Variant Ranger, Commando (5e Class)

From D&D Wiki

Jump to: navigation, search

Ranger[edit]

Rangers are designed to go in alone, scout or attack, and then retreat without being seen, or unharmed if discovered. They are expected to undertake missions deep into hostile territory and survive without the aid of friendly forces.

Creating a Ranger[edit]

When making a Ranger, ask yourself why they became a commando. Were they a part of some faction's military? Were they a mercenary for hire, a grizzled fighter selling their skills to the highest bidder? Or, were they a rebel or a vigilante with their own views on what "justice" really is?

Quick Build[edit]

You can make a Ranger quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by either Constitution or Wisdom. Secondly, choose either the "Soldier", "Urban Bounty Hunter", "Outlander", or "Mercenary Veteran" 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, shields
Weapons: Simple weapons, martial weapons
Tools: Thieve's tools
Saving Throws: Strength, Dexterity
Skills: Choose two from Athletics, Insight, Intimidation, Investigation, Nature, Perception, Sleight of Hand, Stealth, and Survival.

Equipment

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

  • (a) Chain Shirt 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

Table: The Ranger

Level Proficiency
Bonus
Features
1st +2 Behind Enemy Lines
2nd +2 Fighting Style, Takedown
3rd +2 Ranger Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack (2)
6th +3 Second Story Work
7th +3 Archetype Feature
8th +3 Ability Score Improvement
9th +4 Infiltrate
10th +4 Archetype Feature
11th +4 Extra Attack (3)
12th +4 Ability Score Improvement
13th +5 Supreme Sneak
14th +5 Feral Instinct
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Brave the Odds
18th +6 Elusive
19th +6 Ability Score Improvement
20th +6 One with the Shadows


Behind Enemy Lines[edit]

Behind Enemy Lines Beginning at 1st level, you have significant experience in operations deep in hostile territory, away from allies. You gain proficiency in Stealth and Survival. If you already have proficiency with those skills, you gain Expertise. In addition, you may learn up to two additional languages.

Fighting Style[edit]

At 2nd level, 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.

Ranged[edit]

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

Defense[edit]

As long as you are wearing armor, you gain a +1 bonus to AC

Dueling[edit]

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[edit]

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

Mariner[edit]

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Takedown[edit]

By the time you have reached second level, you have learned how to eliminate targets with precision. You may now cast the spell “Hunter’s Mark” as a 1st level spell without expending any spell slots up to twice per long rest. This increases to 4 times per long rest at 5th level, 6 times per long rest at 9th level, 7 times per long rest at 13th level, and 8 times per long rest at 17th level. As long as you have a target marked, you may expend a use of the spell to refresh its duration. Furthermore, you may add your proficiency bonus (half if you are already have proficiency in the athletics skill) to Strength (athletics) checks to initiate or maintain a grapple, and when you successfully initiate a grapple, you may choose to have the target of the grapple drop any items they are currently holding (this cannot be done to an Fighter's bound weapon).

Ranger Archetypes[edit]

At 3rd level, you choose an archetype that defines how you conduct your missions. Choose either Stalker or Sniper, detailed at the end of the class description. The archetype you choose grants you features at 3rd level, and then later at 7th, 10th, and 15th level.

Unnatural Alertness[edit]

Beginning at 3rd level, you instinctively know when enemies are watching you. You gain +1 to both your Perception and your Initiative.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain an additional extra attack at 11th level.

Rooftop Experience[edit]

Starting at 6th level, when you make running jumps, you may add 5’ to the distance traveled. In addition, you gain a climb speed equal to your movement speed and advantage on climb checks.

Infiltrate[edit]

Starting at 9th level, you gain proficiency in Disguise Kits, and you are proficient in Perform checks related to passing yourself off as another person.

Supreme Sneak[edit]

Starting at 13th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Feral Instinct[edit]

Starting at 14th level, you have advantage on initiative rolls. Additionally, you can act on a surprise round if you are surprised.

Brave the Odds[edit]

At 17th level, you have learned that you can succeed even when the odds are stacked against you. You are immune to fear effects.

Elusive[edit]

Starting at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you unless you are incapacitated.

One with the Shadows[edit]

At 20th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action or using your move action you can teleport up to 80 feet to an unoccupied space you can see that is also in dim light or darkness. This effect does not break stealth. You then have advantage on the first attack you make before the end of the turn.

Sniper[edit]

The archetypical sniper focuses on picking off foes before they can get close enough to retaliate. Those who follow this archetype are skilled with long range attacks.

Make it Count[edit]

For a sniper, it is not the quantity of attacks that are important, but rather the quality. Starting at 3rd level, instead of attacking normally, you may use your Attack action to make one carefully aimed attack with a ranged weapon. If that attack hits, roll 2 times as many dice as that weapon would normally deal. This increases to 4 times as many dice at 5th level, and 6 times as many dice at 11th level, 8 times as many dice at 16th level. You may use this ability up to your Dexterity modifier times per short rest (minimum 1).

Unseen Shooter[edit]

Starting at 7th level, you have become an expert at not breaking cover while attacking at range. After attacking a target with a ranged attack, you may roll stealth in an attempt to remain hidden if the target was unaware of your location.

Strategic Shot[edit]

Starting at 10th level, when you use your Make it Count feature, on a hit you may choose to have the target make a Constitution saving throw (DC 8+Proficiency+Dexterity modifier). On a failure, you may inflict the target with one of the following effects:

The target’s leg is pinned. Its move speed is halved.
The target is severely wounded. It takes an additional 1d4 damage on the start of each of its turns.
The target’s arm is gravely injured. The target deals only half damage on strength-based attacks.

The target must have the appropriate body part in order to inflict the effect. The target may repeat the saving throw at the end of each of its turns. A successful save ends the effect. You may use this ability up to your Dexterity modifier times per short rest (minimum 1).

Assassinate[edit]

Starting at 15th level, you have learned how assassinate targets. You gain advantage on creatures that haven’t acted yet, and your first attack automatically critically strikes surprised enemies.

Stalker[edit]

The archetypical stalker focuses on tracking and disabling enemies. Those who follow this archetype are skilled with tracking and close-quarters combat.

Hunt Them Down[edit]

Starting at 3rd level, you have experience in taking out targets in their hideouts. You gain darkvision 20’, or increase it by 20’ if you already had it. In addition, you gain limited access to the feature “Sneak Attack”. At 3rd level, you deal 1d6 sneak attack damage. This increases to 2d6 at 7th level, 3d6 at 10th level, and 4d6 at 15th level.

Push Through the Pain[edit]

Starting at 7th level, you have learned how to take blows. You may use your reaction to reduce damage dealt to by an enemy attack to one half of its original amount. This only applies on attacks and spells with an attack roll; spells that allow saves cannot have their damage reduced by this ability.

CQC Training[edit]

Starting at 10th level, when a creature hits you with an attack, you get +4 AC against all subsequent attacks by that creature until your next turn.

Ambush[edit]

Starting at 15th level, when you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take the Attack or Hide action. If more than one creature in an encounter has a feature that allows them to take a bonus turn when they roll initiative, they all act first in order of initiative, then the regular initiative order begins.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Ranger class, you must meet these prerequisites: Strength 13 or Dexterity 13.

Proficiencies. When you multiclass into the Ranger class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the class’s skill list or thieve's tools.


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: