an attack of opportunity, that either MUST be an empty-handed strike (if their ranged weapon is equipped) as 1d4+DEX Modifier, or a full-strength blunt strike with their quarterstaff or baton (1d6+DEX Modifier) if it is equipped. At level 10, the defend roll can be 18, 19, or 20 for the attack of opportunity.
Targeted Foe
Level 1
During combat, the Ranger can single out a specific opponent in the fray. The ranger gets their proficiency bonus in addition to their normal strike (DEX) bonus. If that opponent dies, then their targeted opponent is gone. They may not choose another target for this ability during that fight.
If the selected opponent attempts to flee, the ranger can exit combat without penalty (no attacks of opportunity) to track them and rolls an investigation check with advantage. If the roll is successful, they track the opponent as needed for up to an hour, before a second normal investigation check is required. If the roll fails, they can re-engage in combat, but are at the bottom of the initiative order for all remaining rounds, and their first dodge or defend is rolled with disadvantage.
Choose a Weapon Specialty
Level 2
With your weapon of choice, you get a proficiency bonus added to damage. At level 8, you get proficiency bonus added to your attack roll.
- Ranged weapons, with a preference for a particular type
- Quarterstaff
- Ranger’s Batons (Often, the ranger’s batons are half of a quarterstaff, threaded together, so the player can have their walking stick when they need it.)
Spellcasting
Level 2
“When Rangers cast spells, it is said there is a faint green glow from their eyes.” – Ranger history as told by Elathia the Wise, a Bard, and Ranger historian.
When you reach level 2, you gain access to 2 cantrips Ranger-specific spells detailed at the end of this section.
Each Spell or Archetype-specific ability uses Ki points. Ranger spells or archetype-specific abilities use a designated amount of Ki each, equal to the spell level. Ki points are equal to Intelligence + 1D6. You get an additional Ki point each level after this one.
Starting with Level 2, you have a total of 6 spell castings per day. You get one additional casting at every even-numbered level. Spells level 5 and above use 2 castings. Spells can use their “higher level” functions for an additional Ki point per increase in power listed in the spell.
Expert Survivalist & Tracker
Level 3
Since you are an experienced outdoorsman, you generally have a better knowledge of different climate types (desert, forest, jungle, grassland, and so on) than the average person. You can spot common dangerous or poisonous plants as a passive ability.
- Difficult terrain doesn’t slow your group’s normal travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger (+2 to passive perception for imminent danger)
- If you are traveling alone, you can move stealthily at a normal pace. (Additional +1 to Stealth Check when Solo)
- When you forage, you find twice as much food as you normally would. (Additional +1 to Survival Check when foraging for food)
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area (Additional +1 to Investigation Check when tracking a single person, +2 when 2 or more are in the targeted group)
Animal Companion
Level 3
Rangers have a choice for animal companions, either a permanent one or a temporary one.
Choose Either
Permanent Companion Select a companion animal as a friend, and it can communicate with you. You can choose from Eagle, Jackal, Blood Hawk, Giant Rat, Frog, Badger, Bat, Cat, Cranium Rat, Hawk, Lizard, Owl, Rat, Raven, or Weasel. It can communicate with you. (Any domestic Dog breed less than 60 lbs is acceptable, at the DM’s discretion)
During combat, the Ranger can transform their companion in to a human-sized version of itself, and it can aid in a fight. This transformation requires 1 Action .Its hit points are equal to the Ranger’s Constitution score, +5. At level 6, you add an additional 1d6 worth of hit points. At level 9 add 2d6. At Level 14, the transformation no longer uses a combat action.
If your companion dies, your Ranger must take a short rest within an hour. Your Ranger can not choose a new companion for 3 days, to mourn their loss. In this same 3 days, your Ranger does not get Wisdom or Intelligence bonuses due to the effect of losing their friend.
-or-
Temporary Companion Find and choose a companion animal as a friend, and it can communicate with you. You can choose from Eagle, Jackal, Blood Hawk, Giant Rat, Frog, Badger, Bat, Cat, Cranium Rat, Hawk, Lizard, Owl, Rat, Raven, or Weasel. It can communicate with you. You can connect minds to see through its eyes, and even direct its movement and travel. (Any domestic Dog breed or wild cat breed where adults are less than 60 lbs is acceptable, at the DM’s discretion).
You may select a new companion once a day, and the effect only lasts for 24 hours, or sooner, if the animal is released by the player. The player may not choose another companion animal until at least 24 hours has passed since the last selection.
Choose Your Path!
Level 3
Now that you’re more familiar with the Ranger’s breadth of possibilities, it’s time to choose a path. The three paths are as follows:
- Ur Khalirá – “The Sentry” (OOR ka-lee-RAH; Combat-leaning, more traditional 5e Ranger, more limited Magic)
- Ur Ehjuní - "The Evoker" (OOR eh-zhoo-NEE; Ki-type magic user)
- Ur Mavuzín – “The Hidden” (OOR mah-voo-ZEEN; they are a stealthy roguish type, slightly more magic than the Khalirá)
These are the schools of the Ranger, each has a name that was derived from Ancient Druidic words, but only barely resemble any druidic languages spoken in the current era. Archetype abilities are continued in separate sections after the main class abilities.
Ability Score Improvement
Level 4
Your Ranger can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20.
Extra Attack
Level 4
Beginning at 5th level, you can attack the same opponent twice, instead of once, whenever you take the Attack action on your turn.
Ability Score Improvement
Level 8
Your Ranger can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20.
Honed Tracking
Level 10
Anytime you roll for Investigation to track a target that is not specifically trying to cover its tracks or evade being found, you roll with advantage. If the target is trying to evade you, you get an additional +1 to your skill check. (And an additional +1 at levels 15 and 20)
Blood spatter will catch the eye of the Ranger. Any that exceed the size of an American penny on any surface as a passive ability from 25 feet (7.6 meters) away or less, half-gold-piece sized from 15 feet (4.6 meters) and quarter-gold-piece sized spots from 8 feet 9 (2.4 meters).
Ability Score Improvement
Level 12
Your Ranger can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20.
Daring and Dexterous
Level 13
You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier + proficiency modifier.
Feral Senses
Level 15
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 obscured from you and/or you aren't blinded or deafened.
Paths of the Ranger (Subclass/Archetype)
Now that you’re more familiar with the Ranger’s breadth of possibilities, it’s time to choose a path. The three paths are as follows:
- Ur Khalirá – “The Sentry” (OOR ka-lee-RAH; Combat-leaning, more traditional 5e Ranger, more limited Magic)
- Ur Ehjuní - "The Evoker" (OOR eh-zhoo-NEE; Ki-type magic user)
- Ur Mavuzín – “The Hidden” (OOR mah-voo-ZEEN; they are a stealthy roguish type, slightly more magic than the Khalirá)
These are the schools of the Ranger, each has a name that was derived from Ancient Druidic words, but only barely resemble any druidic languages spoken in the current era.
Archetype abilities are continued in separate sections after the main class abilities.
Ur Khalirá - "The Sentry"
This is also known as “The Father’s Way”, utilizing strength, prowess, and weaponry, with enough magic to give them real teeth. This is more in line with the traditional 5e Ranger.
Player Level |
Spells Known per Spell Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Ctp | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
2nd | 2 | • | • | • | • | • | • | • | • | • |
4th | 2 | 1 | • | • | • | • | • | • | • | • |
6th | 2 | 1 | 1 | • | • | • | • | • | • | • |
8th | 2 | 1 | 1 | 1 | • | • | • | • | • | • |
10th | 3 | 2 | 1 | 1 | • | • | • | • | • | • |
12th | 3 | 2 | 1 | 1 | 1 | • | • | • | • | • |
14th | 3 | 2 | 1 | 1 | 1 | • | • | • | • | • |
16th | 3 | 2 | 2 | 1 | 1 | • | • | • | • | • |
18th | 3 | 2 | 2 | 2 | 1 | 1 | • | • | • | • |
20th | 3 | 2 | 2 | 2 | 2 | 1 | 1 | • | • | • |
Attack Enhancement (Level 3)
Choose One:
- Ferocity - Directed at a single opponent, Ferocity allows you to add double your proficiency bonus to the amount of damage you deal with your batons or your quarterstaff in combat, if you’ve been hit during this combat round
- Horde Breaker - When using your ranged weapon, you can target an additional enemy during your standard combat action, but only when you or your party is outnumbered.
Primeval Awareness (Level 7)
You can now use your action and expend 3 Ki (and a daily casting) to focus your awareness on the region around you. For 5 minutes, you can sense whether the following types of creatures are present within 2 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number, only the direction they are in.
Thunderforce Strike (Level 11)
To any attack you make with your ranged weapon, quarterstaff, or batons you can spend 3 Ki and add 1D6 thunder damage per 3 Ki spent. This does not use a casting or action time. If the Attack is successful, the target must throw a DEX save or be knocked 15 feet away, and prone.
Charged Defense (Level 17)
When you are subjected to an effect, such as a red dragon’s fiery breath or a Lightning Bolt spell that allows you to make a DEX save to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Kojun Khalirá - "Master Hunter" (Level 20)
- All Investigation and Survival checks are rolled with advantage.
- If you have a permanent companion, your animal companion can make an additional attack action during its turn in combat.
- Temporary companions are resistant to magic, and resistant to physical damage of any kind.
- When an opponent attacks you and misses a melee, for 2 Ki (and no casting), you can have an attack of opportunity.
Ur Mavuzín - "The Hidden"
This is also called “The Shadow’s Way” utilizing stealth, cover, and ki.
At level 3, Mavuzin get an additional Ki point when they choose this path.
Player Level |
Spells Known per Spell Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Ctp | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
2nd | 2 | • | • | • | • | • | • | • | • | • |
4th | 2 | 1 | • | • | • | • | • | • | • | • |
6th | 2 | 1 | 1 | • | • | • | • | • | • | • |
8th | 3 | 2 | 1 | 1 | • | • | • | • | • | • |
10th | 3 | 2 | 1 | 1 | • | • | • | • | • | • |
12th | 3 | 2 | 2 | 1 | 1 | • | • | • | • | • |
14th | 3 | 2 | 2 | 1 | 1 | 1 | • | • | • | • |
16th | 3 | 2 | 2 | 1 | 1 | 1 | • | • | • | • |
18th | 3 | 2 | 2 | 2 | 1 | 1 | 1 | • | • | • |
20th | 3 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | • | • |
Camouflage Cloak (Level 3)
For 2 Ki, you imbue your cloak with magical energy, and can camouflage yourself with it. All stealth rolls are done with advantage while this ability is in effect. This lasts 30 minutes. At levels 6, 9, 12, 15, and 18, the duration is increased by 30 minutes each. At level 12, if you’re not moving, you’re completely invisible. Only other Mavuzin can see you, and they roll to spot you with disadvantage. Also at level 12, for an additional 2 Ki, you can render yourself invisible while moving. If you spend the additional Ki, this uses a casting.
Extra Sensory Awareness (Level 7)
Your Ranger can sense if they or their group are being followed. All stealth rolls against the Ranger or their group is rolled with Disadvantage, and where your Ranger would roll against being surprised or frightened, are done with advantage.
The Drop (Level 11)
For 4 Ki (an action, and 1 casting) This ability allows you to temporarily render yourself invisible and completely silent, and then surprise attack an enemy in combat, or, if combat has not yet begun, you can ambush them prior to engagement. If you use this ability to ambush, you automatically gain first in initiative.
As soon as you touch your enemy with your quarterstaff, batons, or the ranged weapon ammunition leaves the implement, you return to visibility. The ranged weapon’s ammunition, however, does not become visible until it hits the target. This can be used twice in one fight, but not to exceed 4 times total in one day.
Rolling to dodge or defend is done with disadvantage and no bonuses, unless the defender can see the invisible.
Elemental Blessing (Level 17)
To any attack you make with your ranged weapon, quarterstaff, or batons you can spend 2 Ki and add 1D6 elemental damage per 2 Ki spent (can be Acid, Cold, Fire, Lightning, or Poison). This does not use a casting or action time. You can spend as much Ki as you like on any number of elements you choose, not to exceed 20 Ki.
Kojun sh’ur Mavúzahad “Master of the Unseen” (Level 20)
- All Stealth and Perception checks are done with advantage.
- Your Camouflage Cloak can hide you while moving for only 2 ki. If you use your Camouflage Cloak in combination with The Drop, you remain entirely invisible. The Drop no longer burns a casting slot for an ambush. (It still does if you use it during combat)
- Rolls for surprise or ambush against you are rolled with disadvantage
Ur Ehjuní – “The Evoker"
This group followed “The Mother’s Way” (more druidic teachings) instead of relying on weapons, physical prowess, and stealth.
Ehjuní get 2 additional Ki points when this path is chosen
Player Level |
Spells Known per Spell Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Ctp | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
2nd | 2 | • | • | • | • | • | • | • | • | • |
4th | 3 | 1 | • | • | • | • | • | • | • | • |
6th | 3 | 2 | 1 | • | • | • | • | • | • | • |
8th | 3 | 2 | 2 | 1 | • | • | • | • | • | • |
10th | 3 | 3 | 2 | 2 | 1 | • | • | • | • | • |
12th | 3 | 3 | 2 | 2 | 2 | 1 | • | • | • | • |
14th | 3 | 3 | 2 | 2 | 2 | 2 | 1 | • | • | • |
16th | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | • | • |
18th | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | • |
20th | 3 | 3 | 2 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
Stalwart Botanist (Level 3)
Your focus and meditation as rendered you immune to being poisoned or poison damage. In addition, your studies have given you the ability to identify poisonous plants and fungi with perfect recall – no Wisdom or Intelligence checks are required.
Circle of Elemental Protection (Level 7)
(Invocation, 3 Ki, 1 Action – does not count as a spell casting, lasts 1 hour) When anyone in your party would receive elemental damage (Acid, Cold, Fire, Lightning, or Poison) it is reduced by half, rounded up.
Elemental Resistance (Level 11)
After a long rest, choose two elements to obtain resistance from: Acid, Cold, Fire, Lightning, or Poison. This ability takes about a minute to conjure after a long rest, and lasts for 24 hours. This does not use Ki.
Nature’s Ally (Level 17)
Creatures of the natural world sense your connection to nature, and fight with you, or flee. Roll 1d4. On 2 and 4 they fight alongside, on 1 and 3, they flee. If they fight alongside, any abilities that help your party during combat also help them. If another spell or ability compels the animal to fight against you already, the animal flees.
Kojun Ehjuní "Master Evoker" (Level 20)
- Pick a level 1 spell to be used as a cantrip
- All other spells/Ki-powered abilities cost 1 less Ki to use.
- Your Elemental Resistance ability now includes all 5 listed elemental types, and is an always-on passive ability.
- For 1 additional Ki point per type, Circle of Elemental Protection can add an additional element type ant any time while it’s active. Adding elements does not take an action.
Available Class Spells
Cantrips
Spell Name | School | Casting Time | Ritual? | Conc.? | Source Book |
---|---|---|---|---|---|
Control Flames | Tran | 1 Action | No | No | Elemental Evil |
Create Bonfire | Conj | 1 Action | No | Yes | Elemental Evil |
Frostbite | Evoc | 1 Action | No | No | Elemental Evil |
Guidance | Div | 1 Action | No | Yes | Players Handbook |
Gust | Tran | 1 Action | No | No | Elemental Evil |
Magic Stone | Tran | 1 Bonus Action | No | No | Elemental Evil |
Mending | Tran | 1 Minute | No | No | Players Handbook |
Mold earth | Tran | 1 Action | No | No | Elemental Evil |
Poison Spray | Conj | 1 Action | No | No | Players Handbook |
Primal Savagery | Tran | 1 Action | No | No | Xanathar's Guide |
Produce Flame | Conj | 1 Action | No | No | Players Handbook |
Resistance | Abjr | 1 Action | No | Yes | Players Handbook |
Shillelagh | Tran | 1 Bonus Action | No | No | Players Handbook |
Thunderclap | Evoc | 1 Action | No | No | Elemental Evil |
Level 1
Spell Name | School | Casting Time | Ritual? | Conc.? | Source Book |
---|---|---|---|---|---|
Absorb Elements | Abjr | Special | No | No | Elemental Evil |
Alarm (Ritual) | Abjr | 1 Minute | Yes | No | Players Handbook |
Snare | Abjr | 1 Minute | No | No | Xanathar's Guide |
Ensnaring Strike | Conj | 1 Bonus Action | No | Yes | Players Handbook |
Entangle | Conj | 1 Action | No | Yes | Players Handbook |
Fog Cloud | Conj | 1 Action | No | Yes | Players Handbook |
Hail of Thorns | Conj | 1 Bonus Action | No | Yes | Players Handbook |
Ice Knife | Conj | 1 Action | No | No | Elemental Evil |
Beast Bond | Div | 1 Action | No | Yes | Elemental Evil |
Detect Magic (Ritual) | Div | 1 Action | Yes | Yes | Players Handbook |
Detect Poison and Disease (Ritual) | Div | 1 Action | Yes | Yes | Players Handbook |
Hunter’s Mark | Div | 1 Bonus Action | No | Yes | Players Handbook |
Speak with Animals (Ritual) | Div | 1 Action | Yes | No | Players Handbook |
Animal Friendship | Ench | 1 Action | No | No | Players Handbook |
Cure Wounds | Evoc | 1 Action | No | No | Players Handbook |
Healing Word | Evoc | 1 Bonus Action | No | No | Players Handbook |
Thunderwave | Evoc | 1 Action | No | No | Players Handbook |
Goodberry | Tran | 1 Action | No | No | Players Handbook |
Jump | Tran | 1 Action | No | No | Players Handbook |
Longstrider | Tran | 1 Action | No | No | Players Handbook |
Purify Food and Drink (Ritual) | Tran | 1 Action | Yes | No | Players Handbook |
Zephyr Strike | Tran | 1 Bonus Action | No | Yes | Xanathar's Guide |
Level 2
Spell Name | School | Casting Time | Ritual? | Conc.? | Source Book |
---|---|---|---|---|---|
Lesser Restoration | Abjr | 1 Action | No | No | Players Handbook |
Pass Without Trace | Abjr | 1 Action | No | Yes | Players Handbook |
Protection from Poison | Abjr | 1 Action | No | No | Players Handbook |
Beast Sense (Ritual) | Div | 1 Action | Yes | Yes | Players Handbook |
Find Traps | Div | 1 Action | No | No | Players Handbook |
Locate Animals or Plants (Ritual) | Div | 1 Action | Yes | No | Players Handbook |
Locate Object | Div | 1 Action | No | Yes | Players Handbook |
Animal Messenger (Ritual) | Ench | 1 Action | Yes | No | Players Handbook |
Hold Person | Ench | 1 Action | No | Yes | Players Handbook |
Gust of Wind | Evoc | 1 Action | No | Yes | Players Handbook |
Warding Wind | Evoc | 1 Action | No | Yes | Elemental Evil |
Barkskin | Tran | 1 Action | No | Yes | Players Handbook |
Cordon of Arrows | Tran | 1 Action | No | No | Players Handbook |
Darkvision | Tran | 1 Action | No | No | Players Handbook |
Earthbind | Tran | 1 Action | No | Yes | Elemental Evil |
Enhance Ability | Tran | 1 Action | No | Yes | Players Handbook |
Level 3
Spell Name | School | Casting Time | Ritual? | Conc.? | Source Book |
---|---|---|---|---|---|
Nondetection | Abjr | 1 Action | No | No | Players Handbook |
Protection from Energy | Abjr | 1 Action | No | Yes | Players Handbook |
Call Lightning | Conj | 1 Action | No | Yes | Players Handbook |
Conjure Animals | Conj | 1 Action | No | Yes | Players Handbook |
Conjure Barrage | Conj | 1 Action | No | No | Players Handbook |
Daylight | Evoc | 1 Action | No | No | Players Handbook |
Wall of Water | Evoc | 1 Action | No | Yes | Elemental Evil |
Wind Wall | Evoc | 1 Action | No | Yes | Players Handbook |
Erupting Earth | Tran | 1 Action | No | No | Elemental Evil |
Flame Arrows | Tran | 1 Action | No | Yes | Elemental Evil |
Lightning Arrow | Tran | 1 Bonus Action | No | Yes | Players Handbook |
Plant Growth | Tran | Special | No | No | Players Handbook |
Water Breathing (Ritual) | Tran | 1 Action | Yes | No | Players Handbook |
Water Walk (Ritual) | Tran | 1 Action | Yes | No | Players Handbook |
Level 4
Spell Name | School | Casting Time | Ritual? | Conc.? | Source Book |
---|---|---|---|---|---|
Charm Monster | Ench | 1 Action | No | No | Xanathar's Guide |
Confusion | Ench | 1 Action | No | Yes | Players Handbook |
Conjure Woodland Beings | Conj | 1 Action | No | Yes | Players Handbook |
Control Water | Tran | 1 Action | No | Yes | Players Handbook |
Dominate Beast | Ench | 1 Action | No | Yes | Players Handbook |
Elemental Bane | Tran | 1 Action | No | Yes | Elemental Evil |
Freedom of Movement | Abjr | 1 Action | No | No | Players Handbook |
Grasping Vine | Conj | 1 Bonus Action | No | Yes | Players Handbook |
Guardian of Nature | Tran | 1 Bonus Action | No | Yes | Xanathar's Guide |
Hallucinatory Terrain | Ilsn | 10 Minutes | No | No | Players Handbook |
Locate Creature | Div | 1 Action | No | Yes | Players Handbook |
Polymorph | Tran | 1 Action | No | Yes | Players Handbook |
Stoneskin | Abjr | 1 Action | No | Yes | Players Handbook |
Level 5
Spell Name | School | Casting Time | Ritual? | Conc.? | Source Book |
---|---|---|---|---|---|
Awaken | Tran | 8 Hours | No | No | Players Handbook |
Commune with Nature (Ritual) | Div | 1 Minute | Yes | No | Players Handbook |
Conjure Volley | Conj | 1 Action | No | No | Players Handbook |
Geas | Ench | 1 Minute | No | No | Players Handbook |
Greater Restoration | Abjr | 1 Action | No | No | Players Handbook |
Planar Binding | Abjr | 1 Hour | No | No | Players Handbook |
Scrying | Div | 10 Minutes | No | Yes | Players Handbook |
Steel Wind Strike | Conj | 1 Action | No | No | Xanathar's Guide |
Swift Quiver | Tran | 1 Bonus Action | No | Yes | Players Handbook |
Tree Stride | Conj | 1 Action | No | Yes | Players Handbook |
Wall of Stone | Evoc | 1 Action | No | Yes | Players Handbook |
Wrath of Nature | Evoc | 1 Action | No | Yes | Xanathar's Guide |
Level 6
Spell Name | School | Casting Time | Ritual? | Conc.? | Source Book |
---|---|---|---|---|---|
Bones of the Earth | Tran | 1 Action | No | No | Elemental Evil |
Find the Path | Div | 1 Minute | No | Yes | Players Handbook |
Heal | Evoc | 1 Action | No | No | Players Handbook |
Heroes’ Feast | Conj | 10 Minutes | No | No | Players Handbook |
Investiture of Flame | Tran | 1 Action | No | Yes | Elemental Evil |
Investiture of Ice | Tran | 1 Action | No | Yes | Elemental Evil |
Investiture of Stone | Tran | 1 Action | No | Yes | Elemental Evil |
Investiture of Wind | Tran | 1 Action | No | Yes | Elemental Evil |
Move Earth | Tran | 1 Action | No | Yes | Players Handbook |
Primordial Ward | Abjr | 1 Action | No | Yes | Elemental Evil |
Transport via Plants | Conj | 1 Action | No | No | Players Handbook |
Wall of Thorns | Conj | 1 Action | No | Yes | Players Handbook |
Wind Walk | Tran | 1 Minute | No | No | Players Handbook |
Level 7
Spell Name | School | Casting Time | Ritual? | Conc.? | Source Book |
---|---|---|---|---|---|
Whirlwind | Evoc | 1 Action | No | Yes | Elemental Evil |
Regenerate | Tran | 1 Minute | No | No | Players Handbook |
Mirage Arcane | Ilsn | 10 Minutes | No | No | Players Handbook |
Fire Storm | Evoc | 1 Action | No | No | Players Handbook |
Level 8
Spell Name | School | Casting Time | Ritual? | Conc.? | Source Book |
---|---|---|---|---|---|
Animal Shapes | Tran | 1 Action | No | Yes | Players Handbook |
Antipathy/Sympathy | Ench | 1 Hour | No | No | Players Handbook |
Feeblemind | Ench | 1 Action | No | No | Players Handbook |
Level 9
Spell Name | School | Casting Time | Ritual? | Conc.? | Source Book |
---|---|---|---|---|---|
Shapechange | Tran | 1 Action | No | Yes | Players Handbook |
Storm of Vengeance | Conj | 1 Action | No | Yes | Players Handbook |
Weird | Ilsn | 1 Action | No | No | Players Handbook |
A Brief History
The School of Rangers begins with an ancient tale of forbidden love. A young female Elf, who was a druid, and a slightly younger male Human, who was a Monk were from clans of their people who were not enemies, but were certainly not friends. The Druid and Monk met in the woods and started a converastion, which ignited regular meetings, and over the course of the next 3 years, eventually turned in to them running away to elope.
They found a Dwarven Priest to marry them, and they stayed with the dwarves for a short time, where he learned to farm mushrooms in caves and dugouts. She helped the Dwarves learn to grow crops, where they carved on steep, narrow terraces on the sides of mountains. Once they had learned all they could from the dwarves, they moved to a mountain city in between a vast stretch of desert, where the mountains got all the rain, and the desert valley below got very little water. There was a miner's camp in the desert below who struggled to get water from the mountains to the west. With things they learned in the old Dwarven village, they dug a canal and redirected part of the river that came out of the mountains into an old, dry riverbed. By the second season after the canal was complete, there was regular flow, and the riverbed sprung to life once again.
They decided this was where they wanted to live, so they built a cabin and decided to start having children. A season before the Druid became pregnant with the first child, the couple took in a young Drow boy who was found lost, wandering in the desert. Many of the townsfolk in the mountains and the desert thought he was a Bad Omen and that the Underdark would soon spill out from the bowels of the earth. The Druid and Monk took the boy in, and set off to find his parents in the underdark. After a long journey and a harrowing quest for survival (an adventure for another day!) They emerged again with the boy (now about the elven equivalent of a 7 year old human), and a several month old half-elf baby.
They were excited to tell people about all the things they had learned about blending their own skills with survival, and trying to find someone in a Drow City. They first started a basic literacy school, and then later a trade school for teaching the surrounding cities all of the most useful of all the things they had learned to use on their way. There was some magic, some stealth and roguery, some hunting skills, and some basic melee fighting. Their graduates found work all over as overland guides, river guides, bounty hunters, and beat slayers for hire. The Drow boy helped his family grow mushrooms in the caves, and eventually married a half-elf girl from the desert town at the foot of the mountains. Every so often, Drow children would appear, and be adopted by one of the townsfolk. (The story of the randomly appearing Drow children is yet another day's adventure!)
As the school passed through the generations, the descendants (predominantly half-elf) went out and began to teach people in the way their parents had, and formed three schools, and their three approches to hunting were expressed in them:
- Father's School, a mostly martial school who taught combatives, and how to use magic most effectively in combat situations. This school taught 3 major weapons so that anyone could shoot a stringed projectile weapon, handle a staff, and use a set of batons. Ranger martial art "ur Thamesh" (the Damage) Master Siavash abd-Rezai was the first to use the school's now signature quarterstaff that can be threaded in half to make two batons (aka Split-Staff).
- Mother's School, a unique school of magic and herbalism geared to help a hunter and use nature to enhance the capabilities of the hunter as much as possible. The idea of having only a temporary animal companion was pioneered by the Mother Druid herself, as she thought it was unfair to keep an animal to do your bidding in ways that may put them in danger repeatedly.
- The School of the Shadow, originally taught by a later adopted Drow child called the Shadowmaster Drow, not the Father Drow himself. The Shadowmaster was an orphaned thief in the Underdark, and was sent out to the light at 13.
Each of those original ancient schools became the basis for the philosophies of the three subclasses of Ranger there are in the current era.
Other things of Note
The names of the original Mother, Father, Adopted Drow boy and The Shadowmaster are kept secret, as they are used as passwords that allow the Rangers to stay at each other' schools. The old Elvish dialect from the original two towns, now dead to the general public, is used as a Code Speak among rangers and is referred to by outsiders as "Drowidic", but internally called Ur Diri (The Speak) "Diriz th'ur Diri?" ("Speak you'the Speak?", literally in common; "thu"/you is contracted) is the common Ranger to Ranger greeting. The standard response is all-but-unprounounceable to outsiders, and acceptable pronunication is even a requirement to graduate from any of the three schools! Since the response is whispered into the ear of the other, no one has ever been able to successfully break the Ur Diri language of the Rangers. Think Rhyming Slang done in a dead language nobody else understands. Even if someone could learn ur Diri, the context of the words used in the Rhyming Slang to an outsider would be totally lost, which makes it an effective code.
Master abd-Rezai's staff had ends that were said to have been made from all-mithril bladed mace heads with half-capsules welded to the top of each mace head so that the maces' blades didn't dig in to the earth when he used it as a walking stick, and later he crafted partially hardened leathers to protect the mace heads. The abd-Rezai replicate Split-Staves routinely run several hundred gold, even when the heads are merely much cheaper Hemithermitium metal (aluminum in common; Hemithermitium is the name in ur Diri). Actual Mithril replicates are a few thousand due to the complexity of making dually-threaded ends with a locking pin, all in Mithril.
The mountain town where the original school still exists has the first known running water and first aluminum smelting in all the land, and their lightweight armor and weapons are prized in the outside world. The area is well known for materials innovations, and there are plates, scales, and splints being made of Giant Spider silk and hemp fiber canvas; it's hardened with pine sap, rice starch, chickpea flour, and using a mysterious essential oil and grain alcohol solvent. The proceeding meringue-like material is then spread over the canvas, and the canvas is shaped and then low-heat cured. The hardened canvas is often overlaid with leather; Plate, Splint, and Scales are said to be as light and strong as Mithril. Unfortunately, it is nearly impossible to find, because without regular treatments from another special oil, the canvas material becomes pliable and soft over the course of several months to a year. It has to be re-cured if it is neglected for more than 6 months, in the current form. Bonding leather to the material keeps it hard, but the leather bonding is a whole other process secret, and not inexpensive.
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