Horwath
Legend
Right now people want for Ranger to be everything and anything:
A woodsman, a marksman, a tracker, a beastman, a dualwielding storm of swords, an expert, some kind of wilderness rogue, a naturalist healer, some level of druid-like spellcaster.
Ranger can be all of those, but maybe not the same ranger.
So rangers can be anything here listed and probably more ideas, but just not at the same time.
Then, lets rebuild the ranger with more options and pick and chose what our ranger wants to be:
To be the rangereist Ranger that ever ranged the wide ranges...
Ranger:
Class features:
Talent: ranger receives a large number of Ranger talents, description later on
Fighting style: pick one fighting style
Feat: pick one feat that you have prerequirements
Extra attack: make additional weapon attacks with your Attack action
Epic boon: gain epic boon or in exchange 2 Ranger talents.
Ranger talents:
Favored enemies:
All favored enemies provide you with this benefits:
Advantage on all "knowledge" checks(Arcana, History, Nature, Religion) to recall informations on them.
Advantage on Insight, Perception and Survival checks.
One language typically spoken by them.
Once on your turn you deal extra damage to them equal to your proficiency bonus.
Specific bonuses:
Favored terrains:
Specific bonuses:
Animal companions:
You can summon a companion with a 10 min ritual. You determine the type(beast of the Land, Water, Air or Dark) and size(if available) every time you summon it.
You can complete this ritual as a part of short or long rest.
Animal companion can move and take reactions when you command it for free.
Commanding and Actions except Dodge, requires your Bonus action or one attack from your Attack action.
You can ride a companion equal to your size or larger.
Your companion must be atleast Large size and one size smaller than you to use it as a flying mount.
A woodsman, a marksman, a tracker, a beastman, a dualwielding storm of swords, an expert, some kind of wilderness rogue, a naturalist healer, some level of druid-like spellcaster.
Ranger can be all of those, but maybe not the same ranger.
So rangers can be anything here listed and probably more ideas, but just not at the same time.
Then, lets rebuild the ranger with more options and pick and chose what our ranger wants to be:
To be the rangereist Ranger that ever ranged the wide ranges...
Ranger:
HD; d10
Weapons; simple and martial
Armor: light, medium, shields
Skills: 3, suggested; Stealth, Perception, Survival, Nature,
Tools: 2, suggested; cartography, navigators tool, herbalism tools, woodcarving,
Saves: Str and Dex
Weapons; simple and martial
Armor: light, medium, shields
Skills: 3, suggested; Stealth, Perception, Survival, Nature,
Tools: 2, suggested; cartography, navigators tool, herbalism tools, woodcarving,
Saves: Str and Dex
Class features:
Talent: ranger receives a large number of Ranger talents, description later on
Fighting style: pick one fighting style
Feat: pick one feat that you have prerequirements
Extra attack: make additional weapon attacks with your Attack action
Epic boon: gain epic boon or in exchange 2 Ranger talents.
Ranger talents:
Skill training: gain proficiency in two skills, pickable again at 6th level, 3rd time at 12th level, 4th time at 18th level
Expertise: gain expertise in two skills, can be taken again at 7th level, 3rd time at 13th level, 4th time at 19th level.
Tools of the trade: gain proficiency in any combination of 4 tools and languages. Can be taken 2 times.
Survivalist: you have advantage on saves vs hot and cold climate, weather exposure and lack of food and water
Night training: requires expertise in perception; gain darkvision of 60ft or improve darkvision by 60ft, can be take 2nd time at 10th level. If taken 3rd time at 20th level, you have unlimited darkvision in color and treat darkness as bright light.
Daylight adaptation: remove sunlight sensitivity
Eagle eyes: you can see clearly and without penalty to Perception/Investigation at distance of 1 mile
Favored terrain: pick one favored terrain, this can be picked any number of times
Favored enemy: pick one favored enemy, this can be picked any number of times
Juggernaut: requires 13+ Str; gain proficiency in heavy armor and ignore stealth penalties of armors
Primeval awareness: by concentrating for 1 minute, you can sense presense of dragons, aberrations, celestials, elementals, feys, fiends or undead within one mile. For every minute after you can expand the radius by one mile. Max radius in miles is equal to your proficiency bonus. You can do this a number of times per day equal to your proficiency bonus. You learn what type is present, but not direction or numbers or size.
Sentry; increase numbers of hrs you can spend in light activity during long rest by your proficiency modifier. No Perception penalty while sleeping.
Forager: advantage on Survival for gathering food and water, find double amount with success. Remain alert while foraging.
Trailblazer: you can move at fast pace and have no penalty for Perception, Stealth and Survival.
Endurance: halve effective exhaustion levels(halve down), remove one exhaustion level at short rest.
Poisoner: requires poisoners kit proficiency, Ranger level 3; you can create simple poisons during Long rest. You can create a number of doses equal to your proficiency bonus.
Poisons created this way stay potent for 24hrs or until you prepare them again.
Applying the poison to weapon is a Bonus action. Poison once applied stays potent for 1 minute.
Poison deals 1d4 damage per proficiency bonus and gives poisoned condition to your target until the start of your next turn.
Target can halve the damage and negate condition with Con save. DC is 8+2×your proficiency bonus.
Natural healer: requires Medicine proficiency, Ranger level 2; you can prepare a number of healing potions equal to your proficiency bonus during a Long rest
potions stay potent for 24hrs or until you prepare them again.
potions heal for 1d4 per your proficiency bonus and remove one disease and poison.
Using these potions is a Bonus action.
Darkstalker; Requires Darkvision, Requires expertise in Stealth, Ranger level 3: you can Hide from darkvision without cover or concealment
Though: requires Endurance, Rangerlevel 6; you can spend a HD as a bonus action and regain HPs equal to your roll plus your Con mod. You can do this a number of times equal to your prof mod per long rest. During short rest you heal max amount from your HDs.
Nature's step: Requires Ranger level 6; You leave no tracks and move normally through natural difficult terrain.
Stealthy: Requires Natures step, Ranger level 7, while you move at half speed or less, or travel at a slow pace you have advantage on Stealth check.
Deepstalker: requires Darkstalker, Ranger level 7; you are immune to detection to blindsight, blindsense, tremorsense, scent, echolocation, etc, while you beat creatures passive perception with your Stealth.
Vanish: requires Stealthy, Ranger level 7: you can use Hide as Bonus action and when only lightly obscured.
Camouflage: requires Vanish, Ranger level 9, while you remain motionless for 1 minute, you gain +10 to your Stealth, you lose this bonus when you move.
Animal companion: gain a small companion, take this talent again at 3rd level for medium companion, take this talent again at 9th level for large companion, take this talent again at 17th level for Huge companion.
Animal fury: requires, Animal companion, Ranger level 11; your companion gains 2nd attack, , take this talent again at 17th level for 3rd attack.
Magical companion: Requires Animal companion, Ranger level 7; your companions attacks are treated as magical and once on your turn your animal companion deals extra 1d6 damage. Damage is acid, cold, fire, lightning, poison or thunder.
Twin companion: Requires Animal companion, Magical companion, Ranger level 20; you can have two companions summoned at the same time.
Druid training, basic: gain two druid cantrips, this talent can be taken 2nd time at level 10.
Druid training, 1st level: requires basic training, Ranger level 2; learn 2 druid 1st level spells, gain two 1st level slots. Can be taken two times.
Druid training, 2nd level: requires 1st level training, Ranger level 5, learn one druid cantrip, learn 2nd level druid spell, gain one 2nd level spell slot. Can be taken 3 times
Druid training, 3rd level: requires 2nd level training, Ranger level 9, learn one 3rd level druid spell, gain one 3rd level spell slot, Can be taken 3 times. 3rd time must be at 11th level or higher.
Druid training, 4th level: requires 3rd level training, Ranger level 13, learn one 4th level druid spell, gain one 4th level spell slot, Can be taken 3 times. 2nd time must be at 15th level. 3rd time at 17th level or higher.
Druid training, 5th level: requires 4h level training, Ranger level 17, learn one 5th level druid spell, gain one 5th level spell slot, Can be taken 2 times. 2nd time must be at 19th level or higher.
Druid training, 6th level: requires 5h level training, Ranger level 20, learn one 6th level druid spell, gain one 6th level spell slot.
Elemental attacks; requires Ranger level 17: all your attacks deal extra +1d6 damage. Damage is picked from Acid, Cold, Fire, Lightning, Poison or Thunder damage.
Extra attack(3): requires Ranger level 20: gain 4th attack in your Attack action
Expertise: gain expertise in two skills, can be taken again at 7th level, 3rd time at 13th level, 4th time at 19th level.
Tools of the trade: gain proficiency in any combination of 4 tools and languages. Can be taken 2 times.
Survivalist: you have advantage on saves vs hot and cold climate, weather exposure and lack of food and water
Night training: requires expertise in perception; gain darkvision of 60ft or improve darkvision by 60ft, can be take 2nd time at 10th level. If taken 3rd time at 20th level, you have unlimited darkvision in color and treat darkness as bright light.
Daylight adaptation: remove sunlight sensitivity
Eagle eyes: you can see clearly and without penalty to Perception/Investigation at distance of 1 mile
Favored terrain: pick one favored terrain, this can be picked any number of times
Favored enemy: pick one favored enemy, this can be picked any number of times
Juggernaut: requires 13+ Str; gain proficiency in heavy armor and ignore stealth penalties of armors
Primeval awareness: by concentrating for 1 minute, you can sense presense of dragons, aberrations, celestials, elementals, feys, fiends or undead within one mile. For every minute after you can expand the radius by one mile. Max radius in miles is equal to your proficiency bonus. You can do this a number of times per day equal to your proficiency bonus. You learn what type is present, but not direction or numbers or size.
Sentry; increase numbers of hrs you can spend in light activity during long rest by your proficiency modifier. No Perception penalty while sleeping.
Forager: advantage on Survival for gathering food and water, find double amount with success. Remain alert while foraging.
Trailblazer: you can move at fast pace and have no penalty for Perception, Stealth and Survival.
Endurance: halve effective exhaustion levels(halve down), remove one exhaustion level at short rest.
Poisoner: requires poisoners kit proficiency, Ranger level 3; you can create simple poisons during Long rest. You can create a number of doses equal to your proficiency bonus.
Poisons created this way stay potent for 24hrs or until you prepare them again.
Applying the poison to weapon is a Bonus action. Poison once applied stays potent for 1 minute.
Poison deals 1d4 damage per proficiency bonus and gives poisoned condition to your target until the start of your next turn.
Target can halve the damage and negate condition with Con save. DC is 8+2×your proficiency bonus.
Natural healer: requires Medicine proficiency, Ranger level 2; you can prepare a number of healing potions equal to your proficiency bonus during a Long rest
potions stay potent for 24hrs or until you prepare them again.
potions heal for 1d4 per your proficiency bonus and remove one disease and poison.
Using these potions is a Bonus action.
Darkstalker; Requires Darkvision, Requires expertise in Stealth, Ranger level 3: you can Hide from darkvision without cover or concealment
Though: requires Endurance, Rangerlevel 6; you can spend a HD as a bonus action and regain HPs equal to your roll plus your Con mod. You can do this a number of times equal to your prof mod per long rest. During short rest you heal max amount from your HDs.
Nature's step: Requires Ranger level 6; You leave no tracks and move normally through natural difficult terrain.
Stealthy: Requires Natures step, Ranger level 7, while you move at half speed or less, or travel at a slow pace you have advantage on Stealth check.
Deepstalker: requires Darkstalker, Ranger level 7; you are immune to detection to blindsight, blindsense, tremorsense, scent, echolocation, etc, while you beat creatures passive perception with your Stealth.
Vanish: requires Stealthy, Ranger level 7: you can use Hide as Bonus action and when only lightly obscured.
Camouflage: requires Vanish, Ranger level 9, while you remain motionless for 1 minute, you gain +10 to your Stealth, you lose this bonus when you move.
Animal companion: gain a small companion, take this talent again at 3rd level for medium companion, take this talent again at 9th level for large companion, take this talent again at 17th level for Huge companion.
Animal fury: requires, Animal companion, Ranger level 11; your companion gains 2nd attack, , take this talent again at 17th level for 3rd attack.
Magical companion: Requires Animal companion, Ranger level 7; your companions attacks are treated as magical and once on your turn your animal companion deals extra 1d6 damage. Damage is acid, cold, fire, lightning, poison or thunder.
Twin companion: Requires Animal companion, Magical companion, Ranger level 20; you can have two companions summoned at the same time.
Druid training, basic: gain two druid cantrips, this talent can be taken 2nd time at level 10.
Druid training, 1st level: requires basic training, Ranger level 2; learn 2 druid 1st level spells, gain two 1st level slots. Can be taken two times.
Druid training, 2nd level: requires 1st level training, Ranger level 5, learn one druid cantrip, learn 2nd level druid spell, gain one 2nd level spell slot. Can be taken 3 times
Druid training, 3rd level: requires 2nd level training, Ranger level 9, learn one 3rd level druid spell, gain one 3rd level spell slot, Can be taken 3 times. 3rd time must be at 11th level or higher.
Druid training, 4th level: requires 3rd level training, Ranger level 13, learn one 4th level druid spell, gain one 4th level spell slot, Can be taken 3 times. 2nd time must be at 15th level. 3rd time at 17th level or higher.
Druid training, 5th level: requires 4h level training, Ranger level 17, learn one 5th level druid spell, gain one 5th level spell slot, Can be taken 2 times. 2nd time must be at 19th level or higher.
Druid training, 6th level: requires 5h level training, Ranger level 20, learn one 6th level druid spell, gain one 6th level spell slot.
Elemental attacks; requires Ranger level 17: all your attacks deal extra +1d6 damage. Damage is picked from Acid, Cold, Fire, Lightning, Poison or Thunder damage.
Extra attack(3): requires Ranger level 20: gain 4th attack in your Attack action
Favored enemies:
All favored enemies provide you with this benefits:
Advantage on all "knowledge" checks(Arcana, History, Nature, Religion) to recall informations on them.
Advantage on Insight, Perception and Survival checks.
One language typically spoken by them.
Once on your turn you deal extra damage to them equal to your proficiency bonus.
Specific bonuses:
Aberrations:
Resistance to psychic damage.
Telepathy to 60ft one way.
Bonus action to link with one creature within 60ft to have 2 way communication while within number of miles equal to your Ranger level.
This links ends when one of you willingly ends the link, goes out of range, fall unconcious or finishes a long rest.
Beasts:
Gain scent ability.
Permanent speak with animals ability.
+5ft movement speed
Celestials:
Resistance to radiant damage.
Advantage to charisma checks.
Constructs:
Double damage vs objects
You attacks ignore damage resistance to bludgeoning, slashing and piercing.
Dragons:
Advantage vs fear effects
Advantage on Dex saves vs. Area effects.
Elementals:
Pick one energy type: Acid, Cold, Fire, Lightning or Thunder. Gain resistance on that type of damage.
your attacks ignore resistance to that type of damage. and treat immunity as resistance.
Fey:
resistance vs charm and figment
advantage on all Insight checks.
Fiends:
resistance to fire and poison.
Giant:
Attacks of opportunity have disadvantage against you.
Once per round deal +1d6 weapon damage vs target with less than 50% HP.
Humanoids:
Gain proficiency in 2 skills from: History, Insight, Deception, Intimidation, Persuation.
Learn 2 additional languages.
Monstrosities:
gain one of the following:
+5 speed, full climb speed, full swim speed, darkvision +60ft.
Oozes:
Advantage vs grappling.
Advantage on squeezing through tight space or out of bonds.
Plants:
Permanent speak with plants
Resistance vs poisons
Undead:
resistance vs necrotic damage.
immunity to Max HP reduction.
advantage on death saves.
Resistance to psychic damage.
Telepathy to 60ft one way.
Bonus action to link with one creature within 60ft to have 2 way communication while within number of miles equal to your Ranger level.
This links ends when one of you willingly ends the link, goes out of range, fall unconcious or finishes a long rest.
Beasts:
Gain scent ability.
Permanent speak with animals ability.
+5ft movement speed
Celestials:
Resistance to radiant damage.
Advantage to charisma checks.
Constructs:
Double damage vs objects
You attacks ignore damage resistance to bludgeoning, slashing and piercing.
Dragons:
Advantage vs fear effects
Advantage on Dex saves vs. Area effects.
Elementals:
Pick one energy type: Acid, Cold, Fire, Lightning or Thunder. Gain resistance on that type of damage.
your attacks ignore resistance to that type of damage. and treat immunity as resistance.
Fey:
resistance vs charm and figment
advantage on all Insight checks.
Fiends:
resistance to fire and poison.
Giant:
Attacks of opportunity have disadvantage against you.
Once per round deal +1d6 weapon damage vs target with less than 50% HP.
Humanoids:
Gain proficiency in 2 skills from: History, Insight, Deception, Intimidation, Persuation.
Learn 2 additional languages.
Monstrosities:
gain one of the following:
+5 speed, full climb speed, full swim speed, darkvision +60ft.
Oozes:
Advantage vs grappling.
Advantage on squeezing through tight space or out of bonds.
Plants:
Permanent speak with plants
Resistance vs poisons
Undead:
resistance vs necrotic damage.
immunity to Max HP reduction.
advantage on death saves.
Favored terrains:
Specific bonuses:
Arctic:
Cold resistance
Advantage on check for uneven surfaces
Coastal:
Swim speed equal to walking speed.
water breathing
Desert:
Fire resistance.
Can last double amount of time without food or water.
Forest:
climb speed equal to walking speed.
jump distance doubled
Grassland:
+10 move speed.
can march for 10 instead of 8hrs
Mountain:
Climb speed equal to walking speed
high altitude adaptation.
Swamp:
Resistance and advantage vs poisons and diseases
Underdark:
+60ft darkvision
Cold resistance
Advantage on check for uneven surfaces
Coastal:
Swim speed equal to walking speed.
water breathing
Desert:
Fire resistance.
Can last double amount of time without food or water.
Forest:
climb speed equal to walking speed.
jump distance doubled
Grassland:
+10 move speed.
can march for 10 instead of 8hrs
Mountain:
Climb speed equal to walking speed
high altitude adaptation.
Swamp:
Resistance and advantage vs poisons and diseases
Underdark:
+60ft darkvision
Animal companions:
You can summon a companion with a 10 min ritual. You determine the type(beast of the Land, Water, Air or Dark) and size(if available) every time you summon it.
You can complete this ritual as a part of short or long rest.
Animal companion can move and take reactions when you command it for free.
Commanding and Actions except Dodge, requires your Bonus action or one attack from your Attack action.
You can ride a companion equal to your size or larger.
Your companion must be atleast Large size and one size smaller than you to use it as a flying mount.
Small companion:
Abilities:
Str 15, dex 14, con 15, int 6, wis 15, cha 10
Speed: 30ft, special: Land; climb 30ft, Air: fly 40ft, Water: swim 30ft and water breathing, Dark: burrow 15ft
Senses: Perception +2 +2×your proficiency bonus
Darkvision: 60ft, beast of the dark 120ft
HP: 4 + 4×your Ranger level, Beast of Air 3×3 your Ranger level
AC: 12+your proficiency bonus(natural armor)
Attack: d20+2×your proficiency bonus, damage 1d6+your proficiency bonus. Beast of Air 1d4+your proficiency bonus and fly-by attack.
Companion adds your proficiency bonus to all ability checks and saves.
Medium companion:
Abilities:
Str 17, dex 14, con 17, int 6, wis 15, cha 10
Speed: 40ft, special: Land; climb 40ft, Air: fly 60ft, Water: swim 40ft and water breathing, Dark: burrow 20ft
Senses: Perception +2 +2×your proficiency bonus
Darkvision: 60ft, beast of the dark 120ft
HP: 5 + 5×your Ranger level, Beast of Air 4×4 your Ranger level
AC: 13+your proficiency bonus(natural armor)
Attack: d20+2×your proficiency bonus, damage 1d8+your proficiency bonus. Beast of Air 1d6+your proficiency bonus and fly-by attack.
Companion adds your proficiency bonus to all ability checks and saves.
Large companion:
Abilities:
Str 19, dex 14, con 19, int 6, wis 15, cha 10
Speed: 50ft, special: Land; climb 50ft, Air: fly 100ft, Water: swim 50ft and water breathing, Dark: burrow 25ft
Senses: Perception +2 +2×your proficiency bonus
Darkvision: 60ft, beast of the dark 120ft
HP: 6 + 6×your Ranger level, Beast of Air 5×5 your Ranger level
AC: 14+your proficiency bonus(natural armor)
Attack: d20+2×your proficiency bonus, damage 1d10+your proficiency bonus. Beast of Air 1d8+your proficiency bonus and fly-by attack.
Companion adds your proficiency bonus to all ability checks and saves.
Huge companion:
Abilities:
Str 21, dex 14, con 21, int 6, wis 15, cha 10
Speed: 60ft, special: Land; climb 60ft, Air: fly 120ft, Water: swim 60ft and water breathing, Dark: burrow 30ft
Senses: Perception +2 +2×your proficiency bonus
Darkvision: 60ft, beast of the dark 120ft
HP: 7 + 7×your Ranger level, Beast of Air 6×6 your Ranger level
AC: 15+your proficiency bonus(natural armor)
Attack: d20+2×your proficiency bonus, damage 1d12+your proficiency bonus. Beast of Air 1d10+your proficiency bonus and fly-by attack.
Companion adds your proficiency bonus to all ability checks and saves.
Abilities:
Str 15, dex 14, con 15, int 6, wis 15, cha 10
Speed: 30ft, special: Land; climb 30ft, Air: fly 40ft, Water: swim 30ft and water breathing, Dark: burrow 15ft
Senses: Perception +2 +2×your proficiency bonus
Darkvision: 60ft, beast of the dark 120ft
HP: 4 + 4×your Ranger level, Beast of Air 3×3 your Ranger level
AC: 12+your proficiency bonus(natural armor)
Attack: d20+2×your proficiency bonus, damage 1d6+your proficiency bonus. Beast of Air 1d4+your proficiency bonus and fly-by attack.
Companion adds your proficiency bonus to all ability checks and saves.
Medium companion:
Abilities:
Str 17, dex 14, con 17, int 6, wis 15, cha 10
Speed: 40ft, special: Land; climb 40ft, Air: fly 60ft, Water: swim 40ft and water breathing, Dark: burrow 20ft
Senses: Perception +2 +2×your proficiency bonus
Darkvision: 60ft, beast of the dark 120ft
HP: 5 + 5×your Ranger level, Beast of Air 4×4 your Ranger level
AC: 13+your proficiency bonus(natural armor)
Attack: d20+2×your proficiency bonus, damage 1d8+your proficiency bonus. Beast of Air 1d6+your proficiency bonus and fly-by attack.
Companion adds your proficiency bonus to all ability checks and saves.
Large companion:
Abilities:
Str 19, dex 14, con 19, int 6, wis 15, cha 10
Speed: 50ft, special: Land; climb 50ft, Air: fly 100ft, Water: swim 50ft and water breathing, Dark: burrow 25ft
Senses: Perception +2 +2×your proficiency bonus
Darkvision: 60ft, beast of the dark 120ft
HP: 6 + 6×your Ranger level, Beast of Air 5×5 your Ranger level
AC: 14+your proficiency bonus(natural armor)
Attack: d20+2×your proficiency bonus, damage 1d10+your proficiency bonus. Beast of Air 1d8+your proficiency bonus and fly-by attack.
Companion adds your proficiency bonus to all ability checks and saves.
Huge companion:
Abilities:
Str 21, dex 14, con 21, int 6, wis 15, cha 10
Speed: 60ft, special: Land; climb 60ft, Air: fly 120ft, Water: swim 60ft and water breathing, Dark: burrow 30ft
Senses: Perception +2 +2×your proficiency bonus
Darkvision: 60ft, beast of the dark 120ft
HP: 7 + 7×your Ranger level, Beast of Air 6×6 your Ranger level
AC: 15+your proficiency bonus(natural armor)
Attack: d20+2×your proficiency bonus, damage 1d12+your proficiency bonus. Beast of Air 1d10+your proficiency bonus and fly-by attack.
Companion adds your proficiency bonus to all ability checks and saves.
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