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Chameleon's Revised Ranger
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<blockquote data-quote="ChameleonX" data-source="post: 7476706" data-attributes="member: 6801361"><p><span style="font-size: 18px"><span style="font-size: 9px"><span style="font-size: 10px">This is my take on the Ranger<span style="font-size: 9px">.</span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 18px"></span></span></span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 18px">The Ranger</span></span></span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 12px">Hit Points</span></span></span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"><strong>Hit Dice: </strong>1d10 per Ranger level</span></span></span></span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"><strong>Hit Points at 1st Level: </strong>10 + Constitution modifier</span></span></span></span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"><strong>Hit Points at Higher Levels: </strong>1d10 (or 6) + Constitution modifier per Ranger level after 1st</span></span></span></span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 12px"></span></span></span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 9px"><span style="font-size: 10px"><span style="font-size: 12px">Proficiencies</span></span></span></span></span></span></p><p><strong>Armor: </strong>Light Armor, Medium Armor, Shields</p><p><strong>Weapons: </strong>Simple Weapons, Martial Weapons</p><p><strong>Tools:</strong> Herbalism Kit</p><p></p><p><strong>Saving Throws:</strong> Dexterity, Strength</p><p><strong>Skills: </strong>Choose three from among Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.</p><p></p><p>[sblock="The Ranger Table"]</p><table style='width: 100%'><tr><th>Level</th><th>Proficiency Bonus</th><th>Features</th><th>Spells Known</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th></tr><tr><td>1st</td><td>+2</td><td>Favored Enemy, Natural Explorer</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>2nd</td><td>+2</td><td>Fighting Style, Spellcasting, Primeval Awareness</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>3rd</td><td>+2</td><td>Ranger Conclave, Wild Empathy</td><td>3</td><td>3</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>4th</td><td>+2</td><td>Ability Score Improvement</td><td>4</td><td>3</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>5th</td><td>+3</td><td>Extra Attack</td><td>5</td><td>4</td><td>2</td><td>—</td><td>—</td><td>—</td></tr><tr><td>6th</td><td>+3</td><td>Land's Stride</td><td>6</td><td>4</td><td>2</td><td>—</td><td>—</td><td>—</td></tr><tr><td>7th</td><td>+3</td><td>Ranger Conclave Feature</td><td>7</td><td>4</td><td>3</td><td>—</td><td>—</td><td>—</td></tr><tr><td>8th</td><td>+3</td><td>Ability Score Improvement</td><td>8</td><td>4</td><td>3</td><td>—</td><td>—</td><td>—</td></tr><tr><td>9th</td><td>+4</td><td>—</td><td>9</td><td>4</td><td>3</td><td>2</td><td>—</td><td>—</td></tr><tr><td>10th</td><td>+4</td><td>Hide in Plain Sight</td><td>10</td><td>4</td><td>3</td><td>2</td><td>—</td><td>—</td></tr><tr><td>11th</td><td>+4</td><td>Ranger Conclave Feature</td><td>11</td><td>4</td><td>3</td><td>3</td><td>—</td><td>—</td></tr><tr><td>12th</td><td>+4</td><td>Ability Score Improvement</td><td>11</td><td>4</td><td>3</td><td>3</td><td>—</td><td>—</td></tr><tr><td>13th</td><td>+5</td><td>—</td><td>12</td><td>4</td><td>3</td><td>3</td><td>1</td><td>—</td></tr><tr><td>14th</td><td>+5</td><td>Vanish</td><td>12</td><td>4</td><td>3</td><td>3</td><td>1</td><td>—</td></tr><tr><td>15th</td><td>+5</td><td>Ranger Conclave Feature</td><td>13</td><td>4</td><td>3</td><td>3</td><td>2</td><td>—</td></tr><tr><td>16th</td><td>+5</td><td>Ability Score Increase</td><td>13</td><td>4</td><td>3</td><td>3</td><td>2</td><td>—</td></tr><tr><td>17th</td><td>+6</td><td>—</td><td>14</td><td>4</td><td>3</td><td>3</td><td>3</td><td>1</td></tr><tr><td>18th</td><td>+6</td><td>Feral Senses</td><td>14</td><td>4</td><td>3</td><td>3</td><td>3</td><td>1</td></tr><tr><td>19th</td><td>+6</td><td>Ability Score Improvement</td><td>15</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td></tr><tr><td>20th</td><td>+6</td><td>Ambuscade</td><td>15</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td></tr></table><p>[/sblock]</p><p>[sblock="Class Features"]</p><p><span style="font-size: 12px">Favored Enemy</span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Starting at 1st level, you have trained yourself to fight a particular kind of creature most effectively. Choose Aberrations, Beast, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Monstrosities, Oozes, Plants, or Undead.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"> You have advantage on Wisdom (Survival) checks to track your Favored Enemies, as well as on Intelligence checks to recall lore about them, and you learn one language that is commonly spoken by your Favored Enemy. Finally, once per turn when you hit one of your Favored Enemies with an attack, you may add your proficiency bonus to the attack's damage roll.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"> You may choose an additional type of creature to be your Favored Enemy at 6th level, and again at 14th level. You also learn a new language at each of these levels.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px">Natural Explorer</span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px">Also at 1st level, you are a master of travel and navigation in the wilderness. You gain the following benefits when traveling for at least 1 hour in any wilderness (i.e. non-urban) environment:</span></span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px">Difficult Terrain doesn't slow your group's Travel.</span></span></span> </span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px">Your group can't become lost, except by magical means.</span></span></span> </span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px">Even while you are engaged in another activity (such as foraging, tracking, or navigating), you remain alert to danger.</span></span></span> </span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px">When you are traveling alone, or with only an animal companion, you can move stealthily at a normal pace.</span></span></span> </span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px">When you forage, you find twice as much food as you normally would.</span></span></span> </span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px">While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</span></span></span> </span></li> </ul><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Fighting Style</span></p><p><span style="font-size: 12px"><span style="font-size: 10px">[As the normal Feature, <em>PHB</em> pg. 91]</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px">Spellcasting</span></p><p><span style="font-size: 12px"><span style="font-size: 10px">[As the normal Feature, <em>PHB</em> pg. 91-92]</span></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Primeval Awareness</span></p><p>Starting at 2nd level, you are able to open your senses to the natural world around you. Using your action, you can detect the presence of Aberrations, Celestials, Dragons, Fey, Fiends, and Undead within 300ft of you. You learn the creature's type and the approximate distance and direction from you, and how many creatures of each of those types that are within range. You don't know what specific kind of creature you sense (i.e. skeletons vs. zombies, etc.), or its name (if it has one).</p><p> You may use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain any expended uses when you finish a long rest.</p><p></p><p><span style="font-size: 12px">Ranger Conclave</span></p><p><span style="font-size: 12px"><span style="font-size: 10px">[See Below]</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px">Wild Empathy</span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px">Starting at 3rd level, you are able to read the physical and mental state of wild animals. If you study a creature for at least 1 minute, you are able to discern its emotional state, immediate goals and/or needs, whether or not it is wounded, poisoned or diseased, or enchanted by magic, and what actions (if any) you can take to persuade it not to attack you or your companions. </span></span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"> In addition, you are able to communicate simple ideas and concepts to beasts using sounds and gestures, and have some limited ability to understand their responses (e.g. body language, sounds, etc.).</span></span></span></span></p><p></p><p><span style="font-size: 12px">Land's Stride</span></p><p><span style="font-size: 12px"><span style="font-size: 10px">[As the normal feature, <em>PHB</em> pg. 92]</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px">Hide in Plain Sight</span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Starting at 10th level, when you attempt to Hide you can opt not to move. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks to do so until the start of your next turn. You lose this benefit if you move or fall prone. You are automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px">Vanish</span></p><p><span style="font-size: 12px"><span style="font-size: 10px">[As the normal feature, <em>PHB</em> pg. 92]</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px">Feral Senses</span></p><p><span style="font-size: 12px"><span style="font-size: 10px">[As the normal feature, <em>PHB </em>pg. 92]</span></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Ambuscade</span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Starting at 20th level, you have advantage on initiative rolls, and on attack rolls against creatures that have not yet acted in combat. In addition, if you are hidden from all of your enemies when you roll initiative, you can take an additional action on your first turn in combat.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span>[/sblock][sblock="Hunter Conclave"]</p><p>The Hunter conclave is unchanged (<em>PHB</em> pg. 93), except that the following feature is added at Level 3:</p><p></p><p><span style="font-size: 12px">Hunter's Magic</span></p><p>Starting at 3rd level, you learn a few magical tricks that aid you in tracking and subduing your prey. When you reach certain levels in this class, you gain access to the following spells. These spells don't count against your normal limit of spells known. If a spell doesn't appear on the Ranger spell list, it is nonetheless a Ranger spell for you.</p><p></p><table style='width: 100%'><tr><td><strong>Ranger Level</strong></td><td><strong>Spell Acquired</strong></td></tr><tr><td>3rd</td><td><em>Hunter's Mark</em></td></tr><tr><td>5th</td><td><em>Locate Animals or Plants</em></td></tr><tr><td>9th</td><td><em>Nondetection</em></td></tr><tr><td>13th</td><td><em>Locate Creature</em></td></tr><tr><td>17th</td><td><em>Commune with Nature</em></td></tr></table><p>[/sblock]</p><p>[sblock="Beast Master Conclave"]</p><p><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 10px">The Beast Master conclave (<em>PHB</em> pg. 93) is replaced with the following:</span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 10px"></span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 10px"><span style="font-size: 12px">Beast Magic</span></span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px">Starting at 3rd level, your connection to wild nature grants you access to new spells when you reach certain levels in this class. These spells don't count against your normal limit of spells known. If a spell doesn't appear on the Ranger spell list, it is nonetheless a Ranger spell for you:</span></span></span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 10px"><span style="font-size: 12px"><span style="font-size: 10px"></span></span></span></span></span> <table style='width: 100%'><tr><td><strong>Ranger Level</strong></td><td><strong>Spell Acquired</strong></td></tr><tr><td>3rd</td><td><em>Speak with Animals</em></td></tr><tr><td>5th</td><td><em>Beast Sense</em></td></tr><tr><td>9th</td><td><em>Conjure Animals</em></td></tr><tr><td>13th</td><td><em>Dominate Beast</em></td></tr><tr><td>17th</td><td><em>Awaken</em></td></tr></table><p><span style="font-size: 12px"><span style="font-size: 15px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px">Animal Companion</span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 10px">Starting at 3rd level, with the expenditure of 8 hours of worth, and 50gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You may choose any animal of CR 1 or lower, provided the DM agrees it could logically be found in your local area. </span></span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 15px"><span style="font-size: 12px"><span style="font-size: 10px"> At the end of the 8 hours, the animal appears and gains the benefits of the Companion's Bond Ability (see below). You can have only one Animal Companion at a time.</span></span></span></span></p><p><span style="font-size: 12px"><span style="font-size: 15px"></span></span> If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. </p><p></p><p> If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. </p><p></p><p><span style="font-size: 12px">Companion's Bond</span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Your Animal Companion gains a variety of benefits while it is linked to you:</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-size: 10px">The animal companion loses the Multiattack action, if it has one.</span> </li> <li data-xf-list-type="ul"><span style="font-size: 10px">The companion obeys your commands as best it can. It acts on your initiative, but takes its own turns. You determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, the animal acts on its own.</span> </li> <li data-xf-list-type="ul">Your companion uses your proficiency bonus, rather than its own. </li> <li data-xf-list-type="ul">Your companion adds your proficiency bonus to its AC while it is not wearing armor. If it wears armor that would leave it with a lower AC, it can use your proficiency bonus instead. </li> <li data-xf-list-type="ul">Your companion gains an additional hit die each time you gain a level in this class, and its hit point maximum increases accordingly. </li> <li data-xf-list-type="ul">When reduced to 0 hit points, your companion makes death saving throws like a PC, rather than being killed instantly like most other creatures. </li> </ul><p></p><p><span style="font-size: 12px">Primal Strike</span></p><p>Starting at 7th level, your animal companion's attacks are considered to be magical for the purposes of overcoming resistance or immunity to nonmagical attacks and damage.</p><p></p><p><span style="font-size: 12px"> Paired Predators </span></p><p>Starting at 11th level, when you use the Attack action on your turn, you can forgo one of your attacks to allow your animal companion to make a single attack as a reaction.</p><p> The attack is made with advantage if you and your companion are both within 5ft of the target, and your companion doesn't have disadvantage on the attack roll.</p><p></p><p><span style="font-size: 12px">Share Spells</span></p><p><span style="font-size: 10px">Beginning at 15th level, when you cast a spell targeting yourself, you can also effect your animal companion with the spell if it is within 30ft of you.</span>[/sblock]</p><p></p><p><span style="font-size: 12px">TLDR;</span></p><ul> <li data-xf-list-type="ul">Added proficiency with Herbalism Kit</li> <li data-xf-list-type="ul"> Increased number of spells known.</li> <li data-xf-list-type="ul"> Added bonus damage to Favored Enemy</li> <li data-xf-list-type="ul"> Natural Explorer applies to all terrain</li> <li data-xf-list-type="ul"> Primeval Awareness now uses/day instead of wasting a spell slot. Also, it's no longer trash.</li> <li data-xf-list-type="ul"> UA Ranger "speak with animals" effect shunted to separate feature.</li> <li data-xf-list-type="ul"> Hide in Plain Sight replaced with UA version</li> <li data-xf-list-type="ul"> Foe Slayer replaced with Ambuscade; combines some features from UA version.</li> <li data-xf-list-type="ul"> Both vanilla archetypes given XGtE-style bonus spell lists.</li> <li data-xf-list-type="ul"> Beast Master redone to be neither hot garbage nor hilariously overpowered.</li> </ul></blockquote><p></p>
[QUOTE="ChameleonX, post: 7476706, member: 6801361"] [SIZE=5][SIZE=1][SIZE=2]This is my take on the Ranger[SIZE=1]. [SIZE=2][SIZE=5] The Ranger[/SIZE] [SIZE=3]Hit Points [SIZE=2][B]Hit Dice: [/B]1d10 per Ranger level [B]Hit Points at 1st Level: [/B]10 + Constitution modifier [B]Hit Points at Higher Levels: [/B]1d10 (or 6) + Constitution modifier per Ranger level after 1st[/SIZE] Proficiencies[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE] [B]Armor: [/B]Light Armor, Medium Armor, Shields [B]Weapons: [/B]Simple Weapons, Martial Weapons [B]Tools:[/B] Herbalism Kit [B]Saving Throws:[/B] Dexterity, Strength [B]Skills: [/B]Choose three from among Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. [sblock="The Ranger Table"] [TABLE="class: wikitable"] [TR] [TH]Level[/TH] [TH]Proficiency Bonus[/TH] [TH]Features[/TH] [TH]Spells Known[/TH] [TH]1st[/TH] [TH]2nd[/TH] [TH]3rd[/TH] [TH]4th[/TH] [TH]5th[/TH] [/TR] [TR] [TD]1st[/TD] [TD]+2[/TD] [TD]Favored Enemy, Natural Explorer[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]+2[/TD] [TD]Fighting Style, Spellcasting, Primeval Awareness[/TD] [TD]2[/TD] [TD]2[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]+2[/TD] [TD]Ranger Conclave, Wild Empathy[/TD] [TD]3[/TD] [TD]3[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]4th[/TD] [TD]+2[/TD] [TD]Ability Score Improvement[/TD] [TD]4[/TD] [TD]3[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]5th[/TD] [TD]+3[/TD] [TD]Extra Attack[/TD] [TD]5[/TD] [TD]4[/TD] [TD]2[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]6th[/TD] [TD]+3[/TD] [TD]Land's Stride[/TD] [TD]6[/TD] [TD]4[/TD] [TD]2[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]7th[/TD] [TD]+3[/TD] [TD]Ranger Conclave Feature[/TD] [TD]7[/TD] [TD]4[/TD] [TD]3[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]8th[/TD] [TD]+3[/TD] [TD]Ability Score Improvement[/TD] [TD]8[/TD] [TD]4[/TD] [TD]3[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]9th[/TD] [TD]+4[/TD] [TD]—[/TD] [TD]9[/TD] [TD]4[/TD] [TD]3[/TD] [TD]2[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]10th[/TD] [TD]+4[/TD] [TD]Hide in Plain Sight[/TD] [TD]10[/TD] [TD]4[/TD] [TD]3[/TD] [TD]2[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]11th[/TD] [TD]+4[/TD] [TD]Ranger Conclave Feature[/TD] [TD]11[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]12th[/TD] [TD]+4[/TD] [TD]Ability Score Improvement[/TD] [TD]11[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]13th[/TD] [TD]+5[/TD] [TD]—[/TD] [TD]12[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]1[/TD] [TD]—[/TD] [/TR] [TR] [TD]14th[/TD] [TD]+5[/TD] [TD]Vanish[/TD] [TD]12[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]1[/TD] [TD]—[/TD] [/TR] [TR] [TD]15th[/TD] [TD]+5[/TD] [TD]Ranger Conclave Feature[/TD] [TD]13[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]—[/TD] [/TR] [TR] [TD]16th[/TD] [TD]+5[/TD] [TD]Ability Score Increase[/TD] [TD]13[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]—[/TD] [/TR] [TR] [TD]17th[/TD] [TD]+6[/TD] [TD]—[/TD] [TD]14[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]1[/TD] [/TR] [TR] [TD]18th[/TD] [TD]+6[/TD] [TD]Feral Senses[/TD] [TD]14[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]1[/TD] [/TR] [TR] [TD]19th[/TD] [TD]+6[/TD] [TD]Ability Score Improvement[/TD] [TD]15[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [/TR] [TR] [TD]20th[/TD] [TD]+6[/TD] [TD]Ambuscade[/TD] [TD]15[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [/TR] [/TABLE] [/sblock] [sblock="Class Features"] [SIZE=3]Favored Enemy [SIZE=2]Starting at 1st level, you have trained yourself to fight a particular kind of creature most effectively. Choose Aberrations, Beast, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Monstrosities, Oozes, Plants, or Undead. You have advantage on Wisdom (Survival) checks to track your Favored Enemies, as well as on Intelligence checks to recall lore about them, and you learn one language that is commonly spoken by your Favored Enemy. Finally, once per turn when you hit one of your Favored Enemies with an attack, you may add your proficiency bonus to the attack's damage roll. You may choose an additional type of creature to be your Favored Enemy at 6th level, and again at 14th level. You also learn a new language at each of these levels. [SIZE=3]Natural Explorer [SIZE=2]Also at 1st level, you are a master of travel and navigation in the wilderness. You gain the following benefits when traveling for at least 1 hour in any wilderness (i.e. non-urban) environment: [/SIZE][/SIZE][/SIZE] [LIST] [*][SIZE=2][SIZE=3][SIZE=2]Difficult Terrain doesn't slow your group's Travel.[/SIZE][/SIZE][/SIZE] [*][SIZE=2][SIZE=3][SIZE=2]Your group can't become lost, except by magical means.[/SIZE][/SIZE][/SIZE] [*][SIZE=2][SIZE=3][SIZE=2]Even while you are engaged in another activity (such as foraging, tracking, or navigating), you remain alert to danger.[/SIZE][/SIZE][/SIZE] [*][SIZE=2][SIZE=3][SIZE=2]When you are traveling alone, or with only an animal companion, you can move stealthily at a normal pace.[/SIZE][/SIZE][/SIZE] [*][SIZE=2][SIZE=3][SIZE=2]When you forage, you find twice as much food as you normally would.[/SIZE][/SIZE][/SIZE] [*][SIZE=2][SIZE=3][SIZE=2]While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.[/SIZE][/SIZE][/SIZE] [/LIST] [/SIZE][SIZE=3] Fighting Style [SIZE=2][As the normal Feature, [I]PHB[/I] pg. 91] [/SIZE] Spellcasting [SIZE=2][As the normal Feature, [I]PHB[/I] pg. 91-92][/SIZE] Primeval Awareness[/SIZE] Starting at 2nd level, you are able to open your senses to the natural world around you. Using your action, you can detect the presence of Aberrations, Celestials, Dragons, Fey, Fiends, and Undead within 300ft of you. You learn the creature's type and the approximate distance and direction from you, and how many creatures of each of those types that are within range. You don't know what specific kind of creature you sense (i.e. skeletons vs. zombies, etc.), or its name (if it has one). You may use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain any expended uses when you finish a long rest. [SIZE=3]Ranger Conclave [SIZE=2][See Below] [SIZE=3]Wild Empathy [SIZE=2]Starting at 3rd level, you are able to read the physical and mental state of wild animals. If you study a creature for at least 1 minute, you are able to discern its emotional state, immediate goals and/or needs, whether or not it is wounded, poisoned or diseased, or enchanted by magic, and what actions (if any) you can take to persuade it not to attack you or your companions. In addition, you are able to communicate simple ideas and concepts to beasts using sounds and gestures, and have some limited ability to understand their responses (e.g. body language, sounds, etc.).[/SIZE][/SIZE][/SIZE][/SIZE] [SIZE=3]Land's Stride [SIZE=2][As the normal feature, [I]PHB[/I] pg. 92] [/SIZE] Hide in Plain Sight [SIZE=2]Starting at 10th level, when you attempt to Hide you can opt not to move. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks to do so until the start of your next turn. You lose this benefit if you move or fall prone. You are automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. [/SIZE] Vanish [SIZE=2][As the normal feature, [I]PHB[/I] pg. 92] [/SIZE] Feral Senses [SIZE=2][As the normal feature, [I]PHB [/I]pg. 92][/SIZE] Ambuscade [SIZE=2]Starting at 20th level, you have advantage on initiative rolls, and on attack rolls against creatures that have not yet acted in combat. In addition, if you are hidden from all of your enemies when you roll initiative, you can take an additional action on your first turn in combat. [/SIZE][/SIZE][/sblock][sblock="Hunter Conclave"] The Hunter conclave is unchanged ([I]PHB[/I] pg. 93), except that the following feature is added at Level 3: [SIZE=3]Hunter's Magic[/SIZE] Starting at 3rd level, you learn a few magical tricks that aid you in tracking and subduing your prey. When you reach certain levels in this class, you gain access to the following spells. These spells don't count against your normal limit of spells known. If a spell doesn't appear on the Ranger spell list, it is nonetheless a Ranger spell for you. [TABLE="width: 500"] [TR] [TD][B]Ranger Level[/B][/TD] [TD][B]Spell Acquired[/B][/TD] [/TR] [TR] [TD]3rd[/TD] [TD][I]Hunter's Mark[/I][/TD] [/TR] [TR] [TD]5th[/TD] [TD][I]Locate Animals or Plants[/I][/TD] [/TR] [TR] [TD]9th[/TD] [TD][I]Nondetection[/I][/TD] [/TR] [TR] [TD]13th[/TD] [TD][I]Locate Creature[/I][/TD] [/TR] [TR] [TD]17th[/TD] [TD][I]Commune with Nature[/I][/TD] [/TR] [/TABLE] [/sblock] [sblock="Beast Master Conclave"] [SIZE=3][SIZE=4][SIZE=2]The Beast Master conclave ([I]PHB[/I] pg. 93) is replaced with the following: [SIZE=3]Beast Magic [SIZE=2]Starting at 3rd level, your connection to wild nature grants you access to new spells when you reach certain levels in this class. These spells don't count against your normal limit of spells known. If a spell doesn't appear on the Ranger spell list, it is nonetheless a Ranger spell for you: [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][TABLE="width: 500"] [TR] [TD][B]Ranger Level[/B][/TD] [TD][B]Spell Acquired[/B][/TD] [/TR] [TR] [TD]3rd[/TD] [TD][I]Speak with Animals[/I][/TD] [/TR] [TR] [TD]5th[/TD] [TD][I]Beast Sense[/I][/TD] [/TR] [TR] [TD]9th[/TD] [TD][I]Conjure Animals[/I][/TD] [/TR] [TR] [TD]13th[/TD] [TD][I]Dominate Beast[/I][/TD] [/TR] [TR] [TD]17th[/TD] [TD][I]Awaken[/I][/TD] [/TR] [/TABLE] [SIZE=3][SIZE=4] [SIZE=3]Animal Companion [SIZE=2]Starting at 3rd level, with the expenditure of 8 hours of worth, and 50gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You may choose any animal of CR 1 or lower, provided the DM agrees it could logically be found in your local area. At the end of the 8 hours, the animal appears and gains the benefits of the Companion's Bond Ability (see below). You can have only one Animal Companion at a time.[/SIZE][/SIZE] [/SIZE][/SIZE] If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. [SIZE=3]Companion's Bond [SIZE=2]Your Animal Companion gains a variety of benefits while it is linked to you: [/SIZE][/SIZE] [LIST] [*][SIZE=2]The animal companion loses the Multiattack action, if it has one.[/SIZE] [*][SIZE=2]The companion obeys your commands as best it can. It acts on your initiative, but takes its own turns. You determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, the animal acts on its own.[/SIZE] [*]Your companion uses your proficiency bonus, rather than its own. [*]Your companion adds your proficiency bonus to its AC while it is not wearing armor. If it wears armor that would leave it with a lower AC, it can use your proficiency bonus instead. [*]Your companion gains an additional hit die each time you gain a level in this class, and its hit point maximum increases accordingly. [*]When reduced to 0 hit points, your companion makes death saving throws like a PC, rather than being killed instantly like most other creatures. [/LIST] [SIZE=3]Primal Strike[/SIZE] Starting at 7th level, your animal companion's attacks are considered to be magical for the purposes of overcoming resistance or immunity to nonmagical attacks and damage. [SIZE=3] Paired Predators [/SIZE] Starting at 11th level, when you use the Attack action on your turn, you can forgo one of your attacks to allow your animal companion to make a single attack as a reaction. The attack is made with advantage if you and your companion are both within 5ft of the target, and your companion doesn't have disadvantage on the attack roll. [SIZE=3]Share Spells[/SIZE] [SIZE=2]Beginning at 15th level, when you cast a spell targeting yourself, you can also effect your animal companion with the spell if it is within 30ft of you.[/SIZE][/sblock] [SIZE=3]TLDR;[/SIZE] [LIST] [*]Added proficiency with Herbalism Kit [*] Increased number of spells known. [*] Added bonus damage to Favored Enemy [*] Natural Explorer applies to all terrain [*] Primeval Awareness now uses/day instead of wasting a spell slot. Also, it's no longer trash. [*] UA Ranger "speak with animals" effect shunted to separate feature. [*] Hide in Plain Sight replaced with UA version [*] Foe Slayer replaced with Ambuscade; combines some features from UA version. [*] Both vanilla archetypes given XGtE-style bonus spell lists. [*] Beast Master redone to be neither hot garbage nor hilariously overpowered. [/LIST] [/QUOTE]
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