A Ranger using
Enhanced Skills instead of Magic
Level 1: Hunter's Instincts You are trained in observing, tracking, and anticipating the movement of your prey. As a bonus action, you can mark a creature you can see within 90 feet as your
quarry. You gain advantage on Wisdom (Perception/Survival) and Intelligence (Investigation) checks made to track and locate your quarry. You also have advantage on weapon attack rolls to hit your quarry.
Level 3:Hunter's Tactics When you hit your
quarry with a weapon attack, you can add 1d6 damage or impose a condition.
Level 2: Enhanced Skills - Beastmeld If you observe a beast for at least 1 minute and make a Nature check (DC 12), on a success, you can adapt one of its natural traits (e.g. keen senses, agility, toughness, pack tactics etc) for a number of minutes equal to your Wisdom modifier. You can not adapt a creatures supernatural or spellcasting traits.
Level 2: Fighting Style - Archery, Defense, Dueling, TWF
Level 3: Ranger Archetype – Hunter, Tracker, Warden
Level 5: Enhanced Skills - Special Arrows
- Poison Arrows (Herbalism Kit): Extracting naturally occurring poison from plants or animal sources You can craft a number of poison-tipped arrows equal to your Wisdom modifier. Make a Wisdom (Herbalism Kit) check (DC 15) to determine the poison's potency
- Success: The poison deals an additional 2d6 damage.
- Exceptional Success (by 5 or more): The poison deals an additional 1d6 poison damage for every 5 points above DC15 and forces the target to make a constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be poisoned.
- Explosive Arrows (Tinker’s Tools):Using mineral salts and oils, You can create a number of explosive arrows equal to your Wisdom modifier. Make a check with your Tinker’s Tools (DC 18):
- Success: Deals 2d6 fire damage in a 10-foot radius on impact.
- Exceptional Success (by 5 or more): The explosive arrow deals an additional 1d6 fire damage for every 5 points above DC15 in a 20-foot radius.
Level 6: Natural Adaptation You gain advantage on saving throws against extreme weather and environmental conditions (such as high altitudes or extreme cold).
Level 6 Enhanced Skills - Beast Friend You can use an action to make a Wisdom (Animal Handling) check to befriend a wild beast contested by the beast's Wisdom saving throw. If the process is successfully repeated for 1d6 days after the first day the Beast becomes permanently friendly.
- Success: success the beast becomes friendly toward you for 1 hour or until you or your allies take hostile action against it.
- Exceptional Success (by 5 or more): the beast follows simple commands including follow, guard and attack.
Level 8: Enhanced Skills - Sense Fear You can make a Wisdom (Insight) check (DC 15) to sense if a creature is frightened, nervous, or hiding its intentions. You also gain advantage on attacks against frightened targets.
Level 11: Enhanced Skills - Bloodhounds As an action, make an Animal Handling check (DC 15) to observe the beast around you. These beasts can communicate information about the location and movements of your marked
quarry.
Level 11: Enhanced Skill - Strength of the Beast Make a successful Athletics check (DC 16) to gain a +2 bonus on Strength, Constitution or Dexterity checks for 1 minute, mimicking the raw power of nature's predators.
Level 13: Enhanced Skills - Heatsight Utilising special salves or lenses You can make a Wisdom (Perception) check (DC 15) to see heat signatures through darkness or obscured conditions within a range of 30 feet.
Level 20: Apex Predator Your deal an additional 4d6 damage against your quarry, and when using Beastmeld, can adopt three traits simultaneously instead of one.
Stalker Archetype Features (Enhanced)
Hunter Features
- Level 3: Enhanced Beastmeld: Gain temporary hit points equal to your Wisdom modifier when using Beastmeld.
- Level 7: Hunters Strike Once per turn, if you hit your marked quarry, it takes additional damage equal to your Wisdom modifier.
- Level 15: Barrage: You can make multiple attacks against your quarry until an attack misses. The Barrage works for both melee and ranged weapons. (Blade Cascade)
Tracker Features
- Level 3: Silent Pursuit: Gain advantage on Stealth checks when tracking your quarry in dim light or darkness.
- Level 7: Deadly Ambush: When you surprise a creature, your first attack against it deals an additional 2d6 damage.
- Level 15: Camouflage: You can use the Hide action as a bonus action, even when only lightly obscured.
Warden Features
- Level 3: Nature's Aegis: Gain resistance to poison and advantage on saves against disease.
- Level 7: Wildcall: You can communicate simple ideas to non-hostile beasts that can understand your commands.
- Level 15: Primal Resilience: When you take damage, you can use your reaction to gain temporary hit points equal to half your Ranger level.