Extended Ranger Levels (5e Class)
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Extended Ranger Levels
These are additional levels for the Ranger class. See Level 40 Expansion (5e Variant Rule) for more info.
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
Saving Throws: None
You start with the following equipment, in addition to the equipment granted by your background:
|2nd||+2||Ranger Archetype feature|
|3rd||+2||Improved Ability Score Improvement|
|4th||+2||Ability Score Improvement, Supernatural Hunter, Natural Explorer Improvement|
|6th||+3||Ranger Archetype feature|
|8th||+3||Ability Score Improvement, Improved Ability Score Improvement|
|10th||+4||Ranger Archetype feature|
|11th||+4||Invisible Stalker, Favored Enemy Improvement|
|12th||+4||Ability Score Improvement, Channel Nature, Extra Attack (2)|
|13th||+5||Ranger Archetype feature|
|14th||+5||Improved Ability Score Improvement|
|15th||+5||Ranger Archetype feature|
|16th||+5||Ability Score Improvement, One with Nature|
|18th||+6||Lord of the Hunt|
|19th||+6||Ability Score Improvement|
|20th||+6||Hunter of the Gods|
At 21st level, you begin to surpass the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a ranger and transforming you into a minor deity in your own right. You’re creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.
From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow green whenever you cast a spell, your skin might partially camouflage itself to your surroundings, or your hair might become unusually lush and inexplicably clean no matter where you are or what you've been doing. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Finally, you cannot gain levels in any other class.
Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC and all saving throws also increase by 1.
Improved Ability Score Improvement
When you reach 23rd level, and again at 28th and 34th level, you can increase one ability score of your choice by 3, or you can increase one ability score of your choice by 2 and another ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 24 with this feature.
At 24th level, your progression from mortal to celestial grants you natural abilities most creatures do not have. You gain a +5 bonus to Dexterity (Stealth), Intelligence (Nature), Wisdom (Perception), and Wisdom (Survival) checks.
At 27th level, you have honed your senses to the point of not needing to even see a nearby creature to sense its presence. You gain blindsight out to a radius of 10 feet, tremorsense to a radius of 20 feet, and darkvision to a radius of 30 feet. In addition, you always know if a creature is perceiving you, but not specifically who, what, or from where unless you are already able to detect that creature.
At 31st level, your ability to remain hidden from your prey is so great that it cannot detect you. As an action, you can magically mark a creature within 90 feet of you that you are hidden from. Until the end of your next turn, that creature cannot see you, hear you, or smell you. Additionally, you do not reveal your position when you miss it with a ranged attack. This ends if you make a melee attack or cast a spell that deals damage, or if you hit with a ranged attack. If you had cast hunter’s mark on the creature, attacks and spellcasting do not cause this effect to end. You always have these bonuses when stalking your favored enemies in your favored terrain.
At 32nd level, any time a spell you cast has you roll one or more dice, you may add your Wisdom modifier to the roll. Additionally, you regain spell slots equal to a quarter of your level, rounded down, whenever you finish a short rest.
One with Nature
At 36th level, your transition from mortal to demigod has given you power over plants themselves. As an action, you can command the flora within 30 feet of you to grow faster or slower, to change shape, to bloom, to die, to grow brambles, and other similar things. You can choose to exclude certain plants, types of plants, or areas from being affected by this feature at the time it is being used.
At 37th level, your connection to the base forces of nature strengthens, granting you physical abilities beyond compare. Your Strength, Dexterity, and Constitution scores are each increased by 2, to a maximum of 26; your speed increases by 10 feet; your carrying capacity increases by 60 lbs; and your maximum load and your maximum lift are increased by 120 lbs.
Lord of the Hunt
At 38th level, your hunting abilities have been honed to the point that other creatures recognize you as a top predator. Beasts and monstrosities with a challenge rating of 5 or lower will not attack or otherwise do anything that would cause you or your companions harm, unless you or your companions harm them first. Additionally, you have advantage on Charisma-based skill checks with predatory animals, and pack animals will defer to you as their leader. You also have advantage on all skill checks pertaining to any element of your favored terrains.
Hunter of the Gods
At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, whenever you deal damage to one of your favored enemies that is aware of you, it must succeed on a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. You also gain sufficient power to grant divine powers to one creature, beginning your ascent to true godhood.
- Predator's Prey
At 22nd level, you gain one of the following features of your choice. You may select an additional feature from any of the feature options detailed in this archetype that you are a high enough level for at 30th level, and again at 37th level.
- Colossus Eliminator. Your tenacity allows you to take down the most powerful of foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.
- Giant Obliterator. When a Large or larger creature within 5 feet of you hits or misses with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see that creature. If the attack hits, the creature takes an extra 10 damage.
- Horde Shredder. Once after each of your weapon attacks that are part of the Attack action, you can make another attack with the same weapon against a different creature within 5 feet of the original target and within range of your weapon.
- Defensive Maneuvers
At 26th level, you gain one of the following features of your choice.
- Leave the Fray. Opportunity attacks automatically miss you.
- Multiattack Shield. When a creature hits you with an attack, you gain a +2 bonus to AC until the beginning of your next turn.
- Titanium Will. You are immune to being charmed and frightened, and you have advantage on Intelligence, Wisdom, and An ability score was not entered for this template! saving throws.
- Flurry Attack
At 33rd level, you gain one of the following features of your choice.
- Eviscerate. You can use your action to make one weapon attack against a creature. If it hits, that creature takes quadruple damage.
- Hurricane Attack. You can use your action to make up to 6 melee attacks against no less than 3 creatures within your weapon’s reach.
- Projectile Rain. You can use your action to make up to 10 ranged attacks against no less than 5 creatures within 10 feet of a point you can see within your weapon’s range. You must have a separate piece of ammunition for each attack, as normal.
- Master Hunter's Defense
At 35th level, you gain one of the following features of your choice. You can change which feature you have after spending one month training with that style of combat.
- Progress Through the Tide. When a hostile creature misses you with a melee attack, you can move up to 5 feet without provoking opportunity attacks, moving through the space of hostile creatures and pushing them behind you if they are your size or smaller.
- Supernatural Dodge. You can supernaturally evade attacks and certain area effects of your enemies. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to automatically succeed on the save. Additionally, once per round when an attacker that you can see hits you with an attack, you can halve the attack's damage against you.
- Versatile. Your AC, attack rolls, ability checks, and saving throws are increased by 1.
- Ultimate Hunter
At 39th level, when you hit a creature that is frightened of you or that you are hidden from, you deal an additional 5 damage.
- Ranger's Company
At 22nd level, your ability to bond with an animal allows you to have up to two beast companions instead of one. You can command them both using the same bonus action, and the commands can be different. Additionally, the maximum CR of your beast companions increases to 1/2, and again to 1 at 33rd level, and to 2 at 39th level.
- Masterful Training
Beginning at 26th level, it takes you no action to command your beast companions to take the Dash, Disengage, Dodge, or Help action on their turns, regardless of whether or not they have attacked.
- Primordial Fury
Starting at 33rd level, your beast companions can make an additional attack when you command them to use the Attack action.
- Share Thoughts
At 35th level, your connection with your beast companions is so great that you do not need to even move to command your beast companions. As long as they are within 120 feet of you, you can communicate telepathically with them. In addition, you can cast spells with a range of touch as though you were standing in their space.
- Beast Hunters
At 39th level, your beast companions inspire fear in your favored enemies. Whenever one of them deals damage to one of your favored enemies, that creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of that companion for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on itself on a success.
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