Rage Ranger (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Lack Subclasses, lack fluff

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Rage Ranger[edit]

Quick Build

You can make a Rage Ranger quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose a two handed weapon or a weapon and shield.

Class Features

As a Rage Ranger you gain the following class features.

Hit Points

Hit Dice: 1d10 per Rage Ranger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Rage Ranger level after 1st


Armor: Light armor, Medium armour, shields
Weapons: Simple weapons, Martial weapons
Saving Throws: Dexterity, Constitution
Skills: Chose three from animal handling, athletics, insight, investigation, nature, perception, stealth, Survival


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

  • (a) or (b) leather armor
  • A simple weapon or martial weapon
  • (a) Dungeoners pack or (b) Explorer pack

Table: The Rage Ranger

Level Proficiency
Features Primal Rage Uses
1st +2 Natural Expert, Primal Rage 2
2nd +2 Fighting style, Close Quarters Expert 2
3rd +2 Rage Ranger Path 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack, Cunning Action 3
6th +3 Unconventional Brawler 4
7th +3 Feral Instinct 4
8th +3 Ability Score Improvement 4
9th +4 Rage Enhancement 4
10th +4 Natural Expert 4
11th +4 Path Feature 4
12th +4 Ability Score Improvement 5
13th +5 Rage Enhancement 5
14th +5 Path Feature 5
15th +5 Primal Wrath 5
16th +5 Ability Score Improvement 5
17th +6 Rage Enhancement 6
18th +6 Feral Senses 6
19th +6 Ability Score Improvement 6
20th +6 For Slayer Unlimited

Natural Expert[edit]

Starting at 1st level, you can choose one of the following skills: Animal Handling, Nature or Survival. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can choose a new skill to benefit from this feature at 10th level.

In addition, you gain proficiency in two of the following tools: carpenter's tools, leatherworker's tools, herbalism kit or poisoner's kit.

Primal Rage[edit]

At 1st level, on your turn, you can enter in a state of rage as a bonus action. You gain the following benefits while not wearing armor.

  • When you take the Attack action, your movement speed increases by 5 feet until the end of your turn.
  • You quickly evade attacks. You can reduce the damage taken from weapon attacks by an amount equal to your proficiency bonus.
  • When you rage, you can choose a creature within 60 feet as a favored foe. For the duration, you cause additional 1d6 damage when you hit that creature with a weapon that lack the heavy or two-handed property. The damage increases to 1d8 at 9th level and 1d10 at 17th level. You can change the chosen foe when you hit a creature with an attack or using your bonus action.

If you are able to cast spells, you can't cast them or concentrate them while in primal rage. Your primal rage lasts for 1 minute. It ends earlier if you are knocked unconscious, or if your turn end and you haven't attacked a hostile creature since your last turn, or taken damage since then.

Once you have raged the number of times shown for your Range Ranger level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Close Quarters Expert[edit]

Starting at 2nd level, you don't have disadvantage when making ranged attacks while within 5 feet of a hostile creature.

In addition, as an action, you can attack all creatures within 5 feet of you. If you do so, attack rolls against you have advantage until the start of your next turn.

Fighting Style[edit]

Starting 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.


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


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


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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

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 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]

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

Cunning Action[edit]

When you reach the 5th level, you can take the Dash, Disengage or Hide action as a bonus action on your turn.

Unconventional Brawler[edit]

Starting at 6th level, you no longer have disadvantage on attack rolls while prone, neither other creature have advantage against you. In addition, you can take the Shove or Grapple actions as a bonus action on your turn.

Feral Instinct[edit]

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Rage Enhancement[edit]

Starting at 9th level, you hone your instincts, improving your primal rage. You can choose one of the following benefits. You can choose another at 13th and 17th levels.


When you reduce a creature to 0 hit points or score a critical hit while raging, you can use your reaction to move up to your movement speed and make another attack.

Blank Mind

You become immune to the Charmed and Frightened condition while raging.


You reduce any damage you take, except psychic, instead of only damage from attacks.

Savage Attacks

While raging, once per turn you roll the damage die of your weapon twice, choosing the highest value.

Primal Wrath[edit]

Starting at 15th level, you score critical hits on a roll of 19-20 on the d20. This increases to 18-20 when you are raging.

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.


Path of the Beast Tamer[edit]

Animal Companion

Starting at 3rd level, you learn the find familiar spell, which you can cast only as a ritual. When you cast this spell, you summon a beast with a CR of 1/4, instead of the regular companion.

In addition, once per turn you can forgo one attack to allow your companion to make an attack instead. When you attack with the companion, you make an attack using your proficiency bonus + your Wisdom modifier, instead of the creature's attack bonus.

If the companion has an ability that requires a saving throw to avoid, it uses a DC equal 8 + your proficiency bonus + your Constitution modifier.

Bestial Fury

At 3rd level, when you enter in your Primal Rage, you summon your Animal Companion in a place you can see within 30 feet. If your animal companion is already summoned, you can teleport it to a place you can see within 30 feet.

If there's a creature within 5 feet of your Animal Companion when you summon it, you can order it to attack. You can command the companion to move and attack in each subsequent turn using your bonus action.

In addition, your companion gain all the benefits of your Primal Rage. If your companion is reduced to 0 hit points while the Primal Rage is active, you can summon it again using your bonus action.

Wild Call

Starting at 11th level, while raging, you can cast conjure animals as an action when you enter in rage. When casting this spell in that manner, it lasts for the duration of your rage, and don't require concentration to maintain. All conjured animals are treated as Animal Companions. Once you use this feature, you can't use it again until you finish a long rest.

In addition, you can spend a use of your Primal Rage to cast conjure animals out of rage. When you do so, it works as normal.

Beast Master

Starting at 14th level, whenever you hit a creature with an attack, you can command a beast within 5 feet of that creature to make an attack as a reaction.

Path of the Primeval Guardian[edit]

Guardian Soul

Starting at 3rd level, when you enter in rage, you gain the ability to grow and take on the appearance of a treelike person, covered with leaves and barks. While in the guardian form, you gain the following benefits:

  • Your size becomes Large, unless you were larger.
  • Any speed you have becomes 5 feet, unless the speed was lower.
  • Your reach increases by 5 feet.
  • Once per turn when you reduce damage from a melee attack, the target takes the same amount of piercing damage.
  • The ground within 10 feet of you is difficult terrain for your enemies.

For the duration of your rage, you can enter or exit your guardian form using your bonus action.

Rooted Defense

At 11th level, the radius of the difficult terrain created by your guardian form increases to 30 feet. In addition, you can use your bonus action to teleport to any place within the difficult terrain created by your guardian form.

Guardian Aura

Starting at 14th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your Rage Ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.


Prerequisites. To qualify for multiclassing into the Rage Ranger class, you must meet these prerequisites: Dex 15, Str 15, Con 12

Proficiencies. When you multiclass into the Rage Ranger class, you gain the following proficiencies: Animal handling and martial weapons

(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!