Ranger "old school" Variant (5e Class)
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"Old School" Ranger[edit]
The old school ranger is a tentative of translating some mechanics of earlier editions, combining the 2nd and 3rd edition rangers into a single old school ranger. Rangers are a warriors, specialized adept in techniques of tracking, scouting, infiltration and specially hunting. Although they tend to be strongly associated with woods and natural environments, the great variety of knowledge, the domain over spells and the combat ability make them extremely versatile, being useful as both combatants and scouts. But were rangers really shine is in the tracking and hunting, specially of their favored enemies. Since they tend to be obsessive in the killing of specific types of creatures, they can show their full potential while fighting those types of creatures.
Creating an old school Ranger[edit]
When creating your ranger, you must first define the core trait of your ranger: your favored enemy. Rangers are shaped by creatures they are specialized in tracking and killing. Ask yourself why have you been trained to fight this creature. Some rangers are guardians, and choose their favored enemies from the menaces they find on their homes. For example, a ranger who trained close to an entrance to the underdark could have orcs and duergar as natural enemies, while a ranger who lived on the mountains could have giants or dragons as their enemy. Other rangers hold grudges due to racial background, like elvish rangers and the drow. Most rangers are good aligned, but is not unheard of evil rangers, who sometimes choose their own races as favored enemies, acting as bounty hunters and assassins.
Then, choose a location, an natural area from were you came from. This will help you to create your background, since your location will define your culture, costumes and the type of life you had and what led you to become a ranger. If you are from an area ravaged by war, maybe you have become a ranger as a means of combating enemies as a skirmisher, using guerrilla tactics and superior knowledge over the territory to ambush the invaders. However, if you came from a isolated rural area or uncivilized tribe, maybe your ranger training come to a culture of hunting creatures for both protection and resources.
Finally, define a goal for your ranger, what led you in the path of adventuring. What are you seeking? Do you pursue an worthy prey, and hunt by the pleasure of hunting itself, to test and prove yourself? Or do you wish to protect and guard your people and realm from your favored enemy? For example, a ranger with dragons as favored enemies knows that awaiting the attack of these creatures would cause irreversible harm, so they must proactively hunt these creatures and slay them before they have a chance to attack. Or maybe, a less selfless ranger, could have chosen this type of prey exactly because they know the types of riches wait for them under the dead corpse of the wyrm.
- Quick Build
You can create a Ranger Old School Variant by following these steps: First, Dexterity should be your highest score, followed by Constitution and Wisdom. Then, choose the Outlander or the Hermit background. Finally, pick the leather armor, the two shortswords, a longbow and the explorer's pack.
Restriction: Good Alignment Only
Rangers are guardians and protectors, specialized in fighting and hunting evil creatures, and because of this rangers must be good aligned.
Restriction: Humans, Elves and Half-Elves only
Only humans, elves and half-elves can become rangers. Elves and half-elves since they have a natural connection with the wild and the woodlands, and humans due to their innate versatility. Your DM can lift this restriction to better suit the campaign. since it might not apply to your DM's setting.
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 and shields
Weapons: Simple weapons, martial weapons
Tools: Choose one artisan's tools
Saving Throws: Strength, Dexterity
Skills: Choose three from Athletics, Animal Handling, Investigation, Medicina, Nature, Perception, Stealth and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- leather armor
- (a) two short swords or (b) two martial weapons
- (a) long bow and quiver 20 arrows or (b) any martial weapon
- (a) explorer's pack or (b) dungeoneer's pack
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Tracker, Wild Empathy, Favored Enemy |
2nd | +2 | Dual Wielding, Move Silently |
3rd | +2 | Endurance, Nature Lore,Natural Spells |
4th | +2 | Ability Score Improvement |
5th | +3 | Animal Companion, Favored Enemy (2nd Enemy) |
6th | +3 | Woodland Stride |
7th | +3 | Evasion |
8th | +3 | Ability Score Improvement, Swift Tracker |
9th | +4 | Devotion |
10th | +4 | Favored Enemy (3rd Enemy), Camouflage |
11th | +4 | Improved Dual Wielding, Animal Companion Improvement |
12th | +4 | Ability Score Improvement |
13th | +5 | Share Spells |
14th | +5 | Camouflage Improvement (Hide in Plain Sight) |
15th | +5 | Favored Enemy (4th Enemy), Improved Evasion |
16th | +5 | Ability Score Improvement |
17th | +6 | Dual Wielding Mastery, Animal Companion Improvement |
18th | +6 | Multiattack |
19th | +6 | Ability Score Improvement |
20th | +6 | Favored Enemy (5th Enemy), Ranger Lord |
Tracker[edit]
Starting at 1st level, you gain proficiency in Survival. If you are already proficient with this skill, you add twice your proficiency bonus in checks with it.
In addition, you have advantage on (Wisdom) Survival checks made to track creatures.
Wild Empathy[edit]
At 1st level, you can use an action to make a Wisdom (Animal Handling) check contested by a beast Wisdom (Insight) check. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
In addition, the creature's attitude is shifted from hostile to indifferent and from there to friendly when the minute passes.
You can also try to use this ability on monstrosities with an Intelligence score of 2 or lower, but you have disadvantage on the check.
Favored Enemy[edit]
At 1st level, you fulfill the roll of protector, focus your training in the enemies of the areas you guard. Choose a creature type. If you choose humanoid, choose two types of humanoid. Whenever you make an attack against your favored enemy, you have advantage on the attack.
In addition, you add your proficiency bonus in Charisma (Deception), Wisdom (Perception), Wisdom (Insight) and Wisdom (Survival) and damage rolls made against creatures from the chosen type. You add this proficiency bonus even if you are already proficient with said skill.
Moreover, you have disadvantage on all Charisma (Persuasion) checks made to interact with creatures from that type. You gain a new favored enemy at 10th, 15th and 20th levels. In addition, whenever you gain a new favored enemy, you can replace your former enemy with a new one.
Dual Wielding[edit]
Starting at 2nd level, while wearing light or no armor, you can fight seamlessly with two weapons. Once per turn when you take the attack action and attack with a melee weapon you are holding in one hand, you can make another attack with a different weapon you are holding on your other hand. If either weapon has the thrown property, you can throw the weapon, instead of attacking with it.
You can't benefit from the Extra Attack feature when using this feature.
Move Silently[edit]
Starting at 2nd level, while wearing light or no armor, you can take the Hide action as a bonus action.
In addition, while wearing light or no armor, you add twice your proficiency bonus in Dexterity (Stealth) checks, and have advantage on these checks if you are on natural surroundings (arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark).
Nature Lore[edit]
Starting at 3rd level, whenever you make a Intelligence (Nature) check, you can add your Wisdom modifier to the check.
In addition, if you roll a 9 or lower on a Intelligence (Nature) check, you can choose a 10 instead.
Endurance[edit]
Starting at 3rd level, you have advantage on Constitution saving throws to avoid exhaustion from traveling at forced march and not drinking enough water, to resist the effects of extreme cold or heat and to recuperate from injury, disease or poison after three days of downtime.
In addition, you add your proficiency bonus to the amount of minutes you can hold your breath, the amount of rounds you take to start choking and the number of days you can go without food.
Natural Spells[edit]
Starting at 3rd level, you can prepare and cast spells from the druid's list, as a druid of third your Ranger level (rounded up). For example, at 10th level, you can prepare and cast spells as a 4th-level druid. You can't learn cantrips trough this feature.
Animal Companion[edit]
Also at 5th level, you attract an animal companion. Your animal companion is a beast with a CR of 1/4 or lower. Your animal companion acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. If the beast normally has the multiattack trait, your's doesn't.
On the first turn of combat, the companion takes the Dodge action and remains within 5 feet of you. If you are attacked, it takes the Attack action against your attacker. You can command it beforehand or on your turn as a bonus action to take another action. After you give the companion a command, it will follow trough to the best of its abilities, until completion or until you change the command. If you are reduced to 0 hit points, it acts on its own, but will do its best to protect you.
The animal companion have a number of hit points equal to (its Constitution modifier + 5) x your Ranger level, unless it has originally more. It also have a number of hit dice equal to your Ranger level, unless it normally has more.
The companion adds your Proficiency bonus to its AC and to its saving throws. In addition, you have advantage on all Wisdom (Animal Handling) checks made against your animal companion. In addition, when making attacks, the companion add its Strength or Dexterity modifier (whichever is higher) + your proficiency bonus.
Your animal companion Strength or Dexterity score (the highest between the two) and Constitution score are 1 point higher. They also increase in +1 whenever you gain an Ability Score Improvement.
If your animal companion dies or is dismissed by you, you can attract another after 24 hours. As you gain levels in the ranger class, you can attract more powerful companions. You can attract beasts (or other types of creatures at the volition of your DM) with a CR equal to 1/2 at 11th level, and with a CR equal to 1 at 17th level.
Woodland Stride[edit]
Starting at 6th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical 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 as those created by the Entangle spell.
Evasion[edit]
Beginning at 7th level, when you or your animal companion are subjected to an effect 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.
Swift Tracker[edit]
Starting at 8th level, while traveling at fast pace, you don't have penalties on your passive Wisdom (Perception), and is able to use Dexterity (Stealth).
In addition, you are able to contribute to your group's passive Wisdom (Perception) when making Wisdom (Survival) checks.
Devotion[edit]
At 9th level, your animal companion have advantage on Wisdom saving throws against spells from the enchantment school, the charmed condition and the frightened condition.
Camouflage[edit]
Starting at 10th level, when you are in an natural terrain (arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark) you can take the Hide action even when in plain sight.
At 14th level, you can take the Hide action while in plain sight in any sort of terrain.
Improved Dual Wielding[edit]
Starting at 11th level, when using your dual wielding feature, you can make one additional attack. You can use either weapon for this third attack.
[edit]
Starting at 13th level, you can cause spells that target yourself to also affect your Animal Companion. When your animal companion is within 5 feet, whenever you cast a spell on yourself, your animal companion also benefit from it.
If the spell has a duration different of instantaneous, your companion only receive the benefits while is within 5 feet. In addition, you can cast spells with the duration of self on your animal companion, by touching it.
Improved Evasion[edit]
Starting at 15th level, when your animal companion take damage, from an attack or effect that allows a Dexterity saving throw to halve the damage, it can use its reaction to halve that damage.
Dual Wielding Mastery[edit]
At 17th level, you can make two additional attacks, instead of one, when using your dual wielding feature. The third and fourth attack must be each made with a different weapon.
Multiattack[edit]
At 18th level, your animal companion can attack twice with its natural weapons, when it takes the attack action.
Ranger Lord[edit]
At 20th level, you can attract followers. These followers can be beasts, humanoids, plants or other creatures that your DM deems reasonable considering the location and personality of your character.
You can choose to either have a single follower with a CR of 6, two followers with a CR of 3, four followers with a CR of 1, eight followers with a CR of 1/2, sixteen followers with a CR 1/4 or thirty two followers with a CR 1/8. You can also have followers with different CR's (such as one with CR 3 and two with CR 1 for example). These followers act as if they were charmed by the ranger, unless mistreated by the ranger or its allies. The fight alongside you on their on initiative and will risk their lives for you, following your commands to the best of their abilities.
The followers are gathered over the course of days, each follower being encountered at some point at the day, looking for you. If a follower dies, it can be revived by normal means. After a follower dies, you can't attract another for the next 7 days.
You can dismiss a follower to attract another at any moment. After dismiss a follower, you can't attract another on the same general location for the next 24 hours.
You also gain the possession of a Stronghold on an natural area, built in gratitude for your deeds. The construction can have any shape and be built out of any materials of your choice, but can’t exceed 50 cubes, each cube being 10 feet on each side. Most rangers choose castles and forts made of wood and stone, but there are other options. Examples include fortress suited for specific areas, such as tree houses (in Forest and Jungle terrain), fortified encampments (Desert), observation platforms (Mountains), floating citadels (Swamp and Aquatic), and ice towers (Arctic).
Basic Variant[edit]
The basic variant is the one created by the OP of this article, focusing on simple and direct mechanics.
- Multi Attack
Replaces Dual Wielder, Improved Dual Wielder and Dual Wielding Mastery
Starting at 2nd level, you can attack two different targets with ranged attacks by firing several arrows at once. Whenever you make a ranged attack against a creature, you can attack another within 5 feet of the first target.
At 11th level, you can attack two creatures within 5 feet of either target. At 17th level you can attack three creatures within 5 feet of either of the two targets.
- Fleet of Foot
Replaces Move Silently
Starting at 2nd level, once in each of your turns you can move 15 feet after making a ranged attack.
- Keen Eye
Replaces Natural Spell
Starting at 3rd level, the first ranged weapon attack you make in the first turn of combat is made with a bonus. The bonus equals half your Ranger level. If this bonus causes the result of the attack to be a number in which you score critical hits, you benefit from a critical hit in that attack.
If you miss the attack, you gain this bonus again on your next turn, until you hit. After hitting, you can't use this feature again until you roll initiative again.
- Armor Pierce
Replaces Animal Companion
At 5th level, when you hit an creature wearing armor with a ranged attack, you gain a bonus equal to half your proficiency bonus (rounded down) to all subsequent ranged weapon attacks against that enemy.
- Vital Attack Bonus
Replaces Devotion, Share Spells and Multiattack
At 9th level, your ranged attacks score a critical hit on a 19 or 20 on the d20. This increases to 18-20 at 18th level.
In addition, you roll an additional 1d6 on the damage of critical hits with ranged attacks. This increases to 2d6 at 13th level.
- Status Improvement
Replaces Camouflage at 10th Level
Starting at 10th level, your Dexterity, Constitution or Wisdom increases in 1, to a maximum of 20.
In addition, you gain proficiency in one skill from the ranger class. Moreover, while wearing light armor, your movement speed increases in 5 feet.
- Weapon Damage Bonus
Replaces Animal Companion Improvement
Starting at 11th level, you gain a bonus of +2 to your damage rolls with ranged weapons. This bonus increases to +4 at 17th level.
- Tremor Sense
Replaces Camouflage at 14th Level
Starting at 14th level, you gain tremorsense up to a range of 30 feet.
Combat Style Variants[edit]
The combat style variants change the emphasis on the type of weapon used in combat. Combat Style variants are meant to replace the Dual Wielding and related features.
The exception is the first one presented, the basic variant, who also excludes the Natural Magic and Animal Companion related features.
Archer Variant[edit]
The archer variant replaces the Dual Wielding, Improved Dual Wielding and Superior Dual Wielding by the following features:
- Rapid Shot
Replaces Dual Wielding
Starting at 2nd level, you can use your action to make two attacks with a ranged weapon. You don't add your proficiency bonus to the result of these attacks.
At 5th level, you can add your proficiency bonus to these attacks.
- Manyshot
Replaces Improved Dual Wielding
Starting at 11th level, once in each of your turns, you can forgo one of your attacks made as part of your rapid shot to fire two arrows on a target within 30 feet of you. At 17th level, you can fire three arrows against that target.
- Improved Precise Shot
Starting at 17th level, you ignore cover that is not total cover and disadvantages for lightly obscured areas.
In addition, when you make a ranged attack against a grappled, restrained, petrified or paralyzed creature, the attack automatically succeeds.
Beast Master Variant[edit]
This variant don't have the Dual Wielding feature, replacing it with the emphasis on the animal companion.
- Animal Companion
Replaces Dual Wielding
You gain the Animal Companion feature at 2nd level.
- Speak With Animals
Replaces Natural Lore
Starting at 3rd level, you can cast speak with animals at will.
- Low Light Vision, Alertness and Scent
Replaces Endurance
Starting at 3rd level, you gain the following benefits:
- Low Light Vision. You gain darkvision up to a range of 30 feet. If you already have darkvision, yours increase further 30 feet.
- Keen Senses. You have advantage on Wisdom (Perception) checks that rely on smell and hearing.
- Extra Animal Companion (2)
Replaces Animal Companion
Starting at 5th level, you can attract a second beast to benefit from your Animal Companion feature. The additional beast acts on your initiative and can move and take reactions on its own, but the only action it takes is the Dodge action, unless you command it to take the Dash, Disengage, Hide or Search actions, or to make a single attack. The beast commanded with this action can never multiattack.
If you use your action to command your beast, you can attack with your bonus action.
- Extra Animal Companion (3)
Replaces Improved Dual Wielding
At 11th level, you can attract at third beast to benefit from your animal companion feature. You can command up to two beasts with the same action.
Prestige Classes[edit]
This is another take on the concept of prestige classes, by replacing some features, instead of multiclassing in a specific class. These prestige classes are made to reinforce one of the combat styles: Deepwood Sniper for the Archer and Tempest for the core one (the Dual Wielder).
Prestige Class: Deepwood Sniper[edit]
If you choose the Archer Variant, you can combine it with the Deadwood sniper variant.
- Keen Arrows, Range Increment Bonus, Take Aim, Concealment Reduction and Safe Poison Use
Replace Animal Companion
Starting at 5th level, you gain the following features:
- Keen Arrows. All projectiles fired by your ranged weapons score critical rolls on a 19-20.
- Range Increment Bonus. The short and long range of your ranged weapon attacks increase in 10 feet.
- Concealment Reduction. Whenever you roll a ranged attack with disadvantage, you gain a bonus to the attack roll equal to half your proficiency bonus (rounded up).
- Take Aim. If you don't move at the start of your turn, you have advantage on your next ranged weapon attack. Your movement is reduced to 0 after making the attack.
- Safe Poison Use. You have advantage on saving throws against the poisoned condition and resistance to poison. In addition, you can poison weapons using a bonus action.
- Projectile Improved Critical
Replaces Devotion and Share Spells
At 9th level, when you score critical hits with an attack from a bow, you roll the damage die one additional time, for a total of 3 dice. At 13th level you roll 4 dice.
- Magic Weapon
Replaces Animal Companion Improvement
At 11th level, whenever you make an attack with a non-magical bow, you gain a bonus of +1 to attacks and damage rolls. The attack is magical, for the purposes of overcoming resistances and immunitities to nonmagical damage.
The bonus increases to +2 at 17th level.
- Consistent Aim
Replaces Improved Evasion
Starting at 15th level, once in each of your turns you can reroll one attack roll made with a ranged weapon. You must keep the new result.
- True Strike
Replaces Multiattack
Starting at 18th level, you can use your bonus action to cast true strike. The range of true strike cast by this feature equals the short range of your bow.
Prestige Class: Tempest[edit]
You can choose the tempest if you want to emphasize your two-weapon fighting ability.
- Improved Two-Weapon Fighting
Replaces Animal Companion
Starting at 5th level, when using your Dual Wielding feature, you can use your Dexterity, instead of Strength, for attacks and damage rolls. In addition, you can make one attack with one of the weapons as a bonus action.
- Absolute Ambidexterity
Replaces Devotion
Starting at 9th level, you can make one attack with a one handed melee weapon on your turn using your bonus action. You can't be wearing armor heavier than light, and the attack must be made with a one handed weapon.
In addition, you can take the Use an Object action as a bonus action.
- Off-Hand Parry
Replaces Animal Companion Improvement at 11th level
At 11th level, you can use your bonus action on your turn to gain a bonus of +2 to your AC until the start of your next turn.
- Greater Two-Weapon Fighting
Replaces Share Spells
At 13th level, if you hit one attack with each weapon when using your Dual Wielding feature, you can make one additional attack as part of the attack action.
- Off-Hand Block
Replaces Improved Evasion
Starting at 15th level, whenever are hit by an attack, you can use your reaction to roll the damage of your weapon attack with one of your weapons. You reduce the damage taken by that amount.
- Tempest Defense
Replaces Animal Companion Improvement at 17th level
At 17th level, while using your Dual Wielder feature, you gain a bonus of +1 to your AC.
- Supreme Two-Weapon Fighting
Replaces Multiattack
At 18th level, you can make two attacks with your bonus action, instead of one, when using your Absolute Ambidexterity or Improved Two Weapon Fighting feature.
Prestige Class: Combat Trapsmith[edit]
- Trap Sense
Replaces Wild Empathy
At 3rd level, you have advantage on saving throws to avoid the effect of traps and resistance to the damage of traps. In addition, you can cast Find Traps at will, without spending spell slots.
- Trap Focus
Replaces Nature Lore
Starting at 3rd level, you gain proficiency in Sleight of Hand check, and can add twice your proficiency bonus in checks with this skill.
In addition, if you roll a 9 or lower on a Dexterity (Sleight of Hand) check, you can choose a 10 instead.
- Combat Trapping
Replaces Natural Spells
Starting at 3rd level, you learn how to combat traps. You know 2 traps when you gain this feature, learning one additional trap at 6th, 9th, 12th, 15th and 18th levels.
You can use your action to deploy a trap in an unoccupied 5-foot square within 5 feet of you. You must make a Dexterity (Sleight of Hand) check to conceal the trap. After deployed, a trap lasts for 1 hour or until triggered, whichever happens first.
To detect a trap, the creature must succeed on a Wisdom (Perception) check, contested by your Dexterity (Sleight of Hand) check. On a win, the creature don't notice the trap.
A after entering the trap space, the target must make a saving throw against the trap, with a DC equal 8 + your proficiency bonus + your Dexterity modifier.
To craft a trap, you must prepare the materials beforehand. Each trap costs 10 gp and 1 minute to prepare. You must have the Tinker's Tools in hand to prepare the trap.
After deployed, the trap can't be recovered, regardless if activated or not and the materials are lost and can't be salvaged.
If the effect of the trap is not instantaneous, it lasts for 1 minute.
- Improvised Materials
Replaces Woodland Stride
At 6th level, you can create traps without spending gold, by using scavenged materials. When you do so, the target of the trap have advantage on the saving throw.
- Expert Trapsetter
Replaces Share Spells
Starting at 13th level, you can set traps using your bonus action. In addition, when you set a trap, you can move without provoking opportunity attacks.
Moreover, whenever you set a trap, you can use your Combat Trap save DC, instead of the DC of the trap.
- Trap List
- Befuddler. The target must succeed on a Wisdom saving throw, or have disadvantage on Concentration checks and on Intelligence, Wisdom and Charisma checks. The target can make another saving throw on the end of each turn to make another saving throw.
- Enfeebler. A puff of acrid powder renders the target fatigued. The target must succeed on a Constitution saving throw, or suffers one level of exhaustion. The target can make another saving throw on the end of each turn to make another saving throw.
- Entangler. A hidden cord loops around the target, holding it in place. The target must succeed on a Dexterity saving throw or be restrained. The target must an action to make a Strength (Athletics) check against your trap DC to break free from the trap.
- Equalizer. The first creature entering the trapped area must succeed on a Dexterity save or is knocked prone. The trap reputedly gets its name from its gnome inventor, who used it to bring taller foes down to his level. This effect is instantaneous.
- Flashbang. The trapped area emits a blinding burst of light accompanied by a loud thunderclap. Any creature in the trapped area and within 5 feet of it must succeed on a Constitution saving throw or is blinded and deafened until the end of your next turn. On a success, the creature can't take reactions until the end of your next turn. This effect is instantaneous.
- Footspiker. This trap effectively fills the designated area with caltrops. The target is affected immediately, without need to make the saving throw. Creatures resistant to piercing damage are not affected by this trap. This effect is instantaneous.
- Glitterburst. A fine cloud of silver dust clings to any creature within the trapped square. Any creature affected by a glitterburst trap is covered in glitter, and have disadvantage on Dexterity (Stealth) checks and can't be invisible for the duration. There's no saving throw against this effect.
- Scorcher. The trapped square releases a cloud of fine dust followed by a spark, setting off a small explosion that deals 2d6 points of fire damage to each creature in that area. A successful Dexterity saving throw halves the damage. This is an instantaneous effect.
- Sleeper. A slumber-inducing vapor makes the target fall asleep. The creature must succeed on a Constitution saving throw or fall unconscious for the duration or until take damage. On a success, the creature can't take reactions util the end of its next turn.
- Spiderweb. The trapped square releases a burst of sticky tendrils that toughen when they contact air. This trap duplicates the effect of a web spell, but affecting the area of the trap and a 5-foot radius around it.
- Stinkburst. A cloud of noxious vapors causes the creature to make a Constitution saving throw, or be poisoned. The creature can make another saving throw at the end of each turn to end the effect.
Flavor Variant[edit]
The flavor variant replaces the core lore aspect of the ranger. The variant here presented remove the ranger from the wild aspect.
Urban Variant[edit]
The urban variant offers a detective spin on the ranger archetype.
- Favored Enemy
Enhances Favored Enemy
You can choose an organization or culture as a favored enemy, such as a cult, a thieves guild or another group suitable to your campaign and allowed by your DM.
- Investigator
Replaces Tracker
Starting at 1st level, you gain proficiency in Investigation. If you are already proficient with this skill, you add twice your proficiency bonus in checks with it.
In addition, you have advantage on Charisma (Persuasion) and (Intimidation), and on Intelligence (Investigation) checks made to gather information while interrogating a creature.
- Rapport
Replaces Wild Empathy
At 1st level, you can use an action to make a Charisma (Persuasion) check contested by a humanoid Wisdom (Insight) check. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
In addition, the creature's attitude is shifted from hostile to indifferent and from there to friendly when the minute passes.
- Urban Spells
Replace Natural Spells
Starting at 3rd level, you can learn and cast spells from the bard's list, as a bard of third your Ranger level (rounded up). For example, at 10th level, you can learn and cast spells as a 4th-level bard.
You can't learn cantrips trough this feature.
- Partner
Enhances Animal Companion
You can attract a humanoid creature instead of a Beast or Plant.
- Ledger Runner
Replaces Woodland Stride
At 6th level, you use your Dexterity modifier to calculate jump distances and to make Strength (Athletics) checks to jump and climb. In addition, you gain a climbing speed equal to your movement speed. You can't use this feature while wearing heavy armor.
- Stalk
Replaces Camouflage at 10th level
Starting at 10th level, when you are in an urban terrain or a city, you can take the Hide action even when in plain sight.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the "old school" ranger class, you must meet these prerequisites: 13 Strength, 13 Dexterity, 14 Constitution and 14 Wisdom
Proficiencies. When you multiclass into the "old school" ranger class, you gain the following proficiencies: Light armor, simple weapons, martial weapons, one artisan's tools, one skill proficiency
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