Ranger, Non-Magical Variant (5e Class)
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- 1 Ranger
- 1.1 Creating a Ranger
- 1.2 Class Features
- 1.2.1 Table: The Ranger
- 1.2.2 Natural Explorer
- 1.2.3 Favored Enemy
- 1.2.4 Bonus Feat
- 1.2.5 Herbalist
- 1.2.6 Primeval Awareness
- 1.2.7 Ranger Fighting Styles
- 1.2.8 Ability Score Increase
- 1.2.9 Extra Attack
- 1.2.10 Trained Hunter
- 1.2.11 Land's Stride
- 1.2.12 Trick Shot
- 1.2.13 Hide in Plain Sight
- 1.2.14 Melee Maneuvers
- 1.2.15 Ranger's Defense
- 1.2.16 Multiattack
- 1.2.17 Feral Senses
- 1.2.18 Foe Slayer
- 1.3 Multiclassing
A human walks through the woods, longbow strung and arrow ready. He spots his quarry, and with a twang the orc falls dead. Two of the orcs friends try to ambush the ranger, but he draws his Longsword, and with a few cuts finishes them off.
A ranger is a master of all types of combat. Typically, a ranger is someone who has chosen to leave their city, town, or fortress to take up life in the wilderness. Elves and humans are the most common races for a ranger, but there are a few dwarves, tieflings, half-orcs, and other races. It is extremely unlikely that you will encounter a halfling ranger, as the halflings enjoy their homes, and the nicer things in life, and try to avoid the wilderness. Rangers often have been highly trained before leaving their homes, either in the military, as an assassin, or even as an arena fighter. Rangers can come from any background, but they are typically outcasts and exiles, people who were not wanted. Sometimes, they have a reason to leave, such as revenge, treasure, or a challenging hunt. After leaving, the goal seems to get farther and farther, until the ranger finds themselves living in the wilderness for years on end, sometimes for the rest of their life. Occasionally, a ranger may take up a job as a mercenary or guard for a little while to stock up on coin.
Creating a Ranger
As a Ranger you gain the following class features.
- Hit Points
Armor: Light, Medium.
Weapons: Simple and Martial
Tools: Ranger’s supplies (Small set of Herbalism kit, Medical kit, and Smith kit mixed)
Saving Throws: Strength and Dexterity
Skills: Choose three from Animal Handling, Medicine, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two Shortswords or (b) A Dagger and Longsword
- (a) Studded Leather armor or (b) Hide armor
- (a) Dungeoneers Pack or (b) Explorers Pack
- (a) A Longbow and 20 Arrows or (b) A Heavy Crossbow and 20 Bolts
|1st||+2||Favored enemy, Natural Explorer, Herbalist, Bonus Feat|
|2nd||+2||Ranger Fighting Style|
|4th||+2||Ability Score Improvement|
|6th||+3||Extra Attack, Favored enemy Improvement, Natural Explorer Improvement|
|8th||+3||Ability Score Improvement, Lands Stride|
|10th||+4||Bonus Feat, Hide in Plain Sight, Natural Explorer Improvement|
|12th||+4||Ability Score Improvement|
|14th||+5||Ranger's Defense, Favored enemy Improvement|
|15th||+5||Bonus Feat,Natural Explorer|
|16th||+5||Ability Score Improvement|
|18th||+6||Feral Senses,Favored Enemy|
|19th||+6||Ability Score Improvement|
|20th||+6||Foe Slayer, Bonus Feat|
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you are proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your party's travel.
- Your party 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.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food 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 choose additional favored terrain types at 6th level, 10th level, and “15th”.
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th, 14th “18th” level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
At 1st level, a ranger gains a single additional feat. You may choose additional feats at 5th level, 10th level, 15th level, and 20th level.
Proficiency in medicine: know what plants to use make potions/Concoctions and heal non magic wounds. (1st level) Gain double proficiency in medicine: Now able to heal any wounds with potions and Concoctions. (17th level)
Beginning at 3rd level, you can spend 1 minute to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. You may use this feature up to 3 times per day and regain all uses after a short or long rest.
Ranger Fighting Styles
Starting at 2nd level you may choose one of the following fighting styles:
You gain +2 to attack added to damage rolls made with ranged weapons.
You gain +2 to attack added to damage rolls made with one handed weapons.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ability Score Increase
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.
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level.
At 7th level, you gain a +2 to all attack rolls made against your favored enemies.
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
At 9th level, Shooting a ranged weapon has become so easy to you that you've decided to challenge yourself by making trick shots. These trick shots have special effects that apply when you hit the target. You may apply one effect per ranged weapon attack you make and only one per attack action. You may use up twice your Wisdom modifier Trick Shots per short or long rest.
- Disarm - When you hit a creature with a ranged weapon attack, it drops one item (of your choice) that it is holding. That item flies 15 feet from the creature in a random direction.
- Pin - When you hit a creature with a ranged weapon attack, it is immobilized until the end of your next turn.
- Head Shot - When you hit a creature with a ranged weapon attack, add 1d10 damage to the damage roll.
- Poison Arrow - When you hit a creature with a ranged weapon attack, it is poisoned for its next 1d6 turns.
- Forceful Shot - When you hit a creature with a ranged weapon attack, it is pushed back 10 feet.
- Setup Shot - When you hit a creature with a ranged weapon attack, you have advantage on your next attack against it.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, or other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Starting at 13th level, when you make an attack with a melee weapon, you may give it one of the following effects. You may only add one effect per attack and only one per action. You may use these effects a number of times equal to twice your Wisdom modifier per long rest.
- Deep Cut: Target takes an extra 1d10 slashing damage.
- Crippling Blow: Targets speed is halved for 1 minute.
- Stunning Blow: Target must make a wisdom save or be stunned. save DC=8+dex+Proficiency
- Brutal Cut: Target must make strength save equal to 8+Dex+Proficiency or be knocked prone and use thier action to stand up.
At 14th level, you gain the following features:
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 Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Stand Against the Tide
When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
- Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
At 17th level, you May take one of the following attack actions in place of your normal attack. If you do this, you may not take any extra attacks granted by this class. You may use this feature a number of times equal to your Wisdom modifier per long rest.
- Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
- Whirlwind Attack: You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
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.
At 20th level, you become an unparalleled hunter of your enemies. 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 one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Prerequisites. To qualify for multiclassing into the Ranger (Non-Magical) class, you must meet these prerequisites: 15 Dexterity and 15 “Wisdom”
Proficiencies. When you multiclass into the Ranger (Non-Magical) class, you gain the following proficiencies: Simple and Martial Weapons, Light and Medium Armor