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General Tabletop Discussion
*Dungeons & Dragons
Alt No Spells Ranger variant off Alt Warlord
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<blockquote data-quote="jodyjohnson" data-source="post: 6736634" data-attributes="member: 5590"><p>Basically replace the Spells feature with the Combat Leadership feature from my Warlord build with slight changes. Add a "mounted scout" archetype.</p><p></p><p>MAD class with Str or Dex, Wis, and Chr.</p><p></p><p>Ranger (no spells Variant)</p><p>Class Features:</p><p>See PHB Ranger</p><p></p><p>Equipment: see PHB Ranger</p><p></p><p>The Ranger</p><p>Level Prof. Features</p><p>1st +2 Favored Enemy, Natural Explorer</p><p>2nd +2 Fighting Style, Combat Leadership</p><p>3rd +2 Ranger Archetype, Primeval Awareness</p><p>4th +2 Ability Score Improvement</p><p>5th +3 Extra Attack, Additional Command</p><p>6th +3 Rejuvenation</p><p>7th +3 Ranger Archetype feature, Improved Leadership</p><p>8th +3 Ability Score Improvement, Land's Stride</p><p>9th +4 “Lassie Don't Die”</p><p>10th +4 Natural Explorer improvement, Land's Stride, Additional Command</p><p>11th +4 Ranger Archetype Feature, Improved Command Bonus</p><p>12th +4 Ability Score Improvement</p><p>13th +5 Extra Attack (2), Additional Command</p><p>14th +5 Favored Enemy Improvement, Vanish</p><p>15th +5 Ranger Archetype feature, Improved Leadership</p><p>16th +5 Ability Score Improvement</p><p>17th +6 Improved Command Bonus</p><p>18th +6 Feral Senses</p><p>19th +6 Ability Score Improvement</p><p>20th +6 Foe Slayer</p><p></p><p>For normal Ranger class features, see the PHB.</p><p></p><p>Combat Leadership: You can use your actions to increase the effectiveness or recovery of you or your comanions.</p><p></p><p>Commands: you learn the Strike, Maneuver, and Rally commands plus one additional command of your choice. Learn an additional command at 5th, 10th, and 13th level. You have a basic Command bonus (+1), Tactical bonus (1+Wisdom bonus), and a Leadership bonus (1+Charisma bonus). These increase at 11th and 17th level.</p><p></p><p>Command Points: You have 2 + your Charisma modifier (minimum 1) command points. A command point is expended when you use it. You regain all your expended command points when you finish a short or long rest.</p><p>You have 3+Chr Command Points at 7th level and 4+Chr at 15th level.</p><p>Survival Drill: as part of a short or long rest choose two allied creatures including yourself to train for various strategies in combat. Trained allies can benefit from Commands that target only trained allies. At 7th you can train 3 allies, and 4 allies at 15th.</p><p></p><p>Extra Attack</p><p>Beginning at 5th level, you can attack twice, instead of once when you take the attack action. The number of attacks increases to three when you reach 13th level in this class (or 13 combined levels in Fighter and Alt Ranger).</p><p></p><p>Rejuvenation: at 6th level, when you and your allies begin a short or long rest with Temporary Hit Points from any source they become actual Hit Points recovered.</p><p></p><p>"Lassie Don't Die"</p><p>Beginning at 9th level, as a 5 minute activity, you can revive an animal companion, mount, or other beast that has been 'dead' for no less than 1 minute (when you begin) with an entire Healing Kit, a chocolate covered chestnut, an impassioned speech, and a rough shaking. They are restored with 1 hp.</p><p></p><p>Improved Command Bonus</p><p>At 11th level, your bonus on Commands is +2 or Stat+2. At 17th, your bonus becomes +3 or Stat+3.</p><p></p><p>Ranger Archetypes - see PHB plus Mounted Scout</p><p></p><p>Mounted Scout</p><p>You gain the Mounted Combatant Feat. After you spend 7 days of training with a Mount you acquire, it gains features similar to that of a Ranger's Animal Companion. It has a minimum Hit Dice equal to your level. It has a minimum HP per Hit Dice of 5, or whatever the normal average for a creature with that number of Hit Dice. (Same as Ranger Companion it gets Death Saves, can use HD to recover during a Short Rest, and recovers all Hit Points with a Long Rest -- or whatever the standard is for your game). It adds your proficiency bonus to Attacks, Saving Throws, and any Skills it is proficient in. When you train a new mount or dismiss your mount the creature loses these benefits after a long rest.</p><p></p><p>7th When you use Strike or Maneuver on your Mount as a bonus action you do not expend a Command point.</p><p>10th When you use Inspire Vitality or Rally on your Mount it gains 1 additional free dice of the same type. When you train a new Mount it only takes 1 day (8 hours).</p><p>15th You can use Inspire Vitality on your Mount even if you are out of uses (up to the normal limit of your mount's HD).</p><p>18th When you use Strike or Maneuver it may target all allied mounts who can hear and see you.</p><p></p><p>Basic Commands:</p><p>Maneuver. As a bonus action you can expend one command point to maneuver one of your comrades into a more advantageous position. Choose a trained creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks.</p><p></p><p>Rally. On your turn, you can use a bonus action and expend one command point to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to 1d4 + your Wisdom modifier. If the target is trained it gains one HD roll plus your Tactical bonus in temporary hit points.</p><p></p><p>Strike. When you take the Attack action on your turn, you can: 1) forgo one of your attacks OR 2) use a bonus action and a command point to direct one of your trained allies to strike. That creature can immediately use its reaction to make one weapon attack, adding your Leadership bonus to the damage roll.</p><p></p><p>Optional Commands:</p><p>“Heads Up” When an attack is rolled against a trained ally, you can use your reaction and expend one Command point to increase the target’s AC by your Tactical bonus (Wis+1). Alternately when a trained ally needs to make a saving throw use your reaction and a Command point to grant a save bonus equal to your Tactical bonus.</p><p></p><p>Helping Strike. When you hit a creature with a weapon attack or use a bonus action for this purpose, you can expend one command point to distract the creature, giving your allies an opening. The next attack roll against the target by trained attacker other than you has advantage if the attack is made before the start of your next turn. They gain a bonus to damage equal to your Leadership bonus.</p><p></p><p>“Push ‘em Back”. Spend an action and a command point to intimidate foes in a 15’ cube in front of you. On a failed save (8+prof+Wis) they take 2d6 psychic damage and are pushed back 10’. On a save they take half damage. The psychic damage increases +1d6 for every 4 Ranger levels you have greater than 1 (5th, 9th, 13th, 17th).</p><p></p><p>“How it’s done”: spend a command point and an action to add your Tactical bonus to a skill check for a skill you have training in. Alternately you can add your basic command bonus to all allies in a group skill check. Doesn’t stack with Guidance or Bardic Inspiration.</p><p></p><p>Tactical Determination, spend a command point and a bonus action and add your basic Command bonus to weapon attack damage rolls made by your mount, animal companion, and yourself until the next time you roll initiative or take a short rest.</p><p></p><p>Tactical Evasion. spend a command point and an action and add your basic command bonus to your trained allies AC until your next turn (+1). Does not stack with Shield of Faith</p><p></p><p>Tactical Improvement: spend a command point and an action to grant your trained allies who can hear you a bonus to attacks until the next time you roll initiative or short rest. It is equal to your basic command bonus (+1) A target may use this bonus or the extra dice from the Bless spell but not both.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6736634, member: 5590"] Basically replace the Spells feature with the Combat Leadership feature from my Warlord build with slight changes. Add a "mounted scout" archetype. MAD class with Str or Dex, Wis, and Chr. Ranger (no spells Variant) Class Features: See PHB Ranger Equipment: see PHB Ranger The Ranger Level Prof. Features 1st +2 Favored Enemy, Natural Explorer 2nd +2 Fighting Style, Combat Leadership 3rd +2 Ranger Archetype, Primeval Awareness 4th +2 Ability Score Improvement 5th +3 Extra Attack, Additional Command 6th +3 Rejuvenation 7th +3 Ranger Archetype feature, Improved Leadership 8th +3 Ability Score Improvement, Land's Stride 9th +4 “Lassie Don't Die” 10th +4 Natural Explorer improvement, Land's Stride, Additional Command 11th +4 Ranger Archetype Feature, Improved Command Bonus 12th +4 Ability Score Improvement 13th +5 Extra Attack (2), Additional Command 14th +5 Favored Enemy Improvement, Vanish 15th +5 Ranger Archetype feature, Improved Leadership 16th +5 Ability Score Improvement 17th +6 Improved Command Bonus 18th +6 Feral Senses 19th +6 Ability Score Improvement 20th +6 Foe Slayer For normal Ranger class features, see the PHB. Combat Leadership: You can use your actions to increase the effectiveness or recovery of you or your comanions. Commands: you learn the Strike, Maneuver, and Rally commands plus one additional command of your choice. Learn an additional command at 5th, 10th, and 13th level. You have a basic Command bonus (+1), Tactical bonus (1+Wisdom bonus), and a Leadership bonus (1+Charisma bonus). These increase at 11th and 17th level. Command Points: You have 2 + your Charisma modifier (minimum 1) command points. A command point is expended when you use it. You regain all your expended command points when you finish a short or long rest. You have 3+Chr Command Points at 7th level and 4+Chr at 15th level. Survival Drill: as part of a short or long rest choose two allied creatures including yourself to train for various strategies in combat. Trained allies can benefit from Commands that target only trained allies. At 7th you can train 3 allies, and 4 allies at 15th. Extra Attack Beginning at 5th level, you can attack twice, instead of once when you take the attack action. The number of attacks increases to three when you reach 13th level in this class (or 13 combined levels in Fighter and Alt Ranger). Rejuvenation: at 6th level, when you and your allies begin a short or long rest with Temporary Hit Points from any source they become actual Hit Points recovered. "Lassie Don't Die" Beginning at 9th level, as a 5 minute activity, you can revive an animal companion, mount, or other beast that has been 'dead' for no less than 1 minute (when you begin) with an entire Healing Kit, a chocolate covered chestnut, an impassioned speech, and a rough shaking. They are restored with 1 hp. Improved Command Bonus At 11th level, your bonus on Commands is +2 or Stat+2. At 17th, your bonus becomes +3 or Stat+3. Ranger Archetypes - see PHB plus Mounted Scout Mounted Scout You gain the Mounted Combatant Feat. After you spend 7 days of training with a Mount you acquire, it gains features similar to that of a Ranger's Animal Companion. It has a minimum Hit Dice equal to your level. It has a minimum HP per Hit Dice of 5, or whatever the normal average for a creature with that number of Hit Dice. (Same as Ranger Companion it gets Death Saves, can use HD to recover during a Short Rest, and recovers all Hit Points with a Long Rest -- or whatever the standard is for your game). It adds your proficiency bonus to Attacks, Saving Throws, and any Skills it is proficient in. When you train a new mount or dismiss your mount the creature loses these benefits after a long rest. 7th When you use Strike or Maneuver on your Mount as a bonus action you do not expend a Command point. 10th When you use Inspire Vitality or Rally on your Mount it gains 1 additional free dice of the same type. When you train a new Mount it only takes 1 day (8 hours). 15th You can use Inspire Vitality on your Mount even if you are out of uses (up to the normal limit of your mount's HD). 18th When you use Strike or Maneuver it may target all allied mounts who can hear and see you. Basic Commands: Maneuver. As a bonus action you can expend one command point to maneuver one of your comrades into a more advantageous position. Choose a trained creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks. Rally. On your turn, you can use a bonus action and expend one command point to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to 1d4 + your Wisdom modifier. If the target is trained it gains one HD roll plus your Tactical bonus in temporary hit points. Strike. When you take the Attack action on your turn, you can: 1) forgo one of your attacks OR 2) use a bonus action and a command point to direct one of your trained allies to strike. That creature can immediately use its reaction to make one weapon attack, adding your Leadership bonus to the damage roll. Optional Commands: “Heads Up” When an attack is rolled against a trained ally, you can use your reaction and expend one Command point to increase the target’s AC by your Tactical bonus (Wis+1). Alternately when a trained ally needs to make a saving throw use your reaction and a Command point to grant a save bonus equal to your Tactical bonus. Helping Strike. When you hit a creature with a weapon attack or use a bonus action for this purpose, you can expend one command point to distract the creature, giving your allies an opening. The next attack roll against the target by trained attacker other than you has advantage if the attack is made before the start of your next turn. They gain a bonus to damage equal to your Leadership bonus. “Push ‘em Back”. Spend an action and a command point to intimidate foes in a 15’ cube in front of you. On a failed save (8+prof+Wis) they take 2d6 psychic damage and are pushed back 10’. On a save they take half damage. The psychic damage increases +1d6 for every 4 Ranger levels you have greater than 1 (5th, 9th, 13th, 17th). “How it’s done”: spend a command point and an action to add your Tactical bonus to a skill check for a skill you have training in. Alternately you can add your basic command bonus to all allies in a group skill check. Doesn’t stack with Guidance or Bardic Inspiration. Tactical Determination, spend a command point and a bonus action and add your basic Command bonus to weapon attack damage rolls made by your mount, animal companion, and yourself until the next time you roll initiative or take a short rest. Tactical Evasion. spend a command point and an action and add your basic command bonus to your trained allies AC until your next turn (+1). Does not stack with Shield of Faith Tactical Improvement: spend a command point and an action to grant your trained allies who can hear you a bonus to attacks until the next time you roll initiative or short rest. It is equal to your basic command bonus (+1) A target may use this bonus or the extra dice from the Bless spell but not both. [/QUOTE]
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