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You Don’t Have To Leave Wolfy Behind... In 'Pets & Sidekicks' Your Companions Level Up With You!
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Ranger on a Warlock frame?
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<blockquote data-quote="Quickleaf" data-source="post: 7916150" data-attributes="member: 20323"><p>[USER=42437]@Wiseblood[/USER] A couple years back, I wrote up my own take on a revised ranger that followed a similar thought process. I wanted something where spellcasting was not baked into the class, but rather opted into through subclass choice. I wanted something where Natural Explorer didn't essentially amount to a "fast forward/skip" button for exploration. And I wanted something which used an Eldritch Invocations model to account for various odds and ends that fit better as options rather than pre-builts. Here it is...omitting the subclasses...</p><p></p><p><strong>Quickleaf's Revised Ranger</strong></p><p></p><p>As a ranger you gain the following class features. Any features not described below are identical to the corresponding features of the ranger class in the PHB.</p><p></p><p><strong>Hit Points</strong></p><p><strong>Hit Dice: </strong>1d10 per ranger level.</p><p><strong>Hit Points at 1st Level: </strong>10 + your Constitution modifier.</p><p><strong>Hit Points at Higher Level: </strong>1d10 (or 6) + your Constitution modifier per ranger level after 1st.</p><p></p><p><strong>Proficiencies</strong></p><p><strong>Armor: </strong>Light armor</p><p><strong>Weapon: </strong>Simple weapons, martial weapons</p><p><strong>Tools: </strong>None</p><p><strong>Saving Throws: </strong>Strength, Dexterity</p><p><strong>Skills: </strong>Choose three from: Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival</p><p></p><p><strong>Equipment</strong></p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><ul> <li data-xf-list-type="ul">(a) scale mail or (b) leather armor</li> <li data-xf-list-type="ul">(a) 2 shortswords or (b) marital melee weapon</li> <li data-xf-list-type="ul">(a) dungeoneer’s pack or (b) explorer’s pack</li> <li data-xf-list-type="ul">a longbow and a quiver of 20 arrows</li> </ul><p></p><p><strong>Overwatch</strong></p><p>As a bonus action you can begin concentrating on either a specific enemy or a fixed 10 foot radius area you can see. Maintaining your Overwatch requires concentration.</p><p></p><p>While concentrating on a specific enemy, your attacks deal +1d6 damage against that enemy. At 6th level, this damage increases to +1d8, at 11th level to +1d10, and at 17th level to +1d12.</p><p></p><p>While concentrating on an area, you may use your reaction to make an attack against a creature in the area making an attack against you or an ally, or against a creature attempting to leave the area. This attack deals the same bonus damage described above.</p><p></p><p><strong>Tracking</strong></p><p>When you inspect track & sign during a short rest you learn the number and nature of the creatures that have moved through the area in the past 24 hours. You determine the creatures’ overall state of health and the age of the tracks. You ascertain when and where they entered the area, as well as when and where they left. Your first attack against a creature (or group of similar creatures) you have been tracking has advantage.</p><p></p><p>So long as the weather has been clear, you can learn information from even older tracks as you advance levels. At 5th level you can track back up to 2 days. At 11th level you can track back up to 3 days. At 17th level up to 5 days.</p><p></p><p><strong>Wilderness Lore</strong></p><p>When traveling for an hour or more in the wilderness, you and your companions gain the following benefits:</p><ul> <li data-xf-list-type="ul">Difficult terrain doesn’t slow your group’s travel.</li> <li data-xf-list-type="ul">Your group cannot become lost except by magic.</li> <li data-xf-list-type="ul">Even when you are engaged in another activity while traveling, you remain alert to danger.</li> </ul><p>At 6th level you can identify any beast or plant at a glance.</p><p></p><p>At 10th level you have advantage on checks pertaining to wilderness lore and survival.</p><p></p><p>At 14th level you can flawlessly anticipate natural hazards by recognizing changes in weather or subtle signs in the landscape. This alerts you to the potential of the threat, such as a storm that will break before nightfall or when you’re entering an area of the Underdark where shrieker mushrooms grow.</p><p></p><p><strong>Wildcrafts</strong></p><p>Your study of the wilds grants you abilities beyond other frontiersman that can appear almost mystical to those sheltered behind civilization’s walls.</p><p></p><p>At 2nd level you gain 2 wildcrafts of your choice. Your wildcraft options are listed at the end of the class description.</p><p></p><p>As you gain ranger levels, you learn additional wildcrafts of your choice, as shown on the Ranger level advancement table.</p><p></p><p>Additionally, when you gain a level in ranger, you can choose one of the wildcrafts you know and replace it with another wildcraft that you could learn at that level.</p><p></p><p>[SPOILER=WILDCRAFTS]</p><p><strong>Ambush Expertise</strong></p><p><em>Prerequisite: Proficiency in Stealth</em></p><p>When the rest of your adventuring group follows your directions and remains within your Aura of Awareness, they can add your Wisdom modifier to their Dexterity (Stealth) checks. If you are traveling alone, you can move stealthily at a normal pace.</p><p>When you take the time to set up ambush and surprise your enemies, you can determine the placement of cover and other terrain elements on the map along with the DM.</p><p></p><p><strong>Animal Companion</strong></p><p><em>Prerequisite: Proficiency in Animal Handling</em></p><p>You have an animal companion that accompanies you on your adventures; choose from bird of prey, mount, or predator. The specific types of companions available depends on the DM’s campaign, though it should be a beast of CR 1/2 or less. Your animal companion acts independently of you, though you can direct its actions with a free Animal Handling check (the Difficulty determined by the situation and what you’re asking them to do). When not being directed it generally follows you. Your animal companion cannot be killed outright while you are alive; it can only be knocked unconscious and rendered dying. The animal can perform many tricks, such as: attack, come, fetch, guard, heel, retrieve, sit, “speak”, and withdraw. In addition, each category of animal companion has a unique trick it knows: lookout (bird of prey), stunt riding (mount), and track (predator).</p><p></p><p><strong><em>Bird of Prey:</em> </strong>This includes eagles, falcons, ravens, and in some campaigns less traditional winged creatures like flying snakes or bats. Birds of prey can serve as lookouts, circling above an area up to a square mile and screeching if hostile creatures are sighted.</p><p></p><p><strong><em>Mount:</em> </strong>In most campaigns this includes horses, and in some campaigns less traditional mounts like camels, elk, giant seahorses, or others. Mounts can perform a variety of riding stunts, in addition to carrying saddlebags and riders.</p><p></p><p><strong><em>Predator:</em> </strong>This includes wolves, hounds, bobcats, lynxes, and in some campaigns less traditional predators like blink dogs or wolverines. Predators can track by scent on their own using your Wisdom (Survival) score and can Help anyone attempting to track.</p><p></p><p>Your animal companion gains hit dice as you progress in levels. At every odd level (i.e. 3rd, 5th, 7th, and so on), your animal companion gains 1 extra hit die.</p><p></p><p><strong>Animal Empathy</strong></p><p><em>Prerequisite: Proficiency in Animal Handling</em></p><p>When facing a hostile beast (or pack of beasts of the same type), provided neither you nor your companions are being overtly threatening, you can make an Animal Handling check to calm the beast so that it does not attack you or your companions so long as you stay out of its territory or don’t otherwise antagonize it. The Difficulty of the check is determined by the DM. This requires you to present yourself to the beast unarmed and make gentle eye contact.</p><p></p><p><strong>Armored</strong></p><p>You gain proficiency in medium armor and shields, halve the time it takes to don or doff armor, and suffer no penalties when sleeping in armor.</p><p></p><p><strong>Beast Speech</strong></p><p>You can cast <em>speak with animals </em>at will, without expending material components. This also allows you to mimic the sounds of any beast. You must have heard the creature make the sound for at least 1 minute. A successful Wisdom (Insight) check contested by your Intelligence (Nature) check allows a listener to determine that the sound is faked.</p><p></p><p><strong>Enhanced Darkvision</strong></p><p>You gain 60-ft darkvision and do not suffer disadvantage to Wisdom (Perception) checks made in dim light. If you already have darkvision, then increase the range by 60-ft.</p><p></p><p><strong>Favored Enemy</strong></p><p>Choose a favored enemy from the various types of creatures: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids (select 2 specific races like orcs and goblins), monstrosities, oozes, plants, and undead. If your favored enemy has a particular language associated with it, you learn that language. Against your favored enemy, you have advantage on attack rolls, Intelligence checks to recall lore about them, Wisdom (Insight) checks, and Wisdom (Perception) checks. You also know any vulnerabilities of your favored enemy as well as their ecology and preferred lairs.</p><p></p><p><strong>Favored Terrain</strong></p><p>Choose a favored terrain from the following: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. In your favored terrain, you have advantage on Wisdom (Survival) checks and Dexterity (Stealth) checks, leave no trail and cannot be tracked. Additionally, each type of favored terrain gives you a special benefit:</p><p></p><p><strong><em>Arctic: </em></strong>Your Constitution checks and saves against environmental cold are advantaged.</p><p><strong><em>Coast: </em></strong>You can hold your breath for a number of minutes equal to 1 + <em>twice</em> your Constitution modifier (minimum 2).</p><p><strong><em>Desert:</em> </strong>Your Constitution checks and saves against environmental heat are advantaged, and you can get by fine with one gallon of water in hot weather.</p><p><strong><em>Forest:</em> </strong>When foraging you yield twice the amount of food and water.</p><p><strong><em>Grassland:</em> </strong>In open clear conditions you can see twice as far as normal.</p><p><strong><em>Mountain:</em> </strong>You are immune to altitude sickness.</p><p><strong><em>Swamp:</em> </strong>Your Constitution checks and saves against disease are advantaged.</p><p><strong><em>Underdark:</em> </strong>You do not suffer disadvantage on Wisdom (Perception) checks due to dim light.</p><p></p><p><strong>Followers (Beasts)</strong></p><p><em>Prerequisite: 9th level</em></p><p>You gain loyal beast followers. You can use the tables below to generate your followers, rolling 3d6+your Charisma modifier times. The tables are divided according to terrain type, and you may roll on whichever table makes sense for your character and campaign. Your DM has the final say over what kinds of beast followers fit his or her campaign. Your followers may accompany you on adventures or they may attend to other matters as you direct (albeit usually limited by animal intelligence).</p><p></p><p><strong>Arctic Followers (1d100)</strong></p><table style='width: 100%'><tr><td>1-10</td><td>Snowy owl, or tern (CR 0)</td></tr><tr><td>11-20</td><td>Ermine, snow hare, snow mouse, use rat (CR 0)</td></tr><tr><td>21-32</td><td>Elk, caribou, reindeer, or musk-ox (CR 1/4)</td></tr><tr><td>33-43</td><td>Wolf (CR 1/4)</td></tr><tr><td>44-52</td><td>Wolverine, use giant badger (CR 1/4)</td></tr><tr><td>53-60</td><td>Blood hawk (CR 1/8)</td></tr><tr><td>61-67</td><td>Dire wolf (CR 1)</td></tr><tr><td>68-73</td><td>Giant elk (CR 2)</td></tr><tr><td>74-79</td><td>Polar bear (CR 2)</td></tr><tr><td>80-86</td><td>Saber-toothed tiger (CR 2)</td></tr><tr><td>87-93</td><td>Winter wolf (CR 3)</td></tr><tr><td>94-99</td><td>Yeti (CR 3)</td></tr><tr><td>100</td><td>DM’s option (e.g. selkie, abdominable yeti, remorhaz, werebear, mammoth)</td></tr></table><p><strong>Aquatic/Coast Followers (1d100)</strong></p><p></p><p></p><table style='width: 100%'><tr><td>1-10</td><td>Beaver, or sea otter, use badger (CR 0)</td></tr><tr><td>11-20</td><td>Osprey, duck, pelican, gull, blood hawk (CR 1/8)</td></tr><tr><td>21-32</td><td>Giant crab (CR 1/8)</td></tr><tr><td>33-43</td><td>Eel, use constrictor snake (CR 1/4)</td></tr><tr><td>44-52</td><td>Crocodile (CR 1/2)</td></tr><tr><td>53-60</td><td>Dolphin, use reef shark (CR 1/2)</td></tr><tr><td>61-67</td><td>Hippocampus or giant seahorse (CR 1/2)</td></tr><tr><td>68-73</td><td>Giant octopus (CR 1)</td></tr><tr><td>74-79</td><td>Swarm of quippers (CR 1)</td></tr><tr><td>80-86</td><td>Hunter shark (CR 2)</td></tr><tr><td>87-93</td><td>Plesiosaurus (CR 2)</td></tr><tr><td>94-99</td><td>Killer whale (CR 3)</td></tr><tr><td>100</td><td>DM’s choice (e.g. nixie, locathah, dragon turtle, merfolk, water elemental, giant shark)</td></tr></table><p><strong>Desert Followers (1d100)</strong></p><p></p><p></p><table style='width: 100%'><tr><td>1-10</td><td>Jackrabbit, hyena, or jackal (CR 0)</td></tr><tr><td>11-20</td><td>Owl or vulture (CR 0)</td></tr><tr><td>21-32</td><td>Camel (CR 1/8)</td></tr><tr><td>33-43</td><td>Bloodhawk or flying snake (CR 1/8)</td></tr><tr><td>44-52</td><td>Giant poisonous snake or giant lizard (CR 1/4)</td></tr><tr><td>53-60</td><td>Giant wasp or swarm of insects (CR 1/2)</td></tr><tr><td>61-67</td><td>Death dog or giant hyena (CR 1)</td></tr><tr><td>68-73</td><td>Giant spider (CR 1)</td></tr><tr><td>74-79</td><td>Giant vulture (CR 1)</td></tr><tr><td>80-86</td><td>Lion (CR 1)</td></tr><tr><td>87-93</td><td>Giant constrictor snake (CR 2)</td></tr><tr><td>94-99</td><td>Giant scorpion or phase spider (CR 3)</td></tr><tr><td>100</td><td>DM’s option (e.g. thri-kreen, moon dog, air elemental, couatl, sphinx)</td></tr></table><p><strong>Forest Followers (1d100)</strong></p><p></p><p></p><table style='width: 100%'><tr><td>1-10</td><td>Deer (CR 0)</td></tr><tr><td>11-20</td><td>Eagle, hawk, or owl (CR 0)</td></tr><tr><td>21-32</td><td>Ferret, fox, squirrel, raccoon, rabbit, skunk (CR 0)</td></tr><tr><td>33-43</td><td>Giant weasel or mastiff (CR 1/8)</td></tr><tr><td>44-52</td><td>Blink dog (CR 1/4)</td></tr><tr><td>53-60</td><td>Giant owl or swarm of ravens (CR 1/4)</td></tr><tr><td>61-67</td><td>Giant wolf spider (CR 1/4)</td></tr><tr><td>68-73</td><td>Black bear or wolf (CR 1/2)</td></tr><tr><td>74-79</td><td>Brown bear or dire wolf (CR 1)</td></tr><tr><td>80-86</td><td>Giant spider (CR 1)</td></tr><tr><td>87-93</td><td>Giant boar (CR 2)</td></tr><tr><td>94-99</td><td>Owlbear (CR 3)</td></tr><tr><td>100</td><td>DM’s option (e.g. centaur, dryad, satyr, treant, pixie, voadkyn, faerie dragon, unicorn)</td></tr></table><p><strong>Grasslands Followers (1d100)</strong></p><p></p><p></p><table style='width: 100%'><tr><td>1-10</td><td>Deer, goat, sheep, antelope, or cattle (CR 0)</td></tr><tr><td>11-20</td><td>Mouse, fox, chipmunk, gopher (CR 0)</td></tr><tr><td>21-32</td><td>Blood hawk or flying snake (CR 1/8)</td></tr><tr><td>33-43</td><td>Axe beak (CR 1/4)</td></tr><tr><td>44-52</td><td>Riding horse (CR 1/4)</td></tr><tr><td>53-60</td><td>Cockatrice (CR 1/2)</td></tr><tr><td>61-67</td><td>Worg (CR 1/2)</td></tr><tr><td>68-73</td><td>Giant eagle, giant vulture, or hippogriff (CR 1)</td></tr><tr><td>74-79</td><td>Lion or tiger (CR 1)</td></tr><tr><td>80-86</td><td>Ankheg (CR 2)</td></tr><tr><td>87-93</td><td>Griffon or pegasus (CR 2)</td></tr><tr><td>94-99</td><td>Rhinoceros (CR 2)</td></tr><tr><td>100</td><td>DM’s option (e.g. brownie, wemic, bulette, gorgon, manticore, couatl)</td></tr></table><p><strong>Hill Followers (1d100)</strong></p><p></p><p></p><table style='width: 100%'><tr><td>1-10</td><td>Deer, goat, or sheep (CR 0)</td></tr><tr><td>11-20</td><td>Eagle, hawk, or owl (CR 0)</td></tr><tr><td>21-32</td><td>Mastiff or mule (CR 1/8)</td></tr><tr><td>33-43</td><td>Elk or boar (CR 1/4)</td></tr><tr><td>44-52</td><td>Panther, cougar (CR 1/4)</td></tr><tr><td>53-60</td><td>Swarm of ravens or swarm of bats (CR 1/4)</td></tr><tr><td>61-67</td><td>Giant goat (CR 1/2)</td></tr><tr><td>68-73</td><td>Worg (CR 1/2)</td></tr><tr><td>74-79</td><td>Brown bear or dire wolf (CR 1)</td></tr><tr><td>80-86</td><td>Giant eagle or hippogriff (CR 1)</td></tr><tr><td>87-93</td><td>Giant elk (CR 2)</td></tr><tr><td>94-99</td><td>Griffon, pegasus, or peryton (CR 2)</td></tr><tr><td>100</td><td>DM’s option (aurumvorax, bulette, gorgon, wereboar, werewolf, chimera, wyvern)</td></tr></table><p><strong>Jungle Followers (1d100)</strong></p><p></p><p></p><table style='width: 100%'><tr><td>1-10</td><td>Giraffe, zebra, or antelope (CR 0)</td></tr><tr><td>11-20</td><td>Baboon (CR 0)</td></tr><tr><td>21-32</td><td>Parrot, cockatoo, or toucan (CR 0)</td></tr><tr><td>33-43</td><td>Flying snake (CR 1/8)</td></tr><tr><td>44-52</td><td>Constrictor snake or giant poisonous snake (CR 1/4)</td></tr><tr><td>53-60</td><td>Giant bat, giant frog, or giant centipede (CR 1/4)</td></tr><tr><td>61-67</td><td>Panther (CR 1/4)</td></tr><tr><td>68-73</td><td>Ape (CR 1/2)</td></tr><tr><td>74-79</td><td>Tiger (CR 1)</td></tr><tr><td>80-86</td><td>Giant constrictor snake or swarm of poisonous snakes (CR 2)</td></tr><tr><td>87-93</td><td>Rhinoceros (CR 2)</td></tr><tr><td>94-99</td><td>Elephant (CR 4)</td></tr><tr><td>100</td><td>DM’s option (e.g. giant ape, couatl, grippli, tabaxi, lizardfolk, weretiger, naga)</td></tr></table><p><strong>Mountain Followers (1d100)</strong></p><p></p><p></p><table style='width: 100%'><tr><td>1-10</td><td>Fox, mouse, squirrel, beaver (CR 0)</td></tr><tr><td>11-20</td><td>Goat, deer, or sheep (CR 0)</td></tr><tr><td>21-32</td><td>Blood hawk (CR 1/8)</td></tr><tr><td>33-43</td><td>Giant badger (CR 1/4)</td></tr><tr><td>44-52</td><td>Pseudodragon (CR 1/4)</td></tr><tr><td>53-60</td><td>Black bear or worg (CR 1/2)</td></tr><tr><td>61-67</td><td>Giant goat (CR 1/2)</td></tr><tr><td>68-73</td><td>Brown bear or dire wolf (CR 1)</td></tr><tr><td>74-79</td><td>Giant eagle or hippogriff (CR 1)</td></tr><tr><td>80-86</td><td>Lion, mountain lion (CR 1)</td></tr><tr><td>87-93</td><td>Giant elk (CR 2)</td></tr><tr><td>94-99</td><td>Griffon or peryton (CR 2)</td></tr><tr><td>100</td><td>DM’s option (e.g. aarakocra, galeb duhr, chimera, wyvern, air elemental, basilisk)</td></tr></table><p><strong>Swamp Followers (1d100)</strong></p><p></p><p></p><table style='width: 100%'><tr><td>1-10</td><td>Owl, heron, loon, or raven (CR 0)</td></tr><tr><td>11-20</td><td>Ferret, fox, otter, or muskrat (CR 0)</td></tr><tr><td>21-32</td><td>Frog or lizard (CR 0)</td></tr><tr><td>33-43</td><td>Giant rat (CR 1/8)</td></tr><tr><td>44-52</td><td>Poisonous snake (CR 1/8)</td></tr><tr><td>53-60</td><td>Giant frog or giant lizard (CR 1/4)</td></tr><tr><td>61-67</td><td>Swarm of bats or swarm of ravens (CR 1/4)</td></tr><tr><td>68-73</td><td>Swarm of rats (CR 1/4)</td></tr><tr><td>74-79</td><td>Crocodile (CR 1/2)</td></tr><tr><td>80-86</td><td>Giant spider (CR 1)</td></tr><tr><td>87-93</td><td>Giant toad (CR 1)</td></tr><tr><td>94-99</td><td>Swarm of poisonous snakes (CR 2)</td></tr><tr><td>100</td><td>DM’s option (e.g. naga, shambling mound, bullywug, lizardfolk, giant crocodile, hydra)</td></tr></table><p><strong>Underdark Followers (1d100)</strong></p><p></p><p></p><table style='width: 100%'><tr><td>1-10</td><td>Giant fire beetle (CR 0)</td></tr><tr><td>11-20</td><td>Stirge or giant rat (CR 1/8)</td></tr><tr><td>21-32</td><td>Giant bat or swarm of bats (CR 1/4)</td></tr><tr><td>33-43</td><td>Giant centipede or giant lizard (CR 1/4)</td></tr><tr><td>44-52</td><td>Rust monster (CR 1/2)</td></tr><tr><td>53-60</td><td>Swarm of insects (CR 1/2)</td></tr><tr><td>61-67</td><td>Fire snake or giant toad (CR 1)</td></tr><tr><td>68-73</td><td>Giant spider (CR 1)</td></tr><tr><td>74-79</td><td>Carrion crawler (CR 2)</td></tr><tr><td>80-86</td><td>Cave bear, as polar bear (CR 2)</td></tr><tr><td>87-93</td><td>Grick (CR 2)</td></tr><tr><td>94-99</td><td>Hook horror or phase spider (CR 3)</td></tr><tr><td>100</td><td>DM’s option (e.g. mongrelfolk, otyugh, myconid, roper, flumph, xorn, umber hulk)</td></tr></table><p><strong>Followers (Humanoids)</strong></p><p></p><p></p><p><em>Prerequisite: 9th level</em></p><p>You gain loyal humanoid followers. You can use the table below to generate your followers, rolling 3d6+your Charisma modifier times. Your DM has the final say over what kinds of followers fit his or her campaign. Your followers may accompany you on adventures or they may attend to other matters as you direct.</p><p></p><p><strong>Humanoid Followers (1d100)</strong></p><table style='width: 100%'><tr><td>1-11</td><td>4 Bandits (CR 1/8) or 4 Guards (CR 1/8)</td></tr><tr><td>12-36</td><td>Scout (CR 1/2), any race from PHB</td></tr><tr><td>37-43</td><td>Stablemaster tending 6 warhorses (CR 1/2)</td></tr><tr><td>44-50</td><td>Kennelmaster tending 6 mastiffs (CR 1/8)</td></tr><tr><td>51-57</td><td>Dryad (CR 1)</td></tr><tr><td>58-64</td><td>Spy (CR 1), any race from PHB</td></tr><tr><td>65-70</td><td>Bandit Captain (CR 2), any race from PHB</td></tr><tr><td>71-77</td><td>Berserker (CR 2), any race from PHB</td></tr><tr><td>76-81</td><td>Druid (CR 2), any race from PHB</td></tr><tr><td>82-87</td><td>Knight (CR 3), any race from PHB</td></tr><tr><td>88-91</td><td>Veteran (CR 3), any race from PHB</td></tr><tr><td>92-95</td><td>Subdued Hill Giant (CR 5) or Werebear (CR 5)</td></tr><tr><td>96-99</td><td>NPC, custom-made (CR 4-6) with magic items</td></tr><tr><td>100</td><td>DM’s Option (e.g. mage, stone giant, assassin)</td></tr></table><p><strong>Pathfinding</strong></p><p></p><p></p><p><em>Prerequisite: 11th level</em></p><p>Once per day you can cast <em>find the path </em>without expending material components.</p><p></p><p><strong>Plant Speech</strong></p><p><em>Prerequisite: 9th level</em></p><p>You can cast <em>speak with plants </em>at will, without expending material components.</p><p></p><p><strong>Poison Tolerance</strong></p><p><em>Prerequisite: 9th level</em></p><p>You have advantage on saving throws against poison and have resistance to poison damage.</p><p></p><p><strong>Poultices</strong></p><p><em>Prerequisite: Proficiency in Medicine or herbalism kit</em></p><p>You can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs 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>If you spend 1 minute applying one of your poultices to a wounded living creature, thereby expending its use, that creature regains hit points equal to their Constitution modifier plus your ranger level (minimum 1).</p><p></p><p><strong>Reconnaissance</strong></p><p>You are proficient with cartographer’s tool and you gain a spyglass. When using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a military unit or encampment such as battle standards, officers, numbers, siege weapons, etc.</p><p></p><p><strong>Scrying Lore</strong></p><p>You have been initiated into the mysteries of forgotten ways to discover secrets, specifically as pertains to remote-viewing, detection magic, and ancient lore.</p><ul> <li data-xf-list-type="ul">Learn a bonus language of your choice.</li> <li data-xf-list-type="ul">Learn the <em>guidance </em>and <em>true strike </em>cantrips.</li> <li data-xf-list-type="ul">You may cast any divination spell you find on a spell scroll. Use the PHB ranger spellcasting table and your Wisdom as your spellcasting ability when determining whether you can cast a spell of a particular level (see DMG page 200 for spell scrolls).</li> <li data-xf-list-type="ul">If you acquire a magic item dealing with clairvoyance or divination like a <em>crystal ball </em>or <em>wand of detection</em>, you may attune to the item with just one round of undivided focus.</li> </ul><p></p><p><strong>Sign Language</strong></p><p>You learn a sign language that allows you to communicate strategies without speaking, even with those who do not understand the sign language, so long as whoever you’re communicating with is not hostile toward you, is within 60 feet of you, and can see your face and hands.</p><p></p><p><strong>Trapping & Snaring</strong></p><p>Given 30 minutes you can devise one of the following traps of your choice. Doing so requires access to raw materials, acquired in the wilds with a DC 10 Wisdom (survival) check or cannibalizing equipment you carry worth 5 gold pieces (the equipment is destroyed). The saving throw Difficulty of your traps equals 8 + your proficiency bonus + your Intelligence modifier. Some of the traps you can devise include:</p><ul> <li data-xf-list-type="ul"><strong><em>Hunting Trap:</em> </strong>see PHB or Basic Rules.</li> <li data-xf-list-type="ul"><strong><em>Rope Hoist: </em></strong>You rig a length of rope to cinch about the legs when a creature brushes a branch held in tension, and then yank them up into the trees above, leaving them suspended upside down. A Medium-sized or smaller creature stepping on the trigger must make a Dexterity saving throw or be restrained 15 feet above the ground. A creature can use its action to cut the rope with a slashing weapon, causing it to take falling damage. Alternately a creature can make a DC 13 Dexterity (Acrobatics) check to wriggle free and cling to the rope.</li> <li data-xf-list-type="ul"><strong><em>Spiked Pitfall: </em></strong>You dig out a shallow 4-foot pit lined with sharp stakes and cover it with a lightweight woven mat camouflaged with the surrounding terrain. A creature stepping on the pit must make a Dexterity saving throw or take 1d6 piercing damage, fall prone, and reduce its speed by 10 feet. Once a spike is removed from the creature’s foot as an action, its speed returns to normal.</li> <li data-xf-list-type="ul"><strong><em>Tripwire Log: </em></strong>You rig a tripwire connected to a heavy log hanging from a rope so cause the log to swing down and smash anyone in its path. Any creature in the log’s path failing its Dexterity saving throw takes 2d6 bludgeoning damage. You can rig the log to move in a repeated pendulum motion or to stop after it makes one pass.</li> </ul><p></p><p><strong>Travel Hardened</strong></p><p>You can endure an extra “level 0” of endurance that has no ill effect on you. This level exists before level 1 where you’d suffer disadvantage on ability checks. In addition, when an ally you are traveling with would accrue a level of exhaustion due to marching or environmental conditions, you make choose to take the exhaustion on their behalf. You may only help one ally in this manner at a time.</p><p></p><p><strong>Uncanny Senses</strong></p><p>You gain proficiency in the Investigation and Perception skills. If you are already proficient in either of these skills, you instead gain expertise (double proficiency bonus) in that skill.</p><p>[/SPOILER]</p><p></p><p><strong>Aura of Awareness</strong></p><p>At 9th level, you are preternaturally alert to the signs of danger and are swift to alert your companions. You cannot be surprised. You and allies within 10 feet of you add your Wisdom modifier to passive Perception scores while you are conscious and can perceive your environment.</p><p></p><p>At 13th level, you and allies in the aura add your Wisdom modifier to Wisdom (Perception) checks, and can still take reactions even when surprised.</p><p></p><p>At 18th level, the range of your aura increases to 30 feet.</p><p></p><p><strong>Free Movement</strong></p><p>At 20th level, you gain the benefits of a permanent <em>freedom of movement </em>spell, though it cannot be dispelled or detected in any way.</p><p></p><table style='width: 100%'><tr><th>Level</th><th>Wildcrafts Known</th><th>Class Features</th></tr><tr><td>1</td><td>–</td><td>Overwatch (1d6), Tracking, Wilderness Lore</td></tr><tr><td>2</td><td>2</td><td>Fighting Style, Wildcrafts</td></tr><tr><td>3</td><td>2</td><td>Ranger Archetype</td></tr><tr><td>4</td><td>2</td><td>Ability Score Improvement</td></tr><tr><td>5</td><td>3</td><td>Extra Attack</td></tr><tr><td>6</td><td>3</td><td>Overwatch (1d8), Wilderness Lore improvement</td></tr><tr><td>7</td><td>4</td><td>Ranger Archetype feature</td></tr><tr><td>8</td><td>4</td><td>Ability Score Improvement, Land’s Stride</td></tr><tr><td>9</td><td>5</td><td>Aura of Awareness</td></tr><tr><td>10</td><td>5</td><td>Wilderness Lore improvement, Hide in Plain Sight</td></tr><tr><td>11</td><td>5</td><td>Overwatch (1d10), Ranger Archetype feature</td></tr><tr><td>12</td><td>6</td><td>Ability Score Improvement</td></tr><tr><td>13</td><td>6</td><td>Aura of Awareness improvement</td></tr><tr><td>14</td><td>6</td><td>Wilderness Lore improvement, Vanish</td></tr><tr><td>15</td><td>7</td><td>Ranger Archetype feature</td></tr><tr><td>16</td><td>7</td><td>Ability Score Improvement</td></tr><tr><td>17</td><td>7</td><td>Overwatch (1d12)</td></tr><tr><td>18</td><td>8</td><td>Aura of Awareness improvement, Feral Senses</td></tr><tr><td>19</td><td>8</td><td>Ability Score Improvement</td></tr><tr><td>20</td><td>8</td><td>Free Movement</td></tr></table></blockquote><p></p>
[QUOTE="Quickleaf, post: 7916150, member: 20323"] [USER=42437]@Wiseblood[/USER] A couple years back, I wrote up my own take on a revised ranger that followed a similar thought process. I wanted something where spellcasting was not baked into the class, but rather opted into through subclass choice. I wanted something where Natural Explorer didn't essentially amount to a "fast forward/skip" button for exploration. And I wanted something which used an Eldritch Invocations model to account for various odds and ends that fit better as options rather than pre-builts. Here it is...omitting the subclasses... [B]Quickleaf's Revised Ranger[/B] As a ranger you gain the following class features. Any features not described below are identical to the corresponding features of the ranger class in the PHB. [B]Hit Points Hit Dice: [/B]1d10 per ranger level. [B]Hit Points at 1st Level: [/B]10 + your Constitution modifier. [B]Hit Points at Higher Level: [/B]1d10 (or 6) + your Constitution modifier per ranger level after 1st. [B]Proficiencies Armor: [/B]Light armor [B]Weapon: [/B]Simple weapons, martial weapons [B]Tools: [/B]None [B]Saving Throws: [/B]Strength, Dexterity [B]Skills: [/B]Choose three from: Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival [B]Equipment[/B] You start with the following equipment, in addition to the equipment granted by your background: [LIST] [*](a) scale mail or (b) leather armor [*](a) 2 shortswords or (b) marital melee weapon [*](a) dungeoneer’s pack or (b) explorer’s pack [*]a longbow and a quiver of 20 arrows [/LIST] [B]Overwatch[/B] As a bonus action you can begin concentrating on either a specific enemy or a fixed 10 foot radius area you can see. Maintaining your Overwatch requires concentration. While concentrating on a specific enemy, your attacks deal +1d6 damage against that enemy. At 6th level, this damage increases to +1d8, at 11th level to +1d10, and at 17th level to +1d12. While concentrating on an area, you may use your reaction to make an attack against a creature in the area making an attack against you or an ally, or against a creature attempting to leave the area. This attack deals the same bonus damage described above. [B]Tracking[/B] When you inspect track & sign during a short rest you learn the number and nature of the creatures that have moved through the area in the past 24 hours. You determine the creatures’ overall state of health and the age of the tracks. You ascertain when and where they entered the area, as well as when and where they left. Your first attack against a creature (or group of similar creatures) you have been tracking has advantage. So long as the weather has been clear, you can learn information from even older tracks as you advance levels. At 5th level you can track back up to 2 days. At 11th level you can track back up to 3 days. At 17th level up to 5 days. [B]Wilderness Lore[/B] When traveling for an hour or more in the wilderness, you and your companions gain the following benefits: [LIST] [*]Difficult terrain doesn’t slow your group’s travel. [*]Your group cannot become lost except by magic. [*]Even when you are engaged in another activity while traveling, you remain alert to danger. [/LIST] At 6th level you can identify any beast or plant at a glance. At 10th level you have advantage on checks pertaining to wilderness lore and survival. At 14th level you can flawlessly anticipate natural hazards by recognizing changes in weather or subtle signs in the landscape. This alerts you to the potential of the threat, such as a storm that will break before nightfall or when you’re entering an area of the Underdark where shrieker mushrooms grow. [B]Wildcrafts[/B] Your study of the wilds grants you abilities beyond other frontiersman that can appear almost mystical to those sheltered behind civilization’s walls. At 2nd level you gain 2 wildcrafts of your choice. Your wildcraft options are listed at the end of the class description. As you gain ranger levels, you learn additional wildcrafts of your choice, as shown on the Ranger level advancement table. Additionally, when you gain a level in ranger, you can choose one of the wildcrafts you know and replace it with another wildcraft that you could learn at that level. [SPOILER=WILDCRAFTS] [B]Ambush Expertise[/B] [I]Prerequisite: Proficiency in Stealth[/I] When the rest of your adventuring group follows your directions and remains within your Aura of Awareness, they can add your Wisdom modifier to their Dexterity (Stealth) checks. If you are traveling alone, you can move stealthily at a normal pace. When you take the time to set up ambush and surprise your enemies, you can determine the placement of cover and other terrain elements on the map along with the DM. [B]Animal Companion[/B] [I]Prerequisite: Proficiency in Animal Handling[/I] You have an animal companion that accompanies you on your adventures; choose from bird of prey, mount, or predator. The specific types of companions available depends on the DM’s campaign, though it should be a beast of CR 1/2 or less. Your animal companion acts independently of you, though you can direct its actions with a free Animal Handling check (the Difficulty determined by the situation and what you’re asking them to do). When not being directed it generally follows you. Your animal companion cannot be killed outright while you are alive; it can only be knocked unconscious and rendered dying. The animal can perform many tricks, such as: attack, come, fetch, guard, heel, retrieve, sit, “speak”, and withdraw. In addition, each category of animal companion has a unique trick it knows: lookout (bird of prey), stunt riding (mount), and track (predator). [B][I]Bird of Prey:[/I] [/B]This includes eagles, falcons, ravens, and in some campaigns less traditional winged creatures like flying snakes or bats. Birds of prey can serve as lookouts, circling above an area up to a square mile and screeching if hostile creatures are sighted. [B][I]Mount:[/I] [/B]In most campaigns this includes horses, and in some campaigns less traditional mounts like camels, elk, giant seahorses, or others. Mounts can perform a variety of riding stunts, in addition to carrying saddlebags and riders. [B][I]Predator:[/I] [/B]This includes wolves, hounds, bobcats, lynxes, and in some campaigns less traditional predators like blink dogs or wolverines. Predators can track by scent on their own using your Wisdom (Survival) score and can Help anyone attempting to track. Your animal companion gains hit dice as you progress in levels. At every odd level (i.e. 3rd, 5th, 7th, and so on), your animal companion gains 1 extra hit die. [B]Animal Empathy[/B] [I]Prerequisite: Proficiency in Animal Handling[/I] When facing a hostile beast (or pack of beasts of the same type), provided neither you nor your companions are being overtly threatening, you can make an Animal Handling check to calm the beast so that it does not attack you or your companions so long as you stay out of its territory or don’t otherwise antagonize it. The Difficulty of the check is determined by the DM. This requires you to present yourself to the beast unarmed and make gentle eye contact. [B]Armored[/B] You gain proficiency in medium armor and shields, halve the time it takes to don or doff armor, and suffer no penalties when sleeping in armor. [B]Beast Speech[/B] You can cast [I]speak with animals [/I]at will, without expending material components. This also allows you to mimic the sounds of any beast. You must have heard the creature make the sound for at least 1 minute. A successful Wisdom (Insight) check contested by your Intelligence (Nature) check allows a listener to determine that the sound is faked. [B]Enhanced Darkvision[/B] You gain 60-ft darkvision and do not suffer disadvantage to Wisdom (Perception) checks made in dim light. If you already have darkvision, then increase the range by 60-ft. [B]Favored Enemy[/B] Choose a favored enemy from the various types of creatures: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids (select 2 specific races like orcs and goblins), monstrosities, oozes, plants, and undead. If your favored enemy has a particular language associated with it, you learn that language. Against your favored enemy, you have advantage on attack rolls, Intelligence checks to recall lore about them, Wisdom (Insight) checks, and Wisdom (Perception) checks. You also know any vulnerabilities of your favored enemy as well as their ecology and preferred lairs. [B]Favored Terrain[/B] Choose a favored terrain from the following: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. In your favored terrain, you have advantage on Wisdom (Survival) checks and Dexterity (Stealth) checks, leave no trail and cannot be tracked. Additionally, each type of favored terrain gives you a special benefit: [B][I]Arctic: [/I][/B]Your Constitution checks and saves against environmental cold are advantaged. [B][I]Coast: [/I][/B]You can hold your breath for a number of minutes equal to 1 + [I]twice[/I] your Constitution modifier (minimum 2). [B][I]Desert:[/I] [/B]Your Constitution checks and saves against environmental heat are advantaged, and you can get by fine with one gallon of water in hot weather. [B][I]Forest:[/I] [/B]When foraging you yield twice the amount of food and water. [B][I]Grassland:[/I] [/B]In open clear conditions you can see twice as far as normal. [B][I]Mountain:[/I] [/B]You are immune to altitude sickness. [B][I]Swamp:[/I] [/B]Your Constitution checks and saves against disease are advantaged. [B][I]Underdark:[/I] [/B]You do not suffer disadvantage on Wisdom (Perception) checks due to dim light. [B]Followers (Beasts)[/B] [I]Prerequisite: 9th level[/I] You gain loyal beast followers. You can use the tables below to generate your followers, rolling 3d6+your Charisma modifier times. The tables are divided according to terrain type, and you may roll on whichever table makes sense for your character and campaign. Your DM has the final say over what kinds of beast followers fit his or her campaign. Your followers may accompany you on adventures or they may attend to other matters as you direct (albeit usually limited by animal intelligence). [B]Arctic Followers (1d100)[/B] [TABLE] [TR] [TD]1-10[/TD] [TD]Snowy owl, or tern (CR 0)[/TD] [/TR] [TR] [TD]11-20[/TD] [TD]Ermine, snow hare, snow mouse, use rat (CR 0)[/TD] [/TR] [TR] [TD]21-32[/TD] [TD]Elk, caribou, reindeer, or musk-ox (CR 1/4)[/TD] [/TR] [TR] [TD]33-43[/TD] [TD]Wolf (CR 1/4)[/TD] [/TR] [TR] [TD]44-52[/TD] [TD]Wolverine, use giant badger (CR 1/4)[/TD] [/TR] [TR] [TD]53-60[/TD] [TD]Blood hawk (CR 1/8)[/TD] [/TR] [TR] [TD]61-67[/TD] [TD]Dire wolf (CR 1)[/TD] [/TR] [TR] [TD]68-73[/TD] [TD]Giant elk (CR 2)[/TD] [/TR] [TR] [TD]74-79[/TD] [TD]Polar bear (CR 2)[/TD] [/TR] [TR] [TD]80-86[/TD] [TD]Saber-toothed tiger (CR 2)[/TD] [/TR] [TR] [TD]87-93[/TD] [TD]Winter wolf (CR 3)[/TD] [/TR] [TR] [TD]94-99[/TD] [TD]Yeti (CR 3)[/TD] [/TR] [TR] [TD]100[/TD] [TD]DM’s option (e.g. selkie, abdominable yeti, remorhaz, werebear, mammoth)[/TD] [/TR] [/TABLE] [B]Aquatic/Coast Followers (1d100)[/B] [TABLE] [TR] [TD]1-10[/TD] [TD]Beaver, or sea otter, use badger (CR 0)[/TD] [/TR] [TR] [TD]11-20[/TD] [TD]Osprey, duck, pelican, gull, blood hawk (CR 1/8)[/TD] [/TR] [TR] [TD]21-32[/TD] [TD]Giant crab (CR 1/8)[/TD] [/TR] [TR] [TD]33-43[/TD] [TD]Eel, use constrictor snake (CR 1/4)[/TD] [/TR] [TR] [TD]44-52[/TD] [TD]Crocodile (CR 1/2)[/TD] [/TR] [TR] [TD]53-60[/TD] [TD]Dolphin, use reef shark (CR 1/2)[/TD] [/TR] [TR] [TD]61-67[/TD] [TD]Hippocampus or giant seahorse (CR 1/2)[/TD] [/TR] [TR] [TD]68-73[/TD] [TD]Giant octopus (CR 1)[/TD] [/TR] [TR] [TD]74-79[/TD] [TD]Swarm of quippers (CR 1)[/TD] [/TR] [TR] [TD]80-86[/TD] [TD]Hunter shark (CR 2)[/TD] [/TR] [TR] [TD]87-93[/TD] [TD]Plesiosaurus (CR 2)[/TD] [/TR] [TR] [TD]94-99[/TD] [TD]Killer whale (CR 3)[/TD] [/TR] [TR] [TD]100[/TD] [TD]DM’s choice (e.g. nixie, locathah, dragon turtle, merfolk, water elemental, giant shark)[/TD] [/TR] [/TABLE] [B]Desert Followers (1d100)[/B] [TABLE] [TR] [TD]1-10[/TD] [TD]Jackrabbit, hyena, or jackal (CR 0)[/TD] [/TR] [TR] [TD]11-20[/TD] [TD]Owl or vulture (CR 0)[/TD] [/TR] [TR] [TD]21-32[/TD] [TD]Camel (CR 1/8)[/TD] [/TR] [TR] [TD]33-43[/TD] [TD]Bloodhawk or flying snake (CR 1/8)[/TD] [/TR] [TR] [TD]44-52[/TD] [TD]Giant poisonous snake or giant lizard (CR 1/4)[/TD] [/TR] [TR] [TD]53-60[/TD] [TD]Giant wasp or swarm of insects (CR 1/2)[/TD] [/TR] [TR] [TD]61-67[/TD] [TD]Death dog or giant hyena (CR 1)[/TD] [/TR] [TR] [TD]68-73[/TD] [TD]Giant spider (CR 1)[/TD] [/TR] [TR] [TD]74-79[/TD] [TD]Giant vulture (CR 1)[/TD] [/TR] [TR] [TD]80-86[/TD] [TD]Lion (CR 1)[/TD] [/TR] [TR] [TD]87-93[/TD] [TD]Giant constrictor snake (CR 2)[/TD] [/TR] [TR] [TD]94-99[/TD] [TD]Giant scorpion or phase spider (CR 3)[/TD] [/TR] [TR] [TD]100[/TD] [TD]DM’s option (e.g. thri-kreen, moon dog, air elemental, couatl, sphinx)[/TD] [/TR] [/TABLE] [B]Forest Followers (1d100)[/B] [TABLE] [TR] [TD]1-10[/TD] [TD]Deer (CR 0)[/TD] [/TR] [TR] [TD]11-20[/TD] [TD]Eagle, hawk, or owl (CR 0)[/TD] [/TR] [TR] [TD]21-32[/TD] [TD]Ferret, fox, squirrel, raccoon, rabbit, skunk (CR 0)[/TD] [/TR] [TR] [TD]33-43[/TD] [TD]Giant weasel or mastiff (CR 1/8)[/TD] [/TR] [TR] [TD]44-52[/TD] [TD]Blink dog (CR 1/4)[/TD] [/TR] [TR] [TD]53-60[/TD] [TD]Giant owl or swarm of ravens (CR 1/4)[/TD] [/TR] [TR] [TD]61-67[/TD] [TD]Giant wolf spider (CR 1/4)[/TD] [/TR] [TR] [TD]68-73[/TD] [TD]Black bear or wolf (CR 1/2)[/TD] [/TR] [TR] [TD]74-79[/TD] [TD]Brown bear or dire wolf (CR 1)[/TD] [/TR] [TR] [TD]80-86[/TD] [TD]Giant spider (CR 1)[/TD] [/TR] [TR] [TD]87-93[/TD] [TD]Giant boar (CR 2)[/TD] [/TR] [TR] [TD]94-99[/TD] [TD]Owlbear (CR 3)[/TD] [/TR] [TR] [TD]100[/TD] [TD]DM’s option (e.g. centaur, dryad, satyr, treant, pixie, voadkyn, faerie dragon, unicorn)[/TD] [/TR] [/TABLE] [B]Grasslands Followers (1d100)[/B] [TABLE] [TR] [TD]1-10[/TD] [TD]Deer, goat, sheep, antelope, or cattle (CR 0)[/TD] [/TR] [TR] [TD]11-20[/TD] [TD]Mouse, fox, chipmunk, gopher (CR 0)[/TD] [/TR] [TR] [TD]21-32[/TD] [TD]Blood hawk or flying snake (CR 1/8)[/TD] [/TR] [TR] [TD]33-43[/TD] [TD]Axe beak (CR 1/4)[/TD] [/TR] [TR] [TD]44-52[/TD] [TD]Riding horse (CR 1/4)[/TD] [/TR] [TR] [TD]53-60[/TD] [TD]Cockatrice (CR 1/2)[/TD] [/TR] [TR] [TD]61-67[/TD] [TD]Worg (CR 1/2)[/TD] [/TR] [TR] [TD]68-73[/TD] [TD]Giant eagle, giant vulture, or hippogriff (CR 1)[/TD] [/TR] [TR] [TD]74-79[/TD] [TD]Lion or tiger (CR 1)[/TD] [/TR] [TR] [TD]80-86[/TD] [TD]Ankheg (CR 2)[/TD] [/TR] [TR] [TD]87-93[/TD] [TD]Griffon or pegasus (CR 2)[/TD] [/TR] [TR] [TD]94-99[/TD] [TD]Rhinoceros (CR 2)[/TD] [/TR] [TR] [TD]100[/TD] [TD]DM’s option (e.g. brownie, wemic, bulette, gorgon, manticore, couatl)[/TD] [/TR] [/TABLE] [B]Hill Followers (1d100)[/B] [TABLE] [TR] [TD]1-10[/TD] [TD]Deer, goat, or sheep (CR 0)[/TD] [/TR] [TR] [TD]11-20[/TD] [TD]Eagle, hawk, or owl (CR 0)[/TD] [/TR] [TR] [TD]21-32[/TD] [TD]Mastiff or mule (CR 1/8)[/TD] [/TR] [TR] [TD]33-43[/TD] [TD]Elk or boar (CR 1/4)[/TD] [/TR] [TR] [TD]44-52[/TD] [TD]Panther, cougar (CR 1/4)[/TD] [/TR] [TR] [TD]53-60[/TD] [TD]Swarm of ravens or swarm of bats (CR 1/4)[/TD] [/TR] [TR] [TD]61-67[/TD] [TD]Giant goat (CR 1/2)[/TD] [/TR] [TR] [TD]68-73[/TD] [TD]Worg (CR 1/2)[/TD] [/TR] [TR] [TD]74-79[/TD] [TD]Brown bear or dire wolf (CR 1)[/TD] [/TR] [TR] [TD]80-86[/TD] [TD]Giant eagle or hippogriff (CR 1)[/TD] [/TR] [TR] [TD]87-93[/TD] [TD]Giant elk (CR 2)[/TD] [/TR] [TR] [TD]94-99[/TD] [TD]Griffon, pegasus, or peryton (CR 2)[/TD] [/TR] [TR] [TD]100[/TD] [TD]DM’s option (aurumvorax, bulette, gorgon, wereboar, werewolf, chimera, wyvern)[/TD] [/TR] [/TABLE] [B]Jungle Followers (1d100)[/B] [TABLE] [TR] [TD]1-10[/TD] [TD]Giraffe, zebra, or antelope (CR 0)[/TD] [/TR] [TR] [TD]11-20[/TD] [TD]Baboon (CR 0)[/TD] [/TR] [TR] [TD]21-32[/TD] [TD]Parrot, cockatoo, or toucan (CR 0)[/TD] [/TR] [TR] [TD]33-43[/TD] [TD]Flying snake (CR 1/8)[/TD] [/TR] [TR] [TD]44-52[/TD] [TD]Constrictor snake or giant poisonous snake (CR 1/4)[/TD] [/TR] [TR] [TD]53-60[/TD] [TD]Giant bat, giant frog, or giant centipede (CR 1/4)[/TD] [/TR] [TR] [TD]61-67[/TD] [TD]Panther (CR 1/4)[/TD] [/TR] [TR] [TD]68-73[/TD] [TD]Ape (CR 1/2)[/TD] [/TR] [TR] [TD]74-79[/TD] [TD]Tiger (CR 1)[/TD] [/TR] [TR] [TD]80-86[/TD] [TD]Giant constrictor snake or swarm of poisonous snakes (CR 2)[/TD] [/TR] [TR] [TD]87-93[/TD] [TD]Rhinoceros (CR 2)[/TD] [/TR] [TR] [TD]94-99[/TD] [TD]Elephant (CR 4)[/TD] [/TR] [TR] [TD]100[/TD] [TD]DM’s option (e.g. giant ape, couatl, grippli, tabaxi, lizardfolk, weretiger, naga)[/TD] [/TR] [/TABLE] [B]Mountain Followers (1d100)[/B] [TABLE] [TR] [TD]1-10[/TD] [TD]Fox, mouse, squirrel, beaver (CR 0)[/TD] [/TR] [TR] [TD]11-20[/TD] [TD]Goat, deer, or sheep (CR 0)[/TD] [/TR] [TR] [TD]21-32[/TD] [TD]Blood hawk (CR 1/8)[/TD] [/TR] [TR] [TD]33-43[/TD] [TD]Giant badger (CR 1/4)[/TD] [/TR] [TR] [TD]44-52[/TD] [TD]Pseudodragon (CR 1/4)[/TD] [/TR] [TR] [TD]53-60[/TD] [TD]Black bear or worg (CR 1/2)[/TD] [/TR] [TR] [TD]61-67[/TD] [TD]Giant goat (CR 1/2)[/TD] [/TR] [TR] [TD]68-73[/TD] [TD]Brown bear or dire wolf (CR 1)[/TD] [/TR] [TR] [TD]74-79[/TD] [TD]Giant eagle or hippogriff (CR 1)[/TD] [/TR] [TR] [TD]80-86[/TD] [TD]Lion, mountain lion (CR 1)[/TD] [/TR] [TR] [TD]87-93[/TD] [TD]Giant elk (CR 2)[/TD] [/TR] [TR] [TD]94-99[/TD] [TD]Griffon or peryton (CR 2)[/TD] [/TR] [TR] [TD]100[/TD] [TD]DM’s option (e.g. aarakocra, galeb duhr, chimera, wyvern, air elemental, basilisk)[/TD] [/TR] [/TABLE] [B]Swamp Followers (1d100)[/B] [TABLE] [TR] [TD]1-10[/TD] [TD]Owl, heron, loon, or raven (CR 0)[/TD] [/TR] [TR] [TD]11-20[/TD] [TD]Ferret, fox, otter, or muskrat (CR 0)[/TD] [/TR] [TR] [TD]21-32[/TD] [TD]Frog or lizard (CR 0)[/TD] [/TR] [TR] [TD]33-43[/TD] [TD]Giant rat (CR 1/8)[/TD] [/TR] [TR] [TD]44-52[/TD] [TD]Poisonous snake (CR 1/8)[/TD] [/TR] [TR] [TD]53-60[/TD] [TD]Giant frog or giant lizard (CR 1/4)[/TD] [/TR] [TR] [TD]61-67[/TD] [TD]Swarm of bats or swarm of ravens (CR 1/4)[/TD] [/TR] [TR] [TD]68-73[/TD] [TD]Swarm of rats (CR 1/4)[/TD] [/TR] [TR] [TD]74-79[/TD] [TD]Crocodile (CR 1/2)[/TD] [/TR] [TR] [TD]80-86[/TD] [TD]Giant spider (CR 1)[/TD] [/TR] [TR] [TD]87-93[/TD] [TD]Giant toad (CR 1)[/TD] [/TR] [TR] [TD]94-99[/TD] [TD]Swarm of poisonous snakes (CR 2)[/TD] [/TR] [TR] [TD]100[/TD] [TD]DM’s option (e.g. naga, shambling mound, bullywug, lizardfolk, giant crocodile, hydra)[/TD] [/TR] [/TABLE] [B]Underdark Followers (1d100)[/B] [TABLE] [TR] [TD]1-10[/TD] [TD]Giant fire beetle (CR 0)[/TD] [/TR] [TR] [TD]11-20[/TD] [TD]Stirge or giant rat (CR 1/8)[/TD] [/TR] [TR] [TD]21-32[/TD] [TD]Giant bat or swarm of bats (CR 1/4)[/TD] [/TR] [TR] [TD]33-43[/TD] [TD]Giant centipede or giant lizard (CR 1/4)[/TD] [/TR] [TR] [TD]44-52[/TD] [TD]Rust monster (CR 1/2)[/TD] [/TR] [TR] [TD]53-60[/TD] [TD]Swarm of insects (CR 1/2)[/TD] [/TR] [TR] [TD]61-67[/TD] [TD]Fire snake or giant toad (CR 1)[/TD] [/TR] [TR] [TD]68-73[/TD] [TD]Giant spider (CR 1)[/TD] [/TR] [TR] [TD]74-79[/TD] [TD]Carrion crawler (CR 2)[/TD] [/TR] [TR] [TD]80-86[/TD] [TD]Cave bear, as polar bear (CR 2)[/TD] [/TR] [TR] [TD]87-93[/TD] [TD]Grick (CR 2)[/TD] [/TR] [TR] [TD]94-99[/TD] [TD]Hook horror or phase spider (CR 3)[/TD] [/TR] [TR] [TD]100[/TD] [TD]DM’s option (e.g. mongrelfolk, otyugh, myconid, roper, flumph, xorn, umber hulk)[/TD] [/TR] [/TABLE] [B]Followers (Humanoids)[/B] [I]Prerequisite: 9th level[/I] You gain loyal humanoid followers. You can use the table below to generate your followers, rolling 3d6+your Charisma modifier times. Your DM has the final say over what kinds of followers fit his or her campaign. Your followers may accompany you on adventures or they may attend to other matters as you direct. [B]Humanoid Followers (1d100)[/B] [TABLE] [TR] [TD]1-11[/TD] [TD]4 Bandits (CR 1/8) or 4 Guards (CR 1/8)[/TD] [/TR] [TR] [TD]12-36[/TD] [TD]Scout (CR 1/2), any race from PHB[/TD] [/TR] [TR] [TD]37-43[/TD] [TD]Stablemaster tending 6 warhorses (CR 1/2)[/TD] [/TR] [TR] [TD]44-50[/TD] [TD]Kennelmaster tending 6 mastiffs (CR 1/8)[/TD] [/TR] [TR] [TD]51-57[/TD] [TD]Dryad (CR 1)[/TD] [/TR] [TR] [TD]58-64[/TD] [TD]Spy (CR 1), any race from PHB[/TD] [/TR] [TR] [TD]65-70[/TD] [TD]Bandit Captain (CR 2), any race from PHB[/TD] [/TR] [TR] [TD]71-77[/TD] [TD]Berserker (CR 2), any race from PHB[/TD] [/TR] [TR] [TD]76-81[/TD] [TD]Druid (CR 2), any race from PHB[/TD] [/TR] [TR] [TD]82-87[/TD] [TD]Knight (CR 3), any race from PHB[/TD] [/TR] [TR] [TD]88-91[/TD] [TD]Veteran (CR 3), any race from PHB[/TD] [/TR] [TR] [TD]92-95[/TD] [TD]Subdued Hill Giant (CR 5) or Werebear (CR 5)[/TD] [/TR] [TR] [TD]96-99[/TD] [TD]NPC, custom-made (CR 4-6) with magic items[/TD] [/TR] [TR] [TD]100[/TD] [TD]DM’s Option (e.g. mage, stone giant, assassin)[/TD] [/TR] [/TABLE] [B]Pathfinding[/B] [I]Prerequisite: 11th level[/I] Once per day you can cast [I]find the path [/I]without expending material components. [B]Plant Speech[/B] [I]Prerequisite: 9th level[/I] You can cast [I]speak with plants [/I]at will, without expending material components. [B]Poison Tolerance[/B] [I]Prerequisite: 9th level[/I] You have advantage on saving throws against poison and have resistance to poison damage. [B]Poultices[/B] [I]Prerequisite: Proficiency in Medicine or herbalism kit[/I] You can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs 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 living creature, thereby expending its use, that creature regains hit points equal to their Constitution modifier plus your ranger level (minimum 1). [B]Reconnaissance[/B] You are proficient with cartographer’s tool and you gain a spyglass. When using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a military unit or encampment such as battle standards, officers, numbers, siege weapons, etc. [B]Scrying Lore[/B] You have been initiated into the mysteries of forgotten ways to discover secrets, specifically as pertains to remote-viewing, detection magic, and ancient lore. [LIST] [*]Learn a bonus language of your choice. [*]Learn the [I]guidance [/I]and [I]true strike [/I]cantrips. [*]You may cast any divination spell you find on a spell scroll. Use the PHB ranger spellcasting table and your Wisdom as your spellcasting ability when determining whether you can cast a spell of a particular level (see DMG page 200 for spell scrolls). [*]If you acquire a magic item dealing with clairvoyance or divination like a [I]crystal ball [/I]or [I]wand of detection[/I], you may attune to the item with just one round of undivided focus. [/LIST] [B]Sign Language[/B] You learn a sign language that allows you to communicate strategies without speaking, even with those who do not understand the sign language, so long as whoever you’re communicating with is not hostile toward you, is within 60 feet of you, and can see your face and hands. [B]Trapping & Snaring[/B] Given 30 minutes you can devise one of the following traps of your choice. Doing so requires access to raw materials, acquired in the wilds with a DC 10 Wisdom (survival) check or cannibalizing equipment you carry worth 5 gold pieces (the equipment is destroyed). The saving throw Difficulty of your traps equals 8 + your proficiency bonus + your Intelligence modifier. Some of the traps you can devise include: [LIST] [*][B][I]Hunting Trap:[/I] [/B]see PHB or Basic Rules. [*][B][I]Rope Hoist: [/I][/B]You rig a length of rope to cinch about the legs when a creature brushes a branch held in tension, and then yank them up into the trees above, leaving them suspended upside down. A Medium-sized or smaller creature stepping on the trigger must make a Dexterity saving throw or be restrained 15 feet above the ground. A creature can use its action to cut the rope with a slashing weapon, causing it to take falling damage. Alternately a creature can make a DC 13 Dexterity (Acrobatics) check to wriggle free and cling to the rope. [*][B][I]Spiked Pitfall: [/I][/B]You dig out a shallow 4-foot pit lined with sharp stakes and cover it with a lightweight woven mat camouflaged with the surrounding terrain. A creature stepping on the pit must make a Dexterity saving throw or take 1d6 piercing damage, fall prone, and reduce its speed by 10 feet. Once a spike is removed from the creature’s foot as an action, its speed returns to normal. [*][B][I]Tripwire Log: [/I][/B]You rig a tripwire connected to a heavy log hanging from a rope so cause the log to swing down and smash anyone in its path. Any creature in the log’s path failing its Dexterity saving throw takes 2d6 bludgeoning damage. You can rig the log to move in a repeated pendulum motion or to stop after it makes one pass. [/LIST] [B]Travel Hardened[/B] You can endure an extra “level 0” of endurance that has no ill effect on you. This level exists before level 1 where you’d suffer disadvantage on ability checks. In addition, when an ally you are traveling with would accrue a level of exhaustion due to marching or environmental conditions, you make choose to take the exhaustion on their behalf. You may only help one ally in this manner at a time. [B]Uncanny Senses[/B] You gain proficiency in the Investigation and Perception skills. If you are already proficient in either of these skills, you instead gain expertise (double proficiency bonus) in that skill. [/SPOILER] [B]Aura of Awareness[/B] At 9th level, you are preternaturally alert to the signs of danger and are swift to alert your companions. You cannot be surprised. You and allies within 10 feet of you add your Wisdom modifier to passive Perception scores while you are conscious and can perceive your environment. At 13th level, you and allies in the aura add your Wisdom modifier to Wisdom (Perception) checks, and can still take reactions even when surprised. At 18th level, the range of your aura increases to 30 feet. [B]Free Movement[/B] At 20th level, you gain the benefits of a permanent [I]freedom of movement [/I]spell, though it cannot be dispelled or detected in any way. [TABLE] [TR] [TH]Level[/TH] [TH]Wildcrafts Known[/TH] [TH]Class Features[/TH] [/TR] [TR] [TD]1[/TD] [TD]–[/TD] [TD]Overwatch (1d6), Tracking, Wilderness Lore[/TD] [/TR] [TR] [TD]2[/TD] [TD]2[/TD] [TD]Fighting Style, Wildcrafts[/TD] [/TR] [TR] [TD]3[/TD] [TD]2[/TD] [TD]Ranger Archetype[/TD] [/TR] [TR] [TD]4[/TD] [TD]2[/TD] [TD]Ability Score Improvement[/TD] [/TR] [TR] [TD]5[/TD] [TD]3[/TD] [TD]Extra Attack[/TD] [/TR] [TR] [TD]6[/TD] [TD]3[/TD] [TD]Overwatch (1d8), Wilderness Lore improvement[/TD] [/TR] [TR] [TD]7[/TD] [TD]4[/TD] [TD]Ranger Archetype feature[/TD] [/TR] [TR] [TD]8[/TD] [TD]4[/TD] [TD]Ability Score Improvement, Land’s Stride[/TD] [/TR] [TR] [TD]9[/TD] [TD]5[/TD] [TD]Aura of Awareness[/TD] [/TR] [TR] [TD]10[/TD] [TD]5[/TD] [TD]Wilderness Lore improvement, Hide in Plain Sight[/TD] [/TR] [TR] [TD]11[/TD] [TD]5[/TD] [TD]Overwatch (1d10), Ranger Archetype feature[/TD] [/TR] [TR] [TD]12[/TD] [TD]6[/TD] [TD]Ability Score Improvement[/TD] [/TR] [TR] [TD]13[/TD] [TD]6[/TD] [TD]Aura of Awareness improvement[/TD] [/TR] [TR] [TD]14[/TD] [TD]6[/TD] [TD]Wilderness Lore improvement, Vanish[/TD] [/TR] [TR] [TD]15[/TD] [TD]7[/TD] [TD]Ranger Archetype feature[/TD] [/TR] [TR] [TD]16[/TD] [TD]7[/TD] [TD]Ability Score Improvement[/TD] [/TR] [TR] [TD]17[/TD] [TD]7[/TD] [TD]Overwatch (1d12)[/TD] [/TR] [TR] [TD]18[/TD] [TD]8[/TD] [TD]Aura of Awareness improvement, Feral Senses[/TD] [/TR] [TR] [TD]19[/TD] [TD]8[/TD] [TD]Ability Score Improvement[/TD] [/TR] [TR] [TD]20[/TD] [TD]8[/TD] [TD]Free Movement[/TD] [/TR] [/TABLE] [/QUOTE]
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