Ranger, Path of the Ranger (5e Class)

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Ranger, Path of the Ranger


Rangers are an elite faction of the Kingdoms' forces. Rangers are selected at the age of ##. Their parents are usual noblemen\noblewomen or Rangers themselves. Special circumstances to be allowed into the Ranger Corps is dispensation from the King or joining to erase past crimes. Ranger training last for 4 years typically at the Camp. A 5th year of training is granted to exceptional Rangers at a secret location known as the Shelter. During training the Ranger candidates learn many skills including tracking, survival, medicine, stealth and use of ranger weapons such as composite, short and long bows, throwing knives and short axe. In order to progress to the next years training the candidates must pass quarterly or semiannual assessments. Rangers are broken into 4 schools during their 3rd year of training. The schools are Archery, Expertise, Nature, and Wildlife. To enter one of these schools the candidate must past the selection tests that is give to them via a potent hallucinatory and magical potion. The tests takes place in their mind. Most Rangers only pass one of the tests, exceptional Rangers may pass 2. Rarer are the ones who pass more. Each school has specialization in their own fields. If a Ranger is selected for a 5th year of training they travel to the Shelter to learn one of the elite specializations of their school. To earn this elite specialization all Rangers learn about the specializations of each school and then select two from their own school. At midway through their training they take another test known as the Test of Harmony. This test is similar to the school selection test where it takes place in the Ranger's mind. The Ranger will cast the medallions of their choosen specializations into a fire after consuming the potion. If the selections they made correspond to their subconscous desire then they are in harmony and continue their training. If not they leave the Shelter and maybe invited back to retrain. At the end of training the Ranger takes a test designed around their specialization. If they pass they earn that specialization. If they dont they may be reinvited to complete their training the next year. After training the Rangers head to the capital to go to Ranger headquaters where they will receive their missions. Specialist Rangers receive their missions from the leader of the Rangers. Rangers can receive missions in the field carried by specially trained birds. The mission scrolls are sealed in wax with the letters "RM" for Ranger Mission.

This class is intended for campaigns starting at level 5. This class is based on the books series "Path of the Ranger" by Pedro Urvi.

Creating a[edit]

Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

Set parameter to Hit Dice per level, e.g. 1d10


Saving Throws:


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

  • (a) Ranger Cloak, School medallion, composite bow, throwing knife and short axe. or (b) Specialist Ranger Cloak, School medallion,Specialization medallion, composite bow, throwing knife and short axe.

Table: The

Level Proficiency
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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