CRanger (5e Class)
Cranger[edit]
Being brave isn't the absence of fear. Being brave is having that fear but finding a way through it. -Bear Grylls... Probably
Cringe Ranger[edit]
The Cringe Ranger is a reworked version of the ranger, leaning into the pet class identity of the existing ranger with some broad stroke changes. Think Bear Grylls with a dog, but Bear can Create Water and the dog is venomous.
Creating a Cranger[edit]
Crangers are by definition connected to the wild, not in a magical way innately but in the way a musician is connected to music. When something is wrong in a song be it a sour note or an untuned instrument the musician knows, even outside their genre. The Cranger is similar in that it doesn't matter the environment if something is off or wrong they probably know about it. Unattended clear water source in the woods? A wizard might see nothing wrong with that but a Cranger from the desert knows thats somethings up. Lost in a quiet cave? A bats body language might tell you which way the tasty moths are.
- Quick Build
You can make a Cranger quickly by following these suggestions. First, Constitution or Wisdom should be your highest ability score, followed by whichever you didn't chose, and Dex or Strength. Second, choose the Outlander background. Third, choose Ranged or Melee weapon based on your stat allocations.
Class Features
As a Cranger you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Cranger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Cranger level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Pick one Brewers Supplies, Carpenters Tools, Potters Tools
Saving Throws: Strength, Wisdom
Skills: Pick Three, Athletics, Investigation, Perception, Stealth, Nature, Insight, Acrobatics
- 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 longbow and a quiver of 20 arrows
- Pick one Brewers Supplies, Carpenters Tools, Potters Tools
Level | Proficiency Bonus |
Features | Extra Terrain Movement | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||
1st | +2 | Nonverbal Communication, Environmental Adaptation | +5 | — | — | — | — |
2nd | +2 | Snuggly and Warm, Chicken or the Egg? | +5 | — | — | — | — |
3rd | +2 | Spellcasting, Creature Styles | +5 | 2 | — | — | — |
4th | +2 | Ability Score Improvement, | +5 | 3 | — | — | — |
5th | +3 | Over Fundamentals, Survivalist Synergy, Fighting Styles | +10 | 3 | — | — | — |
6th | +3 | Its quiet... for now | +10 | 3 | — | — | — |
7th | +3 | People is Animals | +10 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement, | +10 | 4 | 2 | — | — |
9th | +4 | Two Traps Ahead | +10 | 4 | 2 | — | — |
10th | +4 | Survivalist Synergy (+) | +15 | 4 | 3 | — | — |
11th | +4 | +15 | 4 | 3 | — | — | |
12th | +4 | Ability Score Improvement, | +15 | 4 | 3 | — | — |
13th | +5 | +15 | 4 | 3 | 2 | — | |
14th | +5 | Mastery in Somestuff or whatever | +15 | 4 | 3 | 2 | — |
15th | +5 | Survivalist Synergy (++) | +20 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement, | +20 | 4 | 3 | 3 | — |
17th | +6 | +20 | 4 | 3 | 3 | — | |
18th | +6 | Real tardigrade hours | +20 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement, | +20 | 4 | 3 | 3 | 1 |
20th | +6 | Survive | +20 | 4 | 3 | 3 | 1 |
Nonverbal Communication[edit]
At 1st level your sense of what is right in an environment has given you near superhuman abilities to communicate with animals and the world around without sharing a language. Add your Constitution modifier to your Wisdom (Animal Handling) (Insight) (Survival) checks.
In addition, you can use the ability Nonverbal Summons once, being unable to do so again until you complete a long rest. Your summoned creature shares your initiative acting at the same time as you.
- Nonverbal Summons
You can spend an hour isolated to call on a creature that meets your needs. If that creature dies you can use this ability to summon another creature, if it is the same species as your previous summon it gains your previous summons memories but IS a different being. Use the creature table to pick a creature to summon. The creature can be created using the table at the bottom of the page. :)
Environmental Adaptation[edit]
Also at 1st level, whenever you spend a long rest in a given environment (arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark), you adapt to it. Until your next long rest, and gain the following benefits while traveling through your adapted environment:
- Your speed increases by 5 feet, increasing further in accordance to the Extra Terrain Movement table.
- You are unaffected by non-magical difficult terrain on that environment.
- You have advantage on Wisdom (Perception), Dexterity (Acrobatics), and Strength (Athletics) checks when they pertain to that environment.
- You only need to sleep 4 hours a day, gaining the same benefits another creature would from 8 hours of sleep.
Snuggly and Warm[edit]
At 2nd level when you are in an adapted environment, you gain Advantage on Initiative rolls.
In addition, your summon also now shares your passive Wisdom (Perception) while you are resting, if yours is higher than theirs.
Chicken or the Egg?[edit]
At 2nd level when following tracks if there are more than one set of tracks you can tell what order they were made in. e.g. if there is a set of boot prints and paw prints, you can tell if the wolf was chasing the man or the man was chasing the wolf. You can also use this skill to get a rough idea when things were moved in an environment. e.g. Need to know which scroll the bbeg was reading last? Now you know and you know it was about 10 minutes ago, give or take 10.
Creature Styles[edit]
At 3rd level you get your creature type and category, all the information you need for this is listed below and everything you get from it is also down there :>
Spellcasting[edit]
At 3rd level a Cranger becomes magically attuned to the world around them, but only in ways that help them survive. Even a pro could use some help. You also get the cantrip like feature Tricks of the Trade.
- Tricks of the Trade
Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous
- You predict the weather that will affect the area in the next 48 Hours.
- You create the sound of a small animal, or the faint odor of skunk.
- You instantly light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
Ability Score Improvement[edit]
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.
Over Fundamentals[edit]
Starting at 5th level, you can now use your terrain bonus movement as a climb speed at will, and with a 15 foot running start you can add half of your normal movement to your climb (+15feet to climb). You can add your terrain movement to a long jump.
Survivalist Synergy[edit]
At level 5 you get a synergy with your summon, unlocking the 5th level feature of your creature.
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. 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 (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons. Your summon does not give cover to enemies.
- Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC. The ac bonus applies to your summon.
- Dueling (PHB). 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. Your summon also gains this bonus when it is only you and your summon around the target.
- Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. When your creature misses an attack on an opponent within your reach you can make an off hand attack against the target they missed.
- Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. If your target is in full cover to you but not to your summon you ignore the full cover.
Its quiet... for now[edit]
Level 6: You are a light sleeper from years of sleeping in the woods, when resting your passive perception is unhindered. If an ally makes a sound based perception check while you are sleeping you can make the same check with disadvantage.
People is animals[edit]
At 7th level, you realize that people really are just animals, you can choose to use Animal Handling in place of persuasion.
Two Traps Ahead[edit]
At 9th level, you've learned to combine trapping strategies with a modicum of magical talent.
When you long rest within a biome you benefit from your Environmental Adaptation feature, you can place within 120ft of you up to 4 traps. Choose from Snares (as the snare spell) or Alarms (as the alarm spell). Snares function as the spell exactly, but Alarms have a maximum of a 10ft cube or a 20ft line. Your spell save DC for these spells is the same as your Synergy DC.
Additionally, you store magically charged lengths of rope that can be used to quickly set traps at the beginning of a fight. When initiative is rolled, you may as a reaction place up to 2 traps in an unoccupied space within 30ft. You always place Snares when you take this reaction. These Snares are designed for combat and do an additional 1 bludgeoning damage. Placing the snare involves dropping them stealthly as combat begins, and they snake across the ground to the location you chose. Observers have to succeed a Wisdom (Perception) check against your Synergy DC to become aware that you've placed traps nearby.
Survivalist Synergy Part 2[edit]
At level 10 your connection to your summoned creature is deepened and you can perform more advanced techniques, the creatures second skill gains a buff and it unlocks its 4th skill. It also gains a +2 to a stat of your choice to a maximum of 20.
Survivalist Synergy Part 3[edit]
At level 15 your connection to your summoned creature is nearing its apex, your companions 4th skill gains a buff and you unlock your companions 5th skill. It also gains a +2 to a stat of your choice to a maximum of 20.
Survive[edit]
At 20th level, you can now use your wisdom in place of any stat called for in a skill check, as well if you are reduced to zero HP you are instead reduced to 1 plus synergy dc, this effect also applies to your summon.
- Flying, when you land an attack you can choose to fly upwards at Mach 5 creating a slipstream that pulls all creatures to the center of the attack deal 1d10 force damage, if your Cranger is within 30 feet of you when you use this feature they can use their reaction to join in and be carried 120 feet into the air to perform a drop attack on a target within the slip stream automatically critting the target and transferring the fall damage into the target you then carry the Cranger to an unoccupied space within 30 feet of the target.
- Venomous, shoots a contagious acidic or poisonous bubble at a target you can see within 90 feet the initial target makes no save to resist, dealing 1d10 acid or poison damage and applying a debuff that causes the targets to explode contagious acid or poison in a 10 foot radius when attacked by you or your Cranger, enemies hit by the explosion attempt a constitution saving throw against your synergy dc to take half damage and resist the debuff. Your Cranger can chose to use their reaction to join in and attack the same target you do after you debuff it. The explosions can chain but a creature can only explode once per chain.
- Mauler, when you make a weapon attack after you hear the result you can chose to continue making attacks until you miss. If your Cranger is within 10 feet of your target they can move to be within 5 feet of you and join in on the all out assault. When one of you misses the other makes one more attack and the combo ends. If you are in range of another target and the first one dies you can change to a new target. 5 attacks from each attacker max. The Cranger or the creature can initiate this attack and both can do so once per long rest.
Cranger Spell List[edit]
You know all of the spells on the basic Ranger spell list, but also gain the choice of a couple extra.
Synergy[edit]
Your creatures abilities and some of your own use your Synergy DC to dictate efficacy, exactly the same as spell dc but calculated a little differently. Your Synergy DC is equal to 10 plus your wisdom modifier plus your creatures main stat modifier, Dexterity for Flying, Wisdom for Venomous, and Strength for Mauler. So if you had a 20 in wisdom and your creature was a Beefy Mauler with 20 Strength you would have a 20 synergy dc.
Companion Categories and Types[edit]
When you attempt to summon a creature to fill your needs you have a few choices to make, you need to decide between: Flying, Venomous, or Mauler and also Brisk, Balanced or Beefy. The differences of type are listed below but the category differences are pretty easy to follow. Brisk companions are more dexterous and wise but tend to lack constitution and strength, a Balanced companion has a mix of all stats but leans toward the type of companions favored stat, and Beefy monsters lean into extra Strength and Constitution while being a bit less dexterous and wise. After you decide which category and type you are picking you take the given stat block and add +2 to the types preferred stat and then +2 to a stat of your choice.
Flying[edit]
An air born companion who prefers hit and run tactics, usually benefits a ranged Cranger the most. Preferred stat is Dexterity.
- Flighty
When your Cranger makes an attack you do not provide cover for their target. Also when you make an attack against an enemy that enemy cannot make an attack of opportunity against you until the beginning of your next turn.
- Ready for take off
When you end your turn within 5 feet of your Cranger on your next turn you can use your bonus action to Dash. At level 10, if you have used the Dash action this turn, at the end of your turn your Cranger may move toward you 15ft not provoking Opportunity Attacks.
- Survivalist Synergy part 1
- Shrike Mark
At level 5 when you make an attack against a target apply a Shrike Mark giving you and your Cranger the ability to see the target through magical darkness and adding 1d6+ your wisdom modifier to the Crangers next attack against the target consuming the mark, the mark lingers until the end of your next turn.
- If you are Brisk the mark adds their wisdom modifier to the Crangers damage as well.
- If you are Balanced the mark also attempts to slow the target, the target makes a strength check against your Synergy DC.
- If you are Beefy you can chose to move the mark target 5 feet away from you.
- Survivalist Synergy part 2
- LOCK IN
At level 10, you develop a technique in tandem with your Cranger to make your Shrike Mark deadlier.
The Cranger spends 30ft of their movement and a Bonus Action to lock on to a target. They remain in this stance as long as they have their feet on solid ground. In this stance their movement speed is reduced by 30ft. If your Shrike Mark is present on a target, they no longer have to spend a Bonus Action. This provides the following benefits:
- Grants Advantage to both your Cranger and yourself
- Consuming the mark deals double your natural weapon damage.
- Consuming the mark allows the Cranger to make another weapon attack, as part of the same attack action that triggered the mark.
- At level 15 Exiting the stance with a Bonus Action in the same turn as you entered it allows the Cranger to make an additional weapon attack, without their ability modifier added to the attack roll. The Cranger can then move 15 feet for free.
- Survivalist Synergy Part 3
At level 15,
Venomous[edit]
A venomous companion prefers to stay at a range or deal crippling single strikes, benefits all styles of cranger. Preferred stat is Wisdom.
- Clingy
Your physiology allows you to comfortably occupy the same 5 foot space as your Cranger. Add 1d4 poison or acid damage to your Crangers attacks when you share your space with your venomous companion.
- If you are Brisk or Balanced while doing this you can chose to move with your Cranger, and you succeed on all strength and dexterity saving throws that they make if you are Brisk but not Balanced. If you are balanced make a dex save to stay with you Cranger.
- If you are Beefy you can chose to move the Cranger with you, this uses your bonus action and you cannot dash until you drop them.
- Mucus Web
As an action spread mucus in an area, creating difficult terrain. All venomous summons can use this feature to create non deadly webs on surfaces for creatures to climb. At level 10 the snares from Two Traps Ahead shreds acid and poison resistance/immunity and applies the poison effect.
- If you are Brisk the web creates difficult terrain on two 5 foot spaces you can see within 30 foot range.
- If you are Balanced you can target a creature to try and web them to the ground, Synergy DC acrobatics or athletics saving throw or be restrained, every turn after make an athletics saving throw to break out, after the second failed save get advantage on the next save.
- If you are Beefy, spread a web along the ground in 4, 5 foot spaces you can see within range, this web has barbs which apply poison to those who end their turn in the webs.
- Survivalist Synergy part 1
- Panic Button
At level 5 when you or your Cranger is attacked within 15 feet of you, you may use your reaction to spray venom at them and force a Con vs Synergy DC save or lose the attack. This can be done up to your wisdom modifier per short rest.
- Survivalist Synergy Part 2
- Bad Backpack
At level 10 when you make an attack you can chose to have your Cranger use a reaction to perform a feint before you roll your attack, giving you advantage and if your attack lands you can chose to leap onto the target and apply an effect based on category.
- Brisk applies a poison that does 1d4 per turn which ramps up every turn the companion is allowed to stay on 1d6, 1d8, and 1d10 at 4 turns is the max.
- Balanced companions apply a 1d4 poison that doesn't scale but applies a 10 foot move speed penalty for turns equal to the companions wisdom modifier.
- The Beefy companion fully knocks the target prone and holds them prone until they use an action to contest the companions Athletics, the target can chose to crawl at half speed with the beefy companion on top of them but the companion can make melee attacks at advantage while holding them down.
- Survivalist Synergy Part 3
At level 15,
Mauler[edit]
A real wall of meat, or a powerful melee slugger, synergizes with melee Crangers well or covers for the ranged Crangers frailty. Preferred stat is Strength.
- Domineering Presence
When the Cranger attacks a creature that is within 5 feet of you, they gain advantage on the attack. If you are brisk you also gain advantage from your Cranger being within 5 feet of a creature.
- Get Down
When your Cranger is attacked within 15 feet of you, you can move to intercept the attack taking the full damage and ending your movement within 5 feet of the attacker. If you are Brisk you only block half of the damage. If you are Balanced the damage is reduced by your level. If you are Beefy the target can be any ally. Useable up to your Crangers Animal Handling Modifier number of times per day. At level 10 you can make an attack against the aggressor.
- Survivalist Synergy Part 1
- Teamwork makes the Meatwork
At level 5 when you unlock this feature you and your Cranger gain HP equal to your proficiency bonus times level divided in half rounding up e.g. at level 5 you both gain 8 hp, at level 7 you both gain 11. You also gain poison resist.
- If you're Beefy also gain your levels worth of HP.
- Brisk and Balanced companions also add their Con modifier to their first attack on each turn.
- Survivalist Synergy Part 2
- Hounds Harry
At level 10, if you make a full move action and can see an opponent you can use your bonus action to dash towards them.
- When a brisk companion sees an opponent die or fall unconscious let out a howl and grant your Cranger advantage on their next attack.
- If you are Balanced and see an opponent fall your next attack applies a 1d8 bleed over 1+ your Crangers wisdom modifier turns.
- As a Beefy companion if you see a target go down let out a howl that gives you and your Cranger temp hp equal to your con mod plus your Crangers wisdom mod.
- Survivalist Synergy Part 3
At level 15,
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