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D&D 5E Ranger Hunter modification

ScuroNotte

Explorer
Level Features
1 Expertise Survival & Stealth, Favored Enemy, Natural Explorer
2 Fighting Style, Spellcasting
3 Ranger Archetype, Primeval Awareness , Fancy Footwork
4 Ability Score Improvement
5 Extra Attack
6 Favored Enemy, Natural Explorer, Night Vision
7 Ranger Archetype feature
8 Ability Score Improvement, Land’s Stride
9 Evasion
10 Natural Explorer, Expertise
11 Ranger Archetype feature
12 Ability Score Improvement
13 Feral Senses
14 Favored Enemy, Vanish
15 Ranger Archetype feature
16 Ability Score Improvement
17 Ambuscade
18 Enemies Bane
19 Ability Score Improvement
20 Foe Slayer



 
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ScuroNotte

Explorer
Expertise (New)
At 1st level, your proficiency for the Survival skill is doubled if it is a known skill.

Favored Enemy
Choose one humanoid and one non- humanoid. Choose one of each again at levels 6 and 14.

Natural Explorer (Change)
Choose two types of favored terrains: arctic, coast, desert, forest, grassland, mountain, swamp, the Underdark, or urban. When you make an Intelligence or Wisdom skill (Excluding Survival), you double the proficiency. You choose additional favored terrain types at 6th and 10th level.

Primeval Awareness (Change)
You do know the general direction. You can use this feature a number of times equal to 1 + your Wisdom modifier, minimum 1. When you finish a short or long rest, you regain all expended uses.


Ability Score Improvement
No Change.


Fighting Style (Change)

GREAT WEAPON FIGHTING (Added)

Two-Weapon Fighting (New)
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Dual Wielder - All attacks are part of the attack action, not bonus action.


Extra Attack
No Change


Hunter's Prey
At 6th level, you have advantage on Concentration savings throws to maintain spells when you take damage.


Land’s Stride
No Change

Hide in Plain Sight
Eliminated for Stealth Expertise


Feral Senses
Gained at 14th level.


Vanish (Change)
Added Dash as bonus action.


Improved Hunter's Prey
At 19th level, Favored Enemy have disadvantage on attacks against you. You also can not be charmed, frightened, or possessed by them.


Foe Slayer (Change)
20th level, Once on each of your turns, you can add your Wisdom modifier to your attack or damage roll to an attack you make against ANY FOE.



Spell Casting

Number spells known based on half Ranger level plus Wisdom modifier.
Can change spells known after long rest

Add to Ranger's Spell List


1st level
Protection from Evil/Good - They should have some defense against creatures in the Favored Enemy category.


3rd level
Dispel Magic - Many of the Favored Emeny have spell casting abilities. Rangers would be expected to possess some countermeasure.

Elemental Weapon - Rangers should be able to adapt and handle certain creatures who may be immune or susceptible to certain forms of damage.

Tongues - need to be able to understand creatures they are spying/tracking


Also

Rename Swift Quiver to Swift Attack. The 2 extra attacks can be with either with range or melee weapons.


Spell casting Ability
No Change
 
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ScuroNotte

Explorer
Ranger Archetypes

Hunter


Hunter’s Prey - No Change


Defensive Tactics - No Change


Multiattack
At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet o f a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within your movement range, with a separate attack roll for each target. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.


Superior Hunter’s Defense - No Change
 
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ScuroNotte

Explorer
Hunter Domain Spells

3rd Hunter’s Mark, Protection from Evil/Good
5th Gust of Wind, Locate Animal or Plant
9th Tongues, Water Breathing
13th Freedom of Movement, Staggering Smite
17th Conjure Volley, Seeming
 
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