Ranger, 3rd Variant (5e Class)

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Ranger[edit]

This is just another Ranger Version (by the moment) But i think it could be something more than JUST another ranger version.

Creating a Ranger[edit]

Why are you a Ranger? Are you searching for something?

Quick Build

You can make a Ranger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution or Wisdom. Second, choose the any background.

Class Features

As a Ranger you gain the following class features.

Hit Points

Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ranger level after 1st

Proficiencies

Armor: light armor, medium armor and shield
Weapons: simple weapons, martial weapons
Tools: Chose between: Herbalist Kit or an instrument at your choice
Saving Throws: Strengh and Dexterity
Skills: Choose three from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival and Medicine.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) One ranged martial weapon and one quiver with 20 pieces of ammo from the chosen weapon or (b) Two simple mele weapons
  • (a) scale mail or (b) leather armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) One Dagger and net or (b) One Dagger and blowgun(and 5 darts)
  • (a) An Herbalist Kit or (b) One Instrument
  • If you are using starting wealth, you have 4d6 gp in funds.

Table: The Ranger

Level Proficiency
Bonus
Additional Foot Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 5 ft. Explorer Path, Unpredictable movement -
2nd +2 5 ft. 2
3rd +2 10 ft. Ranger Archetype 3 2
4th +2 10 ft. Ability Score Improvement 3 3
5th +3 10 ft. Extra Attack 4 3
6th +3 10 ft. 4 3
7th +3 10 ft. 5 4 2
8th +3 15 ft. Ability Score Improvement, Winding Step 5 4 2
9th +4 15 ft. 6 4 2
10th +4 15 ft. Natural Veil 6 4 3
11th +4 15 ft. 7 4 3
12th +4 15 ft. Ability Score Improvement 7 4 3
13th +5 15 ft. 8 4 3 2
14th +5 20 ft. Vanish 8 4 3 2
15th +5 20 ft. 9 4 3 2
16th +5 20 ft. Ability Score Improvement 9 4 3 3
17th +6 20 ft. 10 4 3 3
18th +6 20 ft. Feral Senses 10 4 3 3
19th +6 20 ft. Ability Score Improvement 11 4 3 3 1
20th +6 20 ft. Foe Slayer 11 4 3 3 1

Explorer Path[edit]

Starting from the first level, you never know what the day holds for you, what you have clear is that you should expect the unexpected while exploring either a forest and its population, an ancient temple or a city of thieves. Consequently, you have learned 1 additional language that you use frequently while exploring and can double your proficiency on 2 of the skills you are proficient with.

Unpredictable Movement[edit]

At 1st level, You are an unpredictable whirlpool as you maneuver across the terrain, between your allies and, between your enemies. And as proof of it: Once per turn, as part of your movement, you can spend up to a total of 10 feet of movement to change position with a target at a distance from you equal to the number of feet spent. This move does not provoke attacks of opportunity (The target included). If the target does not agree to be moved, it must make a Dexterity saving throw to avoid being moved. Also, if the target fails the roll, you can decide to interrupt: Grabs, Focus, and Dodge Action. If the target is successful, it becomes immune to this characteristic until the end of combat.

You cannot change position with a target objectively unattainable for you. Like someone in a cell you don't have a key to. Also, as you gain levels in this class, you gain a number of feet as shown on the explorer table.

The save DC against your unpredictable movement is the following: DC = 10 + your Dexterity Modifier + your proficiency bonus.

Combat Style[edit]

choose a combat style from the following:

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Spell Casting[edit]

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you finish a long rest, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of the same level as the one replaced.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ranger Archetype[edit]

At 3rd level, you chose a archetype. Choose between Enthusiastic Explorer, Antiquarian Explorer, Wild Magic Explorer or Dirty Rags Explorer. Your choice grants you features at this level and again at 5th, 11th and 15th levels.

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.

Primal Communion[edit]

Your link with nature provides you with the following capabilities. You get spells as you level up that count as known spells. You can also use these spells once without spending a spell slot, having to wait until the end of a long rest to use it again in this way.

Ranger Level Spells
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
15th commune with nature

Extra Attack[edit]

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

Winding Step[edit]

At 8th level, your experience in nature provides you with the ability to cross through dangerous areas with ease. You no longer take damage from natural sources such as: Brambles, thorns, or sharp stones when you move through them. You also gain an advantage against nature-based spells that try to restrict your movement.

Natural Veil[edit]

At 10th level, you draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the end of your next turn (or for one round if you are out of combat).

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.

Feral Senses[edit]

At 18th level, when you attack a creature that you cannot see, it does not impose a disadvantage on you. You are also aware of any invisible creatures within 30 feet of you and their location while not hiding.

Foe Slayer[edit]

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against any creature. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger Lessons[edit]

Gracil Move
Once per turn, as part of your movement, you can spend 10 feet of movement to swap positions with a target 10 feets away from you. This move does not provoke opportunity attacks. If the target does not agree with be moved, they must make a Dexterity saving throw to avoid be moved. Additionally, if the target fails the roll, you can decide to interrupt: Grabs, Concentrations and Dodge Action. If the target succed, he becomes inmune to this feature until the end of the combat. You can use this feature a number of times equal to your proficiency score per combat.

Quick Reaction
The turns you go first on the initiative table, your number of reactions increases by 1. If you do not use the initiative table, roll a d4, on a 4 you get the benefit described above.

Know About your Speak
You have devoted your knowledge as an explorer to guiding others on their travels, or perhaps you are in contact with various people for knowledge. You know 2 additional languages.

Blind Spot (Aim)
Attacking from stealth does not reveal your position, in addition, as long as your target does not know your current position, you can add a bonus equal to your wisdom modifier to the attack roll.

Blind Spot (Accuracy)
Attacking from stealth does not reveal your position, in addition, as long as your target does not know your current position, you can add a bonus equal to your wisdom modifier to the damage roll.

Time-Beaten
Experience is not just about learning to move, hit and track. And you know it well, falling down and getting hit is part of your routine, that's why your mind and body seem to tolerate it better than others. You can use your Unpredictable Movement save DC, instead of your AC, to calculate your AC. You can add your shield bonus to that value if you are wielding one.

Wild Contact
As an explorer, magic is no mystery to you, you have been in contact with it from a very young age. As a result you always have some hidden trick. Learn two cantrips from the Bard or Druid lists. The chosen cantrips do not have to belong to the same list. You can't choose a cantrip from the Evocation school.

Wood Rune
As a bonus action, you can draw an Abior rune in the air before making a weapon attack; if successful, the creature is immobilized. The creature can attempt to free itself at the end of its turns with a Strength saving throw. Alternatively, you can draw the rune on a surface to create a sturdy root pillar 10 feet long and 5 feet wide. Lastly, you can set a condition to activate the rune within a 5 foot radius around it from the point where it was drawn. The rune will stay there, invisible for 8 hours. For example, drawn on a wall with the condition: Activate if a creature other than me enters your range. Spawn a bunch of roots that will attempt to immobilize anyone in range, preventing it on a successful Dexterity save. Roots last for 1 minute, or until Explorer decides to disable them. You can use this rune a number of times equal to half your level per short rest.

Guiding Eye
Exercising your tasks as an explorer include helping others to move through places they are not used to. As a Reaction, before the DM announces the results of a save roll, you can add your Wisdom Modifier to the result of an ally's roll (You excluded). You can use this feature a number of times equal to your proficiency + 3 per long rest. If the ally fail the roll anyways, you don't spend the use of this feature.

Sixth Sense
Your explorer days have taught you an important lesson, danger can come at any moment. And while you can't avoid it, you can be prepared.

  • You cannot be surprised, not even when you sleep.

Great Tracker
You have dedicated part of your life to reading the footsteps of other creatures, following their trail does not usually present a problem. You have advantage on skill rolls to track other creatures. What's more as you track them, you also learn their exact number, size, and how long ago they passed through the area.

Wayfinder
Difficult terrain does not slow down your group's travel time. Also, your party cannot be lost except by magical means while traveling. Lastly, your movement speed increases by 5 feet.

Natural Agility
You are immune to difficult terrain as long as you are above half your hit points.

Herbalist Knowledge
You gain proficiency with the Herbalist Kit, if you already were, double your proficiency for each roll that uses said kit. Also, during a long rest, you can go out into the wild (If there is one nearby) and collect ingredients to create 1d4 Natural Remedy. A Natural Remedy can be used as an action to heal 1d4 + applicant's Bonus Medicine. The remedy expires after 2 days.

Natural Link
You gain proficiency in the Nature skill, furthermore, double your proficiency for each roll that uses this ability. Also, you can use your Wisdom to calculate the Nature skill bonus.

Off-Road
You gain proficiency in the Athletics skill, if you already were, double your proficiency for each roll that uses this ability. Also, as a bonus action you can push a creature 5 feet away from you, the creature can resist this move on a successful strength saving throw. Also, if the target fails save, you can choose to deny him the use of Reactions. You can use this feature a number of times equal to your proficiency score per combat.

Connoisseur of Beasts
You are especially competent at dealing with wild beasts given your abundant encounters with them while exploring. You know immediately when you are facing these types of creatures, whenever you attack them, add your proficiency bonus to the damage roll.

Connoisseur of the undead
You are especially competent at dealing with the undead creatures given your abundant encounters with them while exploring ruins or unusual places. You know immediately when you are facing these types of creatures, whenever you attack them, add your proficiency bonus to the damage roll.

Connoisseur of fairies
You are especially competent at dealing with fey creatures given your abundant encounters with them while exploring the magic realms. You know immediately when you are facing these types of creatures, whenever you attack them, add your proficiency bonus to the damage roll.

Connoisseur of the Wretched
You are especially competent at dealing with humanoid creatures given your tendency to deal with them while doing your work. You know immediately when you are facing these types of creatures, whenever you attack them, add your proficiency bonus to the damage roll.

Ranger Spell List[edit]

You know all of the spells on the basic ranger spell list, in addition to the following ones:

1st Level

Entangle, Searing Smite

2nd Level

Magic Weapon, Aid, Gust of Wind, Enhance Ability

3rd Level

Melt into Stone, Revivify, Elemental Weapon, Conjure Animals

4th Level

Dominate Beast

5th Level

Conjure Elemental, Greater Restoration

Multiclassing[edit]

Proficiencies. To multiclass into this class, you need a minim of 13 Wisdom. You get proficiency with herbalist Kit.

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