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Ranger Variant (updated)
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<blockquote data-quote="drowdude" data-source="post: 59436" data-attributes="member: 890"><p>Updated version, with revised spell-list.</p><p></p><p>______________________________________________</p><p></p><p>Ranger Variant</p><p></p><p></p><p>Alignment: Any.</p><p></p><p>Hit Die: d8.</p><p></p><p>Good Saves: Fort & Reflex</p><p></p><p>BAB: As Fighter.</p><p></p><p>______________________________________</p><p></p><p>Class Skills: The ranger's class skills (and the key ability for each skill) are… </p><p></p><p>Animal Empathy (Cha, exclusive), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Local)(Int), Knowledge (Monster Lore)(Int), Knowledge (Nature)(Int), Knowledge (Specific Terrain Type)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). </p><p></p><p>Skill Points at First Level: (6 + Int. modifier) x 4. </p><p>Skill Points at Each Additional Level: 6 + Int. modifier.</p><p></p><p>______________________________________</p><p></p><p>Class Features</p><p></p><p></p><p>Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.</p><p></p><p>______________________________________</p><p></p><p>Enhanced Wilderness Lore (Tracking + Trailblazing): Rangers gain Track as a bonus feat at 1st level. In addition to this, rangers receive a +1 bonus to all Wilderness Lore skill checks at the following levels: 2, 5, 8, 11, 14, 17, & 20.</p><p>Trailblazing (acquired at 2nd level): When traveling in poor weather conditions or difficult terrain a ranger may make a wilderness lore check to save travel time. A check of 15 or better reduces the total travel time by 25%, while a check of 25 or better reduces it by 50%. Travel time is reduced for everyone in the ranger’s immediate vicinity.</p><p></p><p>______________________________________</p><p></p><p>Chosen Path: Each ranger selects a “path” from those described below. Unless otherwise noted, these feats only apply when the ranger is wearing light or no armor. These feats may be used to fulfill the requirements for other feats, but feats gained in this manner are subject to the armor limitations.</p><p></p><p>·Archer: A ranger must have at least a 13 Dexterity in order to choose this path. This path gains the Point-Blank Shot at 1st level, and an additional archery feat at 2nd level chosen from the following list: Far Shot, Precise Shot, Rapid Shot, Shot on the Run, or Weapon Focus (bow of choice). </p><p></p><p>·Dual-Wielder: A ranger must have at least a 15 Dexterity in order to choose this path. It grants the ranger full use of the 2-Weapon Fighting & Ambidexterity feats.</p><p></p><p>·Master Huntsman: This path grants the ranger benefit of the Skill Focus (Wilderness Lore) feat regardless of the type of armor they are wearing. They also gain a +2 bonus to the following skill checks while in Light or no armor: Hide, Listen, Move Silently, & Spot. A Mater Huntsman gains new favored enemies at a faster rate than other rangers. Add additional FE at levels 4, 8, 12, 16, & 20.</p><p></p><p>·Mounted Warrior: This path grants a ranger the Mounted Combat feat, as well as one of the following feats upon reaching 2nd level: Mounted Archery, Trample, Ride-By Attack, Skill Focus (Ride), or Spirited Charge. </p><p>In addition, the ranger may choose one of the following</p><p>options… </p><p>1.) Suffer no penalties to their ride skill checks while riding bareback. </p><p>2.) Retain use of these feats regardless of they type of armor they are wearing. </p><p></p><p>·Survivor: This path changes the ranger’s hit die to 1d10, while the Reflex save becomes “bad”. The ranger may also choose 2 feats from the following list: Endurance, Great Fortitude, Iron Will, Lightning Reflexes, or Toughness. The ranger retains use of these feats regardless of the type of armor they are wearing. </p><p>Note: Toughness may be chosen twice. This nicely models the 1E ranger and their 2d8 HD at 1st level <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>·Wilderness Runner: This path grants the ranger a +10 bonus to their base speed, as well as the benefits of the Run feat. At 2nd level the wilderness runner also gains use of the Endurance feat.</p><p></p><p>______________________________________</p><p></p><p>Call of the Wild(Su): At 9th level rangers use their character level when determining the # of HD worth of animals they can befriend via the Animal Friendship spell. In addition their gain they ability to use Animal Friendship to befriend Beasts and Magical Beasts.</p><p>Rangers who desire to do so have the option to trade this ability for a single bonus feat of their choice.</p><p></p><p>______________________________________</p><p></p><p>Skill Mastery (as the rogue ability): At 13th level rangers gain mastery of 3+Int modifier class skills.</p><p></p><p>______________________________________</p><p></p><p>Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a bonus to each of the following skills when they are applied against, or in relation to, their favored enemies: Bluff, Craft (Traps), Escape Artist, Heal, Hide, Intimidate, Knowledge (monster lore), Listen, Move Silently, Sense Motive, Spot, Use Rope, & Wilderness Lore.</p><p></p><p>The favored enemy bonus also can affect combat in several important ways. At the beginning of his action each round he may designate (as a free action) how his favored enemy bonus is being applied. It may be applied to attack rolls, damage rolls*, or as a Dodge bonus to AC.</p><p></p><p>*The damage bonus applies with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). Likewise, the damage bonus doesn't apply to damage against creatures that are immune to critical hits</p><p></p><p>At 5th level and at every five levels (10th, 15th, and 20th levels) the bonus increases by +1 and the ranger gains a new favored enemy at +1. For example a 10th level ranger’s favored enemy bonuses might look like this: Animals/Beasts +3, Giants +2, & Dragons +1.</p><p></p><p>Whenever they gain a new favored enemy the ranger also has the option of refocusing his favored enemy bonuses by swapping their order. This represents letting seldom used skills lapse while you focus on new foes. These changes, once made, are permanent until the ranger gains a new favored enemy. The 10th level ranger in the above example could have changed his bonuses to: Animals & Beasts +1, Giants +2, & Dragons +3.</p><p></p><p></p><p>Table 2: Ranger Favored Enemies</p><p></p><p>Aberrations </p><p>Animals + Beasts (inc. Dire Animals) </p><p>Constructs </p><p>Dragons</p><p>Elementals </p><p>Fey</p><p>Giants </p><p>Humanoid type * </p><p>Magical beasts </p><p>Oozes</p><p>Organizations/Cults/Religions</p><p>Outsider type *</p><p>Plants</p><p>Shapechangers</p><p>Undead</p><p>Vermin</p><p></p><p>*Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid (such as goblinoids, humans, or reptilian humanoids) or outsider (such as demons, devils, or efreet; or as defined by the outsider’s subtype: air, chaotic, earth, evil, or fire for example).</p><p></p><p>______________________________________</p><p></p><p>Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell's level. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the ranger spell list and can freely choose which to prepare. A ranger prepares and casts spells just as a druid does.</p><p>Rangers gain spells per day as indicated in the chart below…</p><p></p><p></p><p>Table 3: Ranger Spells Per Day</p><p>Ranger Level Caster Level 0 1 2 3 4</p><p>01-03 Cant Cast - - - - -</p><p>04 01 1 0 - - -</p><p>05 02 1 1 - - -</p><p>06 03 2 1 0 - -</p><p>07 03 2 2 1 - -</p><p>08 04 2 2 1 - -</p><p>09 04 3 2 2 - -</p><p>10 05 3 3 2 0 -</p><p>11 05 3 3 2 1 -</p><p>12 06 3 3 3 1 -</p><p>13 06 4 3 3 2 -</p><p>14 07 4 4 3 2 0</p><p>15 07 4 4 3 2 1</p><p>16 08 4 4 4 3 1</p><p>17 08 4 4 4 3 2</p><p>18 09 5 4 4 3 2</p><p>19 09 5 5 4 3 2</p><p>20 10 5 5 4 4 3</p><p></p><p></p><p>______________________________________</p><p></p><p>Ranger Spell List (Revised)</p><p></p><p>0-Level Ranger Spells</p><p></p><p>PHB: Detect Magic, Detect Poison, Endure Elements, Flare, Guidance, Know Direction, Purify Food & Drink, Read Magic, Resistance, Virtue </p><p>Magic of Faerun: Detect Crossroads, Naturewatch, Ram’s Might</p><p>Masters of the Wild: Animal Trick, Dawn, Daze Animal, Fire Eyes, Scarecrow</p><p>Book of Eldritch Might I: Devlin’s Barb, Mental Alarm</p><p>Book of Eldritch Might II: Quickboost</p><p>Relics & Rituals: Adhere to Wood, Chill/Warmth, Clean, Dowsing, Quick Sober, Spark, Steal Sleep, </p><p>Oriental Adventures: Detect Disease, </p><p>Rokugan: Agasha’s Touch, Call Earth, Call Fire, </p><p>Dragon #270: Forager’s Blessing</p><p></p><p>1st. Level Ranger Spells</p><p></p><p>PHB: Alarm, Animal Friendship, Cure Minor Wounds, Delay Poison, Detect Animals or Plants, Detect Snares & Pits, Detect Undead, Entangle, Expeditious Retreat, Faerie Fire, Goodberry, Magic Fang, Magic Stone, Obscuring Mist, Pass Without Trace, Resist Elements, Speak With Animals, Summon Nature’s Ally I</p><p>Magic of Faerun: Branch to Branch, Camouflage, Handfire, Hunter’s Mercy, Ironguts, Low-Light Vision, Smell of Fear, Speed Swim, Stalking Brand, Surefoot, Towering Oak</p><p>Masters of the Wild: Bloodhound, Camouflage, Hawkeye </p><p>Book of Eldritch Might I: Precise Vision</p><p>Relics & Rituals: Arrow Charm, Chameleon Skin, Minor Symbol of Divinity, Rabbit Feet, Sethris’s Potency, Shade’s Sight, </p><p>Oriental Adventures: Accuracy, Chameleon, Detect Taint, Swim, Weapon Bless, </p><p>WotC Spellbook: Exacting Shot</p><p></p><p>2nd. Level Ranger Spells</p><p></p><p>PHB: Animal Messenger, Continual Flame, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Hold Animal, Protection from Elements, Sleep, Snare, Speak With Plants, Summon Nature’s Ally II, True Strike</p><p>Magic of Faerun: Claws of the Beast, Easy Trail, One With The Land, Scent, Share Husk, Spectral Stag</p><p>Masters of the Wild: Briar Web, Might of the Oak, Nature’s Favor, Persistence of the Waves, Speed of the Wind</p><p>Tome & Blood: Filter, Gaze Filter</p><p>Defenders of the Faith: Beastmask, Briar Web, </p><p>Book of Eldritch Might II: Creature Loresight</p><p>Relics & Rituals: Assassin’s (Hunter’s) Senses, Call Aquatic Animal I, Circle of Sounds, Flame/Frost Weapon, Hunter’s Stalk, Lilandel’s Flurry, Swift Water, Tanil’s Touch, Wolf’s Cry, </p><p>Oriental Adventures: Horse’s Nose, Protection from Taint, Secret Signs, </p><p>MonteCook.com: Blight Enemy</p><p></p><p>3rd. Level Ranger Spells</p><p></p><p>PHB: Barkskin, Control Plants, Cure Moderate Wounds, Darkvision, Diminish Plants, Greater Magic Fang, Neutralize Poison, Plant Growth, Remove Disease, Summon Nature’s Ally III, Water Walk</p><p>Magic of Faerun: Bladethirst, Blood Frenzy, Decoy Image, Easy Climb, Living Prints, Safe Clearing, Remedy Moderate Wounds</p><p>Masters of the Wild: Animal Reduction, Bottle of Smoke, Detect Favored Enemy, Embrace the Wild, Forestfold </p><p>Defenders of the Faith: Harrier, Weathereye</p><p>Manual of the Planes: Avoid Planar Effects, Improved Alarm</p><p>Relics & Rituals: Animal Infusion, Animal Spy, Beast Soul, Renewed Focus, Sethtel’s Stick Servant, </p><p>Oriental Adventures: Commune With Lesser Spirit, Discern Shapechanger, Warning, </p><p>Dragon #275: Rapid Strikes, </p><p>MonteCook.com: Wild Stealth</p><p>WotC Spellbook: Heal Animal Companion</p><p>WotC Spellwriting Contest: Summoning Bond</p><p></p><p>4th. Level Ranger Spells</p><p></p><p>PHB: Animal Growth, Commune With Nature, Cure Serious Wounds, Death Ward, Dispel Magic, Freedom of Movement, Keen Edge, Nondetection, Polymorph Self, Repel Vermin, Summon Nature’s Ally IV, Tree Stride, Wall of Thorns, Waterbreathing, Wind Wall</p><p>Magic of Faerun: Blindsight, Mass Camouflage, Weapon of Impact, Weapon of the Deity, Wind At Back</p><p>Tome & Blood: Energy Buffer, Polymorph Self</p><p>Defenders of the Faith: Beast Claws, Chain of Eyes, Weapon of the Diety</p><p>Manual of the Planes: Attune Form, Safety</p><p>Book of Eldritch Might I: Greater Sleep</p><p>Relics & Rituals: Call Aquatic Animal II, Tanil’s Purging, Tattoo Item, Terole’s Translator, Yaral’s Totemic Transformation, </p><p>Oriental Adventures: Lesser Spirit Ally, Mental Strength, Remove Fatigue, Sustain, </p><p>Dragon #275: Burning Sword, Dolorous Blow, </p><p>Dragon #279: Bane Weapon (ranger’s may only choose favored enemies however)</p><p>Dragon # 285: Infuse With Element</p><p>Dragon # 292: Essence of the Raptor</p><p>MonteCook.com: Unite Allies</p><p>WotC Spellbook: Bite of the Wererat, Foebane, </p><p></p><p></p><p>______________________________________</p><p></p><p>Ranger Variants</p><p></p><p></p><p>Non-magical Ranger (Woodsman): Remove all spellcasting ability & the “Call of the Wild” ability and replace these abilities with bonus feats at levels 6, 10, 14, & 18.</p><p></p><p>Urban Ranger: If you want to play an “Urban Ranger” play a fighter-rogue for Gawd’s sake. Sheeesh.</p><p></p><p></p><p>_______________________________________</p><p></p><p>Notes on the spell-list: Several effects were removed from the ranger's "official" spell list. Such as Treeshape and Land Womb.</p><p></p><p>Weapon of the Deity should also be removed from the spell list if the ranger does not draw his power from a deity. </p><p></p><p>Also several spells that are more or less redundant were kept in the list. This was done for the sake of completeness and to aid those who may not have access to all of the suppliments I quoted from.</p><p></p><p>edit: Previously, that last sentence made NO sense whatsoever <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="drowdude, post: 59436, member: 890"] Updated version, with revised spell-list. ______________________________________________ Ranger Variant Alignment: Any. Hit Die: d8. Good Saves: Fort & Reflex BAB: As Fighter. ______________________________________ Class Skills: The ranger's class skills (and the key ability for each skill) are… Animal Empathy (Cha, exclusive), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Local)(Int), Knowledge (Monster Lore)(Int), Knowledge (Nature)(Int), Knowledge (Specific Terrain Type)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). Skill Points at First Level: (6 + Int. modifier) x 4. Skill Points at Each Additional Level: 6 + Int. modifier. ______________________________________ Class Features Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields. ______________________________________ Enhanced Wilderness Lore (Tracking + Trailblazing): Rangers gain Track as a bonus feat at 1st level. In addition to this, rangers receive a +1 bonus to all Wilderness Lore skill checks at the following levels: 2, 5, 8, 11, 14, 17, & 20. Trailblazing (acquired at 2nd level): When traveling in poor weather conditions or difficult terrain a ranger may make a wilderness lore check to save travel time. A check of 15 or better reduces the total travel time by 25%, while a check of 25 or better reduces it by 50%. Travel time is reduced for everyone in the ranger’s immediate vicinity. ______________________________________ Chosen Path: Each ranger selects a “path” from those described below. Unless otherwise noted, these feats only apply when the ranger is wearing light or no armor. These feats may be used to fulfill the requirements for other feats, but feats gained in this manner are subject to the armor limitations. ·Archer: A ranger must have at least a 13 Dexterity in order to choose this path. This path gains the Point-Blank Shot at 1st level, and an additional archery feat at 2nd level chosen from the following list: Far Shot, Precise Shot, Rapid Shot, Shot on the Run, or Weapon Focus (bow of choice). ·Dual-Wielder: A ranger must have at least a 15 Dexterity in order to choose this path. It grants the ranger full use of the 2-Weapon Fighting & Ambidexterity feats. ·Master Huntsman: This path grants the ranger benefit of the Skill Focus (Wilderness Lore) feat regardless of the type of armor they are wearing. They also gain a +2 bonus to the following skill checks while in Light or no armor: Hide, Listen, Move Silently, & Spot. A Mater Huntsman gains new favored enemies at a faster rate than other rangers. Add additional FE at levels 4, 8, 12, 16, & 20. ·Mounted Warrior: This path grants a ranger the Mounted Combat feat, as well as one of the following feats upon reaching 2nd level: Mounted Archery, Trample, Ride-By Attack, Skill Focus (Ride), or Spirited Charge. In addition, the ranger may choose one of the following options… 1.) Suffer no penalties to their ride skill checks while riding bareback. 2.) Retain use of these feats regardless of they type of armor they are wearing. ·Survivor: This path changes the ranger’s hit die to 1d10, while the Reflex save becomes “bad”. The ranger may also choose 2 feats from the following list: Endurance, Great Fortitude, Iron Will, Lightning Reflexes, or Toughness. The ranger retains use of these feats regardless of the type of armor they are wearing. Note: Toughness may be chosen twice. This nicely models the 1E ranger and their 2d8 HD at 1st level :) ·Wilderness Runner: This path grants the ranger a +10 bonus to their base speed, as well as the benefits of the Run feat. At 2nd level the wilderness runner also gains use of the Endurance feat. ______________________________________ Call of the Wild(Su): At 9th level rangers use their character level when determining the # of HD worth of animals they can befriend via the Animal Friendship spell. In addition their gain they ability to use Animal Friendship to befriend Beasts and Magical Beasts. Rangers who desire to do so have the option to trade this ability for a single bonus feat of their choice. ______________________________________ Skill Mastery (as the rogue ability): At 13th level rangers gain mastery of 3+Int modifier class skills. ______________________________________ Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a bonus to each of the following skills when they are applied against, or in relation to, their favored enemies: Bluff, Craft (Traps), Escape Artist, Heal, Hide, Intimidate, Knowledge (monster lore), Listen, Move Silently, Sense Motive, Spot, Use Rope, & Wilderness Lore. The favored enemy bonus also can affect combat in several important ways. At the beginning of his action each round he may designate (as a free action) how his favored enemy bonus is being applied. It may be applied to attack rolls, damage rolls*, or as a Dodge bonus to AC. *The damage bonus applies with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). Likewise, the damage bonus doesn't apply to damage against creatures that are immune to critical hits At 5th level and at every five levels (10th, 15th, and 20th levels) the bonus increases by +1 and the ranger gains a new favored enemy at +1. For example a 10th level ranger’s favored enemy bonuses might look like this: Animals/Beasts +3, Giants +2, & Dragons +1. Whenever they gain a new favored enemy the ranger also has the option of refocusing his favored enemy bonuses by swapping their order. This represents letting seldom used skills lapse while you focus on new foes. These changes, once made, are permanent until the ranger gains a new favored enemy. The 10th level ranger in the above example could have changed his bonuses to: Animals & Beasts +1, Giants +2, & Dragons +3. Table 2: Ranger Favored Enemies Aberrations Animals + Beasts (inc. Dire Animals) Constructs Dragons Elementals Fey Giants Humanoid type * Magical beasts Oozes Organizations/Cults/Religions Outsider type * Plants Shapechangers Undead Vermin *Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid (such as goblinoids, humans, or reptilian humanoids) or outsider (such as demons, devils, or efreet; or as defined by the outsider’s subtype: air, chaotic, earth, evil, or fire for example). ______________________________________ Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell's level. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. A ranger has access to any spell on the ranger spell list and can freely choose which to prepare. A ranger prepares and casts spells just as a druid does. Rangers gain spells per day as indicated in the chart below… Table 3: Ranger Spells Per Day Ranger Level Caster Level 0 1 2 3 4 01-03 Cant Cast - - - - - 04 01 1 0 - - - 05 02 1 1 - - - 06 03 2 1 0 - - 07 03 2 2 1 - - 08 04 2 2 1 - - 09 04 3 2 2 - - 10 05 3 3 2 0 - 11 05 3 3 2 1 - 12 06 3 3 3 1 - 13 06 4 3 3 2 - 14 07 4 4 3 2 0 15 07 4 4 3 2 1 16 08 4 4 4 3 1 17 08 4 4 4 3 2 18 09 5 4 4 3 2 19 09 5 5 4 3 2 20 10 5 5 4 4 3 ______________________________________ Ranger Spell List (Revised) 0-Level Ranger Spells PHB: Detect Magic, Detect Poison, Endure Elements, Flare, Guidance, Know Direction, Purify Food & Drink, Read Magic, Resistance, Virtue Magic of Faerun: Detect Crossroads, Naturewatch, Ram’s Might Masters of the Wild: Animal Trick, Dawn, Daze Animal, Fire Eyes, Scarecrow Book of Eldritch Might I: Devlin’s Barb, Mental Alarm Book of Eldritch Might II: Quickboost Relics & Rituals: Adhere to Wood, Chill/Warmth, Clean, Dowsing, Quick Sober, Spark, Steal Sleep, Oriental Adventures: Detect Disease, Rokugan: Agasha’s Touch, Call Earth, Call Fire, Dragon #270: Forager’s Blessing 1st. Level Ranger Spells PHB: Alarm, Animal Friendship, Cure Minor Wounds, Delay Poison, Detect Animals or Plants, Detect Snares & Pits, Detect Undead, Entangle, Expeditious Retreat, Faerie Fire, Goodberry, Magic Fang, Magic Stone, Obscuring Mist, Pass Without Trace, Resist Elements, Speak With Animals, Summon Nature’s Ally I Magic of Faerun: Branch to Branch, Camouflage, Handfire, Hunter’s Mercy, Ironguts, Low-Light Vision, Smell of Fear, Speed Swim, Stalking Brand, Surefoot, Towering Oak Masters of the Wild: Bloodhound, Camouflage, Hawkeye Book of Eldritch Might I: Precise Vision Relics & Rituals: Arrow Charm, Chameleon Skin, Minor Symbol of Divinity, Rabbit Feet, Sethris’s Potency, Shade’s Sight, Oriental Adventures: Accuracy, Chameleon, Detect Taint, Swim, Weapon Bless, WotC Spellbook: Exacting Shot 2nd. Level Ranger Spells PHB: Animal Messenger, Continual Flame, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Hold Animal, Protection from Elements, Sleep, Snare, Speak With Plants, Summon Nature’s Ally II, True Strike Magic of Faerun: Claws of the Beast, Easy Trail, One With The Land, Scent, Share Husk, Spectral Stag Masters of the Wild: Briar Web, Might of the Oak, Nature’s Favor, Persistence of the Waves, Speed of the Wind Tome & Blood: Filter, Gaze Filter Defenders of the Faith: Beastmask, Briar Web, Book of Eldritch Might II: Creature Loresight Relics & Rituals: Assassin’s (Hunter’s) Senses, Call Aquatic Animal I, Circle of Sounds, Flame/Frost Weapon, Hunter’s Stalk, Lilandel’s Flurry, Swift Water, Tanil’s Touch, Wolf’s Cry, Oriental Adventures: Horse’s Nose, Protection from Taint, Secret Signs, MonteCook.com: Blight Enemy 3rd. Level Ranger Spells PHB: Barkskin, Control Plants, Cure Moderate Wounds, Darkvision, Diminish Plants, Greater Magic Fang, Neutralize Poison, Plant Growth, Remove Disease, Summon Nature’s Ally III, Water Walk Magic of Faerun: Bladethirst, Blood Frenzy, Decoy Image, Easy Climb, Living Prints, Safe Clearing, Remedy Moderate Wounds Masters of the Wild: Animal Reduction, Bottle of Smoke, Detect Favored Enemy, Embrace the Wild, Forestfold Defenders of the Faith: Harrier, Weathereye Manual of the Planes: Avoid Planar Effects, Improved Alarm Relics & Rituals: Animal Infusion, Animal Spy, Beast Soul, Renewed Focus, Sethtel’s Stick Servant, Oriental Adventures: Commune With Lesser Spirit, Discern Shapechanger, Warning, Dragon #275: Rapid Strikes, MonteCook.com: Wild Stealth WotC Spellbook: Heal Animal Companion WotC Spellwriting Contest: Summoning Bond 4th. Level Ranger Spells PHB: Animal Growth, Commune With Nature, Cure Serious Wounds, Death Ward, Dispel Magic, Freedom of Movement, Keen Edge, Nondetection, Polymorph Self, Repel Vermin, Summon Nature’s Ally IV, Tree Stride, Wall of Thorns, Waterbreathing, Wind Wall Magic of Faerun: Blindsight, Mass Camouflage, Weapon of Impact, Weapon of the Deity, Wind At Back Tome & Blood: Energy Buffer, Polymorph Self Defenders of the Faith: Beast Claws, Chain of Eyes, Weapon of the Diety Manual of the Planes: Attune Form, Safety Book of Eldritch Might I: Greater Sleep Relics & Rituals: Call Aquatic Animal II, Tanil’s Purging, Tattoo Item, Terole’s Translator, Yaral’s Totemic Transformation, Oriental Adventures: Lesser Spirit Ally, Mental Strength, Remove Fatigue, Sustain, Dragon #275: Burning Sword, Dolorous Blow, Dragon #279: Bane Weapon (ranger’s may only choose favored enemies however) Dragon # 285: Infuse With Element Dragon # 292: Essence of the Raptor MonteCook.com: Unite Allies WotC Spellbook: Bite of the Wererat, Foebane, ______________________________________ Ranger Variants Non-magical Ranger (Woodsman): Remove all spellcasting ability & the “Call of the Wild” ability and replace these abilities with bonus feats at levels 6, 10, 14, & 18. Urban Ranger: If you want to play an “Urban Ranger” play a fighter-rogue for Gawd’s sake. Sheeesh. _______________________________________ Notes on the spell-list: Several effects were removed from the ranger's "official" spell list. Such as Treeshape and Land Womb. Weapon of the Deity should also be removed from the spell list if the ranger does not draw his power from a deity. Also several spells that are more or less redundant were kept in the list. This was done for the sake of completeness and to aid those who may not have access to all of the suppliments I quoted from. edit: Previously, that last sentence made NO sense whatsoever :p [/QUOTE]
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