Ranger, Non-Magical Variant (5e Class)

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Ranger[edit]

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[edit]

When you create your character, ask yourself the following questions: How and why did you become a ranger? Did you grew nearby a wild area, or have you chosen to move to a isolated environment? Have you received training from a group of hunters or a single master, or living alone taught you everything you need to know about survival.

All rangers have a favored enemy, so it is important to define a reason for your specialization. This focus on killing a species of creatures come from hatred, due to the harm caused by monsters to yourself or your community, or is a racial bias and grudge held for generations? Do you hunt for personal reasons and history with your favored target, or just because you are good at it? Do your hunt serve the primary purpose of slaying creatures or protect those who cannot protect themselves?

Quick Build

You can create a ranger quickly by making the following choices: First, Dexterity should be your highest ability score, since Rangers are agile and can quickly change from melee to ranged tactics, so a high dexterity is important to allow you to swap between these battle ranges. Then, a high Wisdom or Constitution, depending on your focus towards exploration or combat. Second, choose the outlander or the hermit background. Finally, choose the two shortswords, the studded leather armor, an explorer's pack and a longbow and quiver with 20 arrows.

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
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Medicine, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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 Longbow, 20 Arrows, and a quiver

Table: The Ranger

Level Proficiency
Bonus
Features
1st +2 Favored enemy, Favored Foe (Optional), Natural Explorer, Deft Explorer (Optional)
2nd +2 Fighting Style, Combat Style Improvement
3rd +2 Wild Connection, Ranger Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Favored Enemy Improvement
7th +3 Ranger Archetype Feature
8th +3 Ability Score Improvement
9th +4 Combat Style Improvement
10th +4 Hide in Plain Sight
11th +4 Ranger Archetype Feature
12th +4 Ability Score Improvement
13th +5 Combat Style Improvement, Fighting Style (2)
14th +5 Vanish
15th +5 Ranger Archetype Feature
16th +5 Ability Score Improvement
17th +6 Combat Style Improvement
18th +6 Feral Senses
19th +6 Ability Score Improvement
20th +6 Foe Slayer

Natural Explorer[edit]

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

•You ignore difficult terrain. •You have advantage on initiative rolls. •On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. While traveling for an hour or more, 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.

Deft Explorer (Optional)[edit]

This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level)

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Roving (6th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Favored Enemy[edit]

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, humanoids, monstrosities, oozes, plants, or undead.

You gain a +2 bonus to attack and damage rolls for weapon attacks made against your 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 can replace your chosen Favored Enemy if you spend 8 hours training, researching and observing a creature of another type.

Favored Foe (Optional)[edit]

This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

When you hit a creature with an attack roll, you can call on your extensive knowledge for how hunting creatures to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Combat Style[edit]

Starting at 2nd level, you must choose one combat style to dedicate yourself too. You can choose to put emphasis on ranged combat by learning Trick Shots or to specialize in close combat, by learning Melee Maneuvers. You gain a second Combat Style at 9th level.

You don't spend uses of your Combat Style when using it against your Favored Enemy.

Some combat styles require a saving throw to avoid its effects. The save DC equals 8 + your proficiency bonus + your choice between Strength or Dexterity.

At 17th level, when you roll initiative and have no uses of your Combat Style, you regain one use.

Trick Shot

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.

Melee Maneuvers

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.

Fighting Style[edit]

Starting at 2nd level you may choose one of the following fighting styles, you cant choose one of the styles more then once even if you can choose another one latter. You can choose another style at 13th level.

Archery

You gain +2 to attack added to damage rolls made with ranged weapons.

Dueling

You gain +2 to attack added to damage rolls made with one handed weapons.

Defense

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

Two-Weapon Fighting

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

Ranger Conclave[edit]

At 3rd level, you choose an conclave that you strive to emulate: This variant class will work with any of the 5e ranger subclasses (At least with the ones from The Players Handbook, Tasha's Cauldron of Everything, and Xanathar's Guide to Everything).

Conclave Combat Style

Each conclave gives you a specific combat style, instead of the additional spells. To use a maneuver described under your conclave style, you must spend one use of of your chosen combat style. You can spend uses of either of them for your conclave combat style maneuvers.

Wild Connection[edit]

Beginning at 3rd level, your training have taught you how to use your surroundings to gather resources, adapt and to acquire information about your prey. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses after a long rest. Each time you use your Wild Connection, you can choose one of the following options below:

Plant Lore

You gain a better understanding of herbs and medicine. For 1 hour, you have advantage on Intelligence (Nature) checks to identify plants and there uses. Also when you have a Healers Kit while you forage. Over the course of this hour, you can find plants and herbs needed to regain one use of your healers kit.

Wild Medicine

When you have a healer's kit in hand, you can use an action and touch a creature, spending one use of the kit and one use of your Primal Awareness. That creature regain hit points equal to 1d4 + its amount of hit dice + your Wisdom modifier.

Alternatively, if you have your herbalist kit on hand, you can spend one use of your Primal Awareness and one use of your Healer's Kit over the course of a long rest to craft a potion of healing.

Primeval Awareness

You can spend your action 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: aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosities, humanoids, and undead. This feature doesn’t reveal the creatures’ exact location or numbers.

Hunter Adaptation

Over the course of a short rest, you can connect with your surroundings and get a better understanding over the environment and the creatures who live in it. You can replace your Favored Enemy when you finish this rest.

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.

Extra Attack[edit]

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

Improved Favored Enemy[edit]

Starting at 6th level, you may choose a second type of Favored Enemy, as described at 1st level. You gain all the Favored Enemy benefits for this new type. Your attack and damage rolls for weapon attacks against Al your Favored Enemies increases to +4.

Additionally, you have advantage on saving throws against spells and abilities used by your Favored Enemies.

Hide in Plain Sight[edit]

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.

Vanish[edit]

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses[edit]

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.

Foe Slayer[edit]

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.

Combat Styles[edit]

Trick Shots[edit]

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.

At 9th level, the target also takes additional 1d8 damage. The damage increases to 2d8 at 13th level.

Pin

When you hit a creature with a ranged weapon attack, the target is restrained until the end of your next turn.

At 9th level, the target becomes paralyzed. At 13th level, the target takes additional 1d8 damage.

Head Shot

When you hit a creature with a ranged weapon attack, the target takes additional 1d10 damage. The damage increases to 2d10 at 9th level and 3d10 at 13th level.

Poison Arrow

When you hit a creature with a ranged weapon attack, the target takes additional damage equal to 1d8 poison.

At 9th level, the creature is also poisoned until the end of your next turn. At 13th level, the poison damage increases to 2d8.

Forceful Shot

When you hit a creature with a ranged weapon attack, the target must make a Strength saving throw. On a failure, it takes 2d6 damage, and is pushed 10 feet back. On a success, takes 1d6 and is not pushed.

At 9th level, the target is pushed 20 feet back and you can choose to knock it prone. At 17th level, you cause 4d6 additional damage on a failed save, or 2d6 on a success.

Setup Shot

When you hit a creature with a ranged weapon attack, you have advantage on your next attack roll made until the end of your next turn.

At 9th level, the attack made with advantage deals additional 1d8 damage on a hit. At 13th level, that attack is a critical.

Volley

As an action, you can make one attack against each creature within 15 feet. Make a single attack against each target.

Melee Maneuvers[edit]

Deep Cut

When you hit a creature with a melee weapon attack, the target takes additional 1d6 damage and must make a Constitution Save or start start bleeding on a fail. The target starts taking 1d4 necrotic damage are the end of each of their turn until they or someone else use their action to makes a medicine check against your saving DC. The additional damage increase to 2d6 and the necrotic damage to 1d6 at 9th level; and to 3d6 and the necrotic damage to 1d8 at 13th level.

Crippling Blow

When you hit a creature with a melee weapon attack, the target's movement speed is halved until the end of your next turn. At 9th level, the target's movement speed is also knocked prone. At 13th level, the target's speed is reduced to 0.

Stunning Blow

When you hit a creature with a melee weapon attack, the target must succeed on a Constitution saving throw or is stunned until the end of your next turn. At 9th level, the target takes additional 1d8 with this attack, and 2d8 at 13th level.

Brutal Cut

When you hit a creature with a melee weapon attack, the target take additional 2d8 damage. The damage increases to 3d8 at 9th level and 4d8 at 13th level.

Whirlwind

As an action, you can make one attack against each creature within melee reach. Make a separate attack for each opponent.

Conclave Changes[edit]

Beast Master[edit]

Beast Master Combat Style

Starting at 3rd level when you choose this conclave, you learn a new combat style:

Combat Style: Beast Taming

You can spend one use of either of your combat styles to use the following Beast Taming Commands:

Attack. You can spend one use as a bonus action to allow one friendly beast to make a melee attack against a creature within 5 feet. If you can make attacks using your bonus action, you can make it as part of the same bonus action you use this command.
Caution. You can spend one use as a bonus action to allow one friendly beast to take the Dodge action using its bonus action. If you can make attacks using your bonus action, you can make it as part of the same bonus action in which you have used this command.
Evade. You can spend one use as a reaction to allow a friendly beast to reduce the damage taken by an attack to 0. This uses the beast reaction.
Animal Companion

Replaces Ranger's Companion

Works as "Ranger's Companion", with the following differences:

  • You can forgo one of your Attacks made as part of the attack action to allow the beast to make one attack of its own.
  • At the start or the end of your turn, you can command the beast to move up to its movement speed without using an action.
  • When your beast take damage, you can use your reaction to halve that damage.
  • When you take the Attack action, you can command the beast to attack, using your bonus action.
Coordinated Attacks

Replaces Bestial Fury

At 11th level, once in each turn when you hit a creature with an attack, your beast can attack the same creature without using its action.

Advanced Training

Replaces Share Spells

At 15th level, when you use a melee command, your beast can use the same command without spending additional points until the end of your turn.

Fey Wanderer[edit]

Fey Wanderer Combat Style

Starting at 3rd level when you choose this conclave, you learn a new combat style:

Combat Style: Wild Beguiler

You can spend one use of either of your combat styles to use the following Wild Beguiler maneuvers:

Terrorize. When you hit a creature with an attack, you can force it to make a Wisdom saving throw. On a failed save, that creature takes additional 1d6 psychic damage and is frightened by you until the end of your next turn.
Goad. You can spend one use as a bonus action to force one creature to make a Wisdom saving throw. On a failed save, that creature have disadvantage on any attacks made against creatures other than you until the end of your next turn, and deal only half damage on these attacks on a hit.
Charm. You can spend 1 use as an action to force a creature to make a Wisdom saving throw. On a failed save, that creature is charmed by you until the end of your next turn. That creature will attack any creature who takes an hostile action against you for the duration.
Fey Reinforcements

Works as "Fey Reinforcements", with the following differences:

  • You can spend one use of your Primal Awareness to cast Summon Fey again.

Gloom Stalker[edit]

Gloom Stalker Combat Style

Starting at 3rd level when you choose this conclave, you learn a new combat style:

Combat Style: Shadow Hunter

You can spend one use of either of your combat styles to use the following Wild Beguiler maneuvers:

Ambush. You can spend one use of this feature to take the Hide action as a bonus action. You can hide even when in plain sight if you are in dim light or darkness. The first attack you make after hidden deals additional 2d6 damage on a hit.
Detect. You can spend one use as a bonus action to detect the presence of any hostile creature unseen, invisible or disguised within 60 feet, until the end of your next turn.
Blind. When you hit a creature with an attack, you can force that creature to make a Constitution saving throw. On a failed save the target is blinded until the end of your next turn.

Horizon Walker[edit]

Horizon Walker Combat Style

Starting at 3rd level when you choose this conclave, you learn a new combat style:

Combat Style: Planar Guardian

You can spend one use of either of your combat styles to use the following Banisher maneuvers:

Banish. You can spend one use of this feature when you hit the target of your Planar Warrior feature to force the creature to make a Charisma saving throw, or be banished (like the banishment spell) until the end of your next turn.
Jump. When you use your Planar Warrior feature, you can spend one use of this ability to teleport to the chosen creature as part of the same bonus action.
Ward. When you use your Planar Warrior feature, you can spend 1 use of this ability to cause all attacks made by aberrations, fiends, celestials and elementals to be made at disadvantage against you until the end of your next turn.

Hunter[edit]

Hunter Combat Style

Starting at 3rd level when you choose this conclave, you learn a new combat style:

Combat Style: Adaptable Killer During a short rest or long rest, you can spend one use of any of your Combat Styles to change your current Hunter's Prey, Defensive Tactics, Multiattack or Superior Hunter's Defense active.

Monster Slayer[edit]

Monster Slayer Combat Style

Starting at 3rd level when you choose this conclave, you learn a new combat style:

Combat Style: Slayer

You can spend one use of either of your combat styles to use the following Slayer maneuvers:

Analytical Strike. You can spend one use of this feature when you hit a creature with an attack to use your Hunter's Sense feature without taking an action.
Heightened Reflexes. You can spend one use of this feature to take an reaction if you have already taken one. You can't use this more than once in each round.
Vital Strike. You can use your bonus action and spend one use of this feature to try to open a wound, weakening the monster's defenses. If you hit, the target make a Constitution saving throw. On a failed save, that creature have vulnerability against the damage type of your attack until the end of your next turn.

Swarm Keeper[edit]

Swarm Keeper Combat Style

Starting at 3rd level when you choose this conclave, you learn a new combat style:

Combat Style: Swarm Master

You can spend one use of either of your combat styles to use the following Slayer maneuvers:

Control the Swarm. When you hit a creature with an attack and use your Gathered Swarm feature, you can spend one use of this feature to apply two effects, instead of one.
Distracting Swarm. When you affect a creature with your Gathered Swarm, you can spend one use of this feature to cause that creature to have disadvantage on its next attack, or to cause the next attack made against it to have advantage, until the end of your next turn.
Swarm Carrier. You can use your bonus action and spend one use of this feature to gain a flying speed equal to your movement speed until the end of your turn. You must end your turn on the ground, or else you fall. This movement doesn't provoke opportunity attacks.

Multiclassing[edit]

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


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