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Ranger (Survivors)

T
he ranger class has been plagued with Original content by myself can be found within the following
disattisfaction for a long time. Here is an features:
attempt to change that. Canny
The revision changes the archetype slightly. Adrenaline
Rather than Rangers being confined to Fleet of Foot
hunters and protectors of the wild, I wanted to Tireless
open them up to more possibilities. Rangers Rugged Tenacity
live in the wild, so their primary characteristic is the ability to Hunter archetype
survive the harshest environment and most dangerous
hazards. The abilities here aim to highlight the Ranger's Tenacious Survivors
ingenuitiy, tenacity, and durability.
In order to keep with this, I also revamped the Hunter Warriors of the wilderness, rangers thrive in environments
subclass to be more like a hunter. I delegated the specialty in where most would perish. With honed instincts and sharp
tracking to the hunter and gave them the tools to do so reflexes, they learn to outrun, outlast, and outwit the forces of
effectively. I drew inspiration and features from a number of nature.
sources, namely Tasha's Cauldron of Everything and the UA Thanks to their familiarity with the wilds, rangers acquire
features and improvements to Ranger. the ability to cast spells that harness nature’s power, much as
a druid does. Their spells, like their combat abilities,
emphasize speed, stealth, and the hunt. A ranger’s talents and
abilities are honed with deadly focus on the grim task of
survival in harsh environments.

The Ranger Table


Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Foe, Canny — — — — — —
2nd +2 Fighting Style, Spellcasting, Additional Ranger Spells 2 2 — — — —
3rd +2 Ranger Archetype, Primal Awareness 3 3 — — — —
4th +2 Ability Score Improvement, Martial Versatility 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Adrenaline, Roving 4 4 2 — — —
7th +3 Ranger Archetype Feature 5 4 3 — — —
8th +3 Ability Score Improvement, Fleet of Foot 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Tireless, Nature's Veil 6 4 3 2 — —
11th +4 Ranger Archetype Feature 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Ability Score Improvement, Rugged Tenacity 8 4 3 3 1 —
15th +5 Ranger Archetype Feature 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 ─ 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2
Independent Adventurers Class Features
Though a ranger might make a living as a hunter, a guide, or As a ranger, you gain the following class features
a tracker, a ranger’s true calling is to defend the outskirts of
civilization from the ravages of monsters and humanoid Hit Points
hordes that press in from the wild. In some places, rangers Hit Dice: 1d10 per ranger level
gather in secretive orders or join forces with druidic circles. Hit Points at 1st Level: 10 + your Constitution modifier
Many rangers, though, are independent almost to a fault, Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
knowing that, when a dragon or a band of orcs attacks, a modifier per ranger level after 1st
ranger might be the first—and possibly the last—line of
defense. Proficiencies
This fierce independence makes rangers well suited to Armor: Light armor, Medium armor, Shields
adventuring, since they are accustomed to life far from the Weapons: Simple weapons, Martial weapons
comforts of a dry bed and a hot bath. Faced with city-bred Tools: None
adventurers who grouse and whine about the hardships of
the wild, rangers respond with some mixture of amusement, Saving Throws: Strength, Dexterity
frustration, and compassion. But they quickly learn that other Skills: Choose three from Animal Handling, Athletics,
adventurers who can carry their own weight in a fight against Insight, Investigation, Nature, Perception, Stealth, and
civilization’s foes are worth any extra burden. Coddled city Survival
folk might not know how to feed themselves or find fresh
water in the wild, but they make up for it in other ways. Equipment
You start with the following equipment, in addition to the
Creating a Ranger equipment granted by your background:
As you create your ranger character, consider the nature of (a) scale mail or (b) leather armor
the training that gave you your particular capabilities. Did you (a) two shortswords or (b) two simple melee weapons
train with a single mentor, wandering the wilds together until (a) a dungeoneer's pack or (b) an explorer's pack
you mastered the ranger’s ways? Did you leave your A longbow and a quiver of 20 arrows
apprenticeship, or was your mentor slain? Or perhaps you Favored Foe
learned your skills as part of a band of rangers affiliated with
a druidic circle, trained in mystic paths as well as wilderness You can call on your bond with nature to mark a creature as
lore. You might be self-taught, a recluse who learned combat your favored enemy for a time: you know the hunter’s mark
skills, tracking, and even a magical connection to nature spell, and Wisdom is your spellcasting ability for it. You can
through the necessity of surviving in the wilds. cast it at 1st level a certain number of times without
What’s the relationship between your Ranger and the expending a spell slot and without requiring concentration—
wilds? Did a monster kill someone you loved or destroy your a number of times equal to your Wisdom modifier (a
home village? Or did you see too much of the destruction minimum of once). You regain all expended uses when you
these monsters cause and commit yourself to reining in their finish a long rest.
depredations? Do you live in the wilderness for thrills or to When you gain the Spellcasting feature at 2nd level,
avoid the challenge of thriving in civilization? What made you hunter’s mark doesn’t count against the number of ranger
join up with a band of adventurers? Do you find it challenging spells you know.
to teach new allies the ways of the wild, or do you welcome
the relief from solitude that they offer? Canny
Quick Build You are an unsurpassed explorer and survivor, both in the
You can make a ranger quickly by following these wilderness and in dealing with others on your travels.
suggestions. First, make Dexterity your highest ability score, Choose one of your skill proficiencies. Your proficiency
followed by Wisdom. (Some rangers who focus on two- bonus is doubled for any ability check you make that uses the
weapon fighting make Strength higher than Dexterity.) chosen skill.
Second, choose the outlander background. You can also speak, read, and write two additional
languages of your choice.
In addition, you have an innate ability to communicate with
other intelligent creatures. Through sounds and gestures, you
can communicate simple ideas to beasts and humanoids, and
can read their basic mood and intent even if you do not share
a language. You learn their emotional state, whether they are
affected by magic of any sort, their short-term needs (such as
food or safety), and any actions you can take (if any) to
persuade them to not attack. You can also communicate to
them your emotional state and short-term needs.
You cannot use this ability against a creature that you have
attacked within the past 10 minutes.
Fighting Style The Spells Known column of the Ranger table shows when
you learn more ranger spells of your choice. Each of these
At 2nd level, you adopt a particular style of fighting as your spells must be of a level for which you have spell slots. For
specialty. Choose one of the following options. instance, when you reach 5th level in this class, you can learn
You can’t take a Fighting Style option more than once, even one new spell of 1st or 2nd level.
if you later get to choose again. Additionally, when you gain a level in this class, you can
choose one of the ranger spells you know and replace it with
Archery another spell from the ranger spell list, which also must be of
You gain a +2 bonus to attack rolls you make with ranged a level for which you have spell slots.
weapons.
Spellcasting Ability
Blind Fighting Wisdom is your spellcasting ability for your ranger spells,
You have blindsight with a range of 10 feet. Within that range, since your magic draws on your attunement to nature. You
you can effectively see anything that isn’t behind total cover, use your Wisdom whenever a spell refers to your spellcasting
even if you’re blinded or in darkness. Moreover, you can see ability. In addition, you use your Wisdom modifier when
an invisible creature within that range, unless the creature setting the saving throw DC for a ranger spell you cast and
successfully hides from you. when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Defense Wisdom modifier
While you are wearing armor, you gain a +1 bonus to AC. Spell attack modifier = your proficiency bonus + your
Wisdom modifier
Druidic Warrior
You learn two cantrips of your choice from the druid spell list. Spellcasting Focus
They count as ranger spells for you, and Wisdom is your You can use a druidic focus (see the Adventuring Gear
spellcasting ability for them. Whenever you gain a level in this section) as a spellcasting focus for your ranger spells.
class, you can replace one of these cantrips with another
cantrip from the druid spell list. Additional Ranger Spells
Dueling The spells in the following list expand the ranger spell list in
When you are wielding a melee weapon in one hand and no the Player's Handbook. The list is organized by spell level, not
other weapons, you gain a +2 bonus to damage rolls with that character level. Each spell is in the Player's Handbook, unless
weapon. it has an asterisk (a spell in chapter 3 of Tasha's Cauldron of
Everything). Xanathar's Guide to Everything also offers more
Thrown Weapon Fighting spells.
You can draw a weapon that has the thrown property as part 1st level
of the attack you make with the weapon. In addition, when Entangle
you hit with a ranged attack using a thrown weapon, you gain Searing Smite
a +2 bonus to the damage roll.
2nd Level
Two-Weapon Fighting Aid
When you engage in two-weapon fighting, you can add your Enhance ability
ability modifier to the damage of the second attack. Gust of wind
Magic weapon
Spellcasting Summon beast*
By the time you reach 2nd level, you have learned to use the 3rd Level
magical essence of nature to cast spells, much as a druid Elemental Weapon
does. See Spells Rules for the general rules of spellcasting Meld into Stone
and the Spells Listing for the ranger spell list. Revivify
Spell Slots Summon fey*
The Ranger table shows how many spell slots you have to 4th Level
cast your ranger spells of 1st level and higher. To cast one of Dominate beast
these spells, you must expend a slot of the spell’s level or Summon elemental*
higher. You regain all expended spell slots when you finish a
long rest. 5th Level
For example, if you know the 1st-level spell animal Greater Restoration
friendship and have a 1st-level and a 2nd-level spell slot
available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger
spell list.
Ranger Archetype You gain two additional reflexes of your choice at 14th
level. Each time you gain a level in Ranger, you can also
At 3rd level, you choose an archetype that you strive to replace one reflex you know with a diferent one.
emulate: the Hunter that is detailed at the end of the class Adrenaline Dice. You have two adrenaline dice, which are
description or one from another source. Your choice grants d6s. An adrenaline die is expended when you use it. You
you features at 3rd level and again at 7th, 11th, and 15th regain all of your expended adrenaline dice when you finish a
level. short or long rest.
You gain another adrenaline die at 14th level.
Primal Awareness
Beginning at 3rd level, you can focus your awareness through Reflexes
the interconnections of nature: you learn additional spells The reflexes are presented in alphabetical order.
when you reach certain levels in this class if you don’t already Alert
know them, as shown in the Primal Awareness Spells table. When you roll initiative, you can expend one adrenaline die
These spells don’t count against the number of ranger spells and add the die to the roll. When you do so, you can't be
you know. surprised.
Primal Awareness Spells Covert
Ranger Level Spell You can expend one adrenaline die to take the hide action as
3rd speak with animals a bonus action on your turn, rolling the die and adding the
5th beast sense number to your Dexterity (Stealth) check.
9th speak with plants Evasive
13th locate creature When another creature hits you with an attack, you can use
your reaction an expend one adrenaline die, rolling the die
17th commune with nature and adding the number rolled to your AC until the start of
your next turn.
Ability Score Improvement
Ingenious
When you reach 4th level, and again at 8th, 12th, 16th, and When you make an ability check, you can expend one
19th level, you can increase one ability score of your choice adrenaline die and add the die to the roll. You can choose to
by 2, or you can increase two ability scores of your choice by do so after you roll the die for the ability check, but before the
1. As normal, you can’t increase an ability score above 20 DM tells you whether you succeed or fail.
using this feature.
Using the optional feats rule, you can forgo taking this Merciless
feature to take a feat of your choice instead. When you hit with an attack, you can use your reaction to
expend one adrenaline die and add the die to the damage
Martial Versatility dealt.
Whenever you reach a level in this class that grants the Precise
Ability Score Improvement feature, you can replace a fighting When you make a weapon attack roll against a creature, you
style you know with another fighting style available to can use your reaction to expend one adrenaline die to add it
rangers. This replacement represents a shift of focus in your to the roll. You can use this reflex before or after making the
martial practice. attack roll, but before any affects of the attack are applied.
Extra Attack Resilient
Beginning at 5th level, you can attack twice, instead of once, When you take damage, you can use your reaction and
whenever you take the Attack action on your turn. expend one adrenaline die to reduce the damage by the
number you roll on your adrenaline die + your Wisdom
Roving modifier.
Starting at 6th level, your walking speed increases by 5, and Tenacious
you gain a climbing speed and a swimming speed equal to When you make a saving throw, you can use your reaction to
your walking speed. expend one adrenaline die and add the die to the roll. You can
choose to do so after you roll the die for the saving throw, but
Adrenaline before the DM tells you whether you succeed or fail.
Beginning at 6th level, your experience in harsh
circumstances has trained your body to react to threats in an Fleet of Foot
instant. You have reflexes which are fueled by special dice Beginning at 8th level, difficult terrain doesn't cost you extra
called adrenaline dice. movement.
Reflexes. You have two reflexes of your choice, which are In addition, you can use the dash action as a bonus action
detailed under "Reflexes" below. on your turn. When you do so, opportunity attacks against
you are made with disadvantage on that turn.
Tireless Ranger Archetype: Hunter
Starting at 10th level, when you expend an adrenaline die, Emulating the Hunter archetype means you live for the thrill
you gain temporary hit points equal to the roll on the die plus of the chase. You've refined your skills and senses to affix
your Wisdom modifier. your goal on one target and relentlessly track them down to
In addition, whenever you finish a short rest, your the ends of the world. Hunters may hunt game, terrible
exhaustion level, if any, is decreased by 1. monsters, or hunt targets for bounties.
Nature's Veil Hunter's Prey
Starting at 10th level, you can draw on the powers of nature You are a master at hunting your quarry. Starting at 3rd level,
to hide yourself from view briefly. As a bonus action, you can you may spend 1 uninterrupted minute (as if you were
magically become invisible, along with any equipment you are concentrating on a spell) to examine and survey the area
wearing or carrying, until the start of your next turn. You can around you. At the end of this time, you may expend a use of
use this feature a number of times equal to your proficiency Favored Foe to target a creature that has occupied a space
bonus, and you regain all expended uses when you finish a within 60 feet of you during the last 10 days. You learn their
long rest. size, speed, the path they took, and the general actions they
took, and you know their location if they are within one mile
Rugged Tenacity of you. You have advantage on all ability checks to track and
Starting at 14th level, your willpower lets you overcome the pursue the target. The effect lasts until you finish a long rest
harshest of challenges. Your adrenaline dice turn into d8s. or use this feature again.
In addition, if you fail a saving throw to resist being
charmed, frightened, or stunned, you can choose to Predator's Instinct
automatically succeed on the saving throw instead. Once you The sight of vulnerable prey awakens your killer instincts.
use this feature, you must finish a short or long rest before Starting at 3rd level, when you hit a creature with a weapon
you can use it again. attack, the creature takes an extra 1d8 damage if it’s below its
Feral Senses hit point maximum. You can deal this extra damage only once
per turn.
At 18th level, you gain preternatural senses that help you fight
creatures you can’t see. When you attack a creature you can’t Natural Explorer
see, your inability to see it doesn’t impose disadvantage on You are skilled at navigating the wilderness. At 7th level, your
your attack rolls against it. walking, swimming, and climbing speeds increase by 5 feet.
You are also aware of the location of any invisible creature In addition, you gain proficiency in the Nature and Survival
within 30 feet of you, provided that the creature isn’t hidden skills if you don’t already have it. Your proficiency bonus is
from you and you aren’t blinded or deafened. doubled for any ability check you make that uses either of
those proficiencies.
Foe Slayer
At 20th level, you become an unparalleled hunter of your Vigilant Prowler
enemies. Once on each of your turns, you can add your By 11th level, you excel at catching prey off guard and react
Wisdom modifier to an attack or damage roll. You can choose with swift and decisive action when attacked. This grants you
to use this feature before or after the roll, but before any the following benefits:
effects of the roll are applied.
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.
Hardy Resilience
At 15th level, you have developed increased fortitude. You
gain proficiency in Constitution saving throws.

PART 1 | FANCINESS 1

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