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<blockquote data-quote="Tales and Chronicles" data-source="post: 8381429" data-attributes="member: 6871653"><p>Something like this:</p><p></p><p><strong><span style="font-size: 26px">Basic Ranger</span></strong></p><p></p><table style='width: 100%'><tr><td>Level</td><td>Prof</td><td>Feature</td></tr><tr><td>1</td><td>2</td><td>Favored Enemy, Deft Explorer (Canny), Favored Terrain</td></tr><tr><td>2</td><td>2</td><td>Fighting Style, Combat Superiority</td></tr><tr><td>3</td><td>2</td><td>Archetype, Poultices</td></tr><tr><td>4</td><td>2</td><td>ASI</td></tr><tr><td>5</td><td>3</td><td>Extra Attack</td></tr><tr><td>6</td><td>3</td><td>Deft Explorer (Rover), Whispers on the Wind</td></tr><tr><td>7</td><td>3</td><td>Archetype, fleet of foot</td></tr><tr><td>8</td><td>3</td><td>ASI</td></tr><tr><td>9</td><td>4</td><td>Natural Antivenom</td></tr><tr><td>10</td><td>4</td><td>Hide in Plain Sight, Deft Explorer (Tireless)</td></tr></table><p></p><p><strong>Favored Enemy</strong></p><p>Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.</p><p></p><p>Choose 2 types of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two types of humanoid (such as gnolls and orcs) as favored enemies. You gain the following benefits when dealing with your Favored Enemies:</p><p></p><p>- You deal +2 damage with weapon attack when you hit a favored enemy.</p><ul> <li data-xf-list-type="ul">You have advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track and perceive the hidden work of your favored enemies, such as traps or secret communications.</li> <li data-xf-list-type="ul">You have advantage on Intelligence checks to recall information about them.</li> <li data-xf-list-type="ul">You have the ability to communicate in a limited manner with your favored enemy, even if you do not share a language. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma and Wisdom (Insight) checks you make to influence them.</li> </ul><p></p><p>You choose one additional favored enemy at 6th and 14th level. At the end of a long rest in your Favored Terrain, you can change one of your favored enemies for another if you've encountered them before.</p><p></p><p><strong>Natural Explorer</strong></p><p>You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, caverns, seacoast, desert, forest, grassland, mountain, swamp or urban. When you make an Intelligence or Wisdom check related to the lore or exploration of your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.</p><p></p><p>While traveling for an hour or more in your favored terrain, you gain the following benefits:</p><p></p><ul> <li data-xf-list-type="ul">Your group can't become lost except by supernatural means if you know the location of your destination and your current position. Furthermore, you always know which way is north.</li> <li data-xf-list-type="ul">Even when you are engaged in another activity while traveling, making camp or sleeping you remain alert to danger. You are not unconscious while sleeping.</li> <li data-xf-list-type="ul">You and your companions can move stealthily at a normal pace and Wisdom (Survival) and Wisdom (Perception) made to track or spot your group are made with disadvantage while traveling.</li> <li data-xf-list-type="ul">When you forage, you automatically know if the food or water gathered is poisoned or diseased and you and your allies regain 1 more Hit Dice at the end of a long rest.</li> <li data-xf-list-type="ul">As long as you are in a favored terrain, you are always considered as carrying a Healer's Kit and any tool’s kit you are proficient with.</li> <li data-xf-list-type="ul">While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</li> </ul><p></p><p>You choose additional favored terrain types at 6th and 10th level. At the end of a long rest, you can change one of your favored terrain for the type of terrain where you finished your rest.</p><p></p><p><strong>Poultices</strong></p><p>At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs (or 5 minutes if you are in a favored terrain) and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.</p><p></p><p>If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).</p><p></p><p><strong>Whispers on the Wind</strong></p><p>At 6th level, when you finish a long rest, you can cast the <em>sending</em> or <em>clairvoyance</em> spell once, targeting an ally or friendly creature whose name you know, without using a spell slot and without using material components.</p><p></p><p><strong>Fleet of Foot</strong></p><p>Beginning at 8th level, you can use the Dash action as a bonus action on your turn.</p><p></p><p><strong>Natural Antivenom</strong></p><p>Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.</p><p></p><p><strong>Hide in Plain Sight</strong></p><p>Starting at 10th level, you and your allies within 60 feet of you can spend 5 minutes (or 1 minutes if you are in a favored terrain) creating camouflage. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.</p><p></p><p>Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks and +10 to Initiative roll as long as you remain there without moving or taking actions. Once a creature camouflaged moves or takes an action or a reaction, they must camouflage themselves again to gain this benefit, but have advantage on Dexterity (Stealth) checks for 1 minute.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8381429, member: 6871653"] Something like this: [B][SIZE=7]Basic Ranger[/SIZE][/B] [TABLE] [TR] [TD]Level[/TD] [TD]Prof[/TD] [TD]Feature[/TD] [/TR] [TR] [TD]1[/TD] [TD]2[/TD] [TD]Favored Enemy, Deft Explorer (Canny), Favored Terrain[/TD] [/TR] [TR] [TD]2[/TD] [TD]2[/TD] [TD]Fighting Style, Combat Superiority[/TD] [/TR] [TR] [TD]3[/TD] [TD]2[/TD] [TD]Archetype, Poultices[/TD] [/TR] [TR] [TD]4[/TD] [TD]2[/TD] [TD]ASI[/TD] [/TR] [TR] [TD]5[/TD] [TD]3[/TD] [TD]Extra Attack[/TD] [/TR] [TR] [TD]6[/TD] [TD]3[/TD] [TD]Deft Explorer (Rover), Whispers on the Wind[/TD] [/TR] [TR] [TD]7[/TD] [TD]3[/TD] [TD]Archetype, fleet of foot[/TD] [/TR] [TR] [TD]8[/TD] [TD]3[/TD] [TD]ASI[/TD] [/TR] [TR] [TD]9[/TD] [TD]4[/TD] [TD]Natural Antivenom[/TD] [/TR] [TR] [TD]10[/TD] [TD]4[/TD] [TD]Hide in Plain Sight, Deft Explorer (Tireless)[/TD] [/TR] [/TABLE] [B]Favored Enemy[/B] Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose 2 types of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two types of humanoid (such as gnolls and orcs) as favored enemies. You gain the following benefits when dealing with your Favored Enemies: - You deal +2 damage with weapon attack when you hit a favored enemy. [LIST] [*]You have advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track and perceive the hidden work of your favored enemies, such as traps or secret communications. [*]You have advantage on Intelligence checks to recall information about them. [*]You have the ability to communicate in a limited manner with your favored enemy, even if you do not share a language. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma and Wisdom (Insight) checks you make to influence them. [/LIST] You choose one additional favored enemy at 6th and 14th level. At the end of a long rest in your Favored Terrain, you can change one of your favored enemies for another if you've encountered them before. [B]Natural Explorer[/B] You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, caverns, seacoast, desert, forest, grassland, mountain, swamp or urban. When you make an Intelligence or Wisdom check related to the lore or exploration of your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: [LIST] [*]Your group can't become lost except by supernatural means if you know the location of your destination and your current position. Furthermore, you always know which way is north. [*]Even when you are engaged in another activity while traveling, making camp or sleeping you remain alert to danger. You are not unconscious while sleeping. [*]You and your companions can move stealthily at a normal pace and Wisdom (Survival) and Wisdom (Perception) made to track or spot your group are made with disadvantage while traveling. [*]When you forage, you automatically know if the food or water gathered is poisoned or diseased and you and your allies regain 1 more Hit Dice at the end of a long rest. [*]As long as you are in a favored terrain, you are always considered as carrying a Healer's Kit and any tool’s kit you are proficient with. [*]While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. [/LIST] You choose additional favored terrain types at 6th and 10th level. At the end of a long rest, you can change one of your favored terrain for the type of terrain where you finished your rest. [B]Poultices[/B] At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs (or 5 minutes if you are in a favored terrain) and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up). [B]Whispers on the Wind[/B] At 6th level, when you finish a long rest, you can cast the [I]sending[/I] or [I]clairvoyance[/I] spell once, targeting an ally or friendly creature whose name you know, without using a spell slot and without using material components. [B]Fleet of Foot[/B] Beginning at 8th level, you can use the Dash action as a bonus action on your turn. [B]Natural Antivenom[/B] Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points. [B]Hide in Plain Sight[/B] Starting at 10th level, you and your allies within 60 feet of you can spend 5 minutes (or 1 minutes if you are in a favored terrain) creating camouflage. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks and +10 to Initiative roll as long as you remain there without moving or taking actions. Once a creature camouflaged moves or takes an action or a reaction, they must camouflage themselves again to gain this benefit, but have advantage on Dexterity (Stealth) checks for 1 minute. [/QUOTE]
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