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View Full Version : D&D 5e/Next Ranger Remix [PEACH]



Composer99
2019-07-23, 12:11 PM
Hey, all,

Here's a remix of the PHB ranger.

In my take on the problems with the ranger (in a discussion over on the 5e boards), the problems with the class as I saw them were:

1) The ranger's low-level, class-defining features were powerful - perhaps too much so in some cases - within their niches, but were so narrowly applicable as to be useless outside of them.

2) Unlike other classes, the ranger's low-level, class-defining features had little to no built-in combat applicability. For instance, in a pinch you can use Lay on Hands to get an ally up from 0 hp, and even Arcane Recovery gets you back spell slots you'll likely use in combat, but Favoured Enemy does nothing unless your GM uses Intelligence skills for recalling quick facts about monsters.

3) Several other higher-level features came on board too late.

By way of clarification, by "low-level, class defining features", I mean those features it gets within the first 4-5 levels that other classes don't - the features that "define" the class, so to speak, and distinguish it from other classes. So Extra Attack, Fighting Styles, and spellcasting don't count, but Natural Explorer, Favoured Enemy, and Primeval Awareness do.

The point of this remix is to address those issues:
- The early-level features are, hopefully, less powerful, but more broadly applicable
- The ranger actually gets some combat toys in early levels
- Several features are moved ahead in the level progression

This ranger remix has subclass options that allow players to use my combat manoeuvre system (see link in my signature).


The Ranger



—Spell Slots per Spell Level—



Level
Proficiency Bonus
Favoured
Enemy
Spells Known
1st
2nd
3rd
4th
5th
Class Features


1st
+2
d4
-
-
-
-
-
-
Favoured Enemy, Natural Explorer


2nd
+2
d4
2
2
-
-
-
-
Fighting Style, Spellcasting, Foe Slayer


3rd
+2
d4
3
3
-
-
-
-
Wild Calling, Hide in Plain Sight


4th
+2
d4
3
3
-
-
-
-
Ability Score Improvement


5th
+3
d6
4
4
2
-
-
-
Extra Attack


6th
+3
d6
4
4
2
-
-
-
Land's Stride, Primeval Awareness


7th
+3
d6
5
4
3
-
-
-
Wild Calling Feature


8th
+3
d6
5
4
3
-
-
-
Ability Score Improvement


9th
+4
d6
6
4
3
2
-
-
-


10th
+4
d6
6
4
3
2
-
-
Favoured Enemy Improvement, Feral Senses


11th
+4
d8
7
4
3
3
-
-
Wild Calling Feature


12th
+4
d8
7
4
3
3
-
-
Ability Score Improvement


13th
+5
d8
8
4
3
3
1
-
-


14th
+5
d8
8
4
3
3
1
-
Supernal Explorer


15th
+5
d8
9
4
3
3
2
-
Wild Calling Feature


16th
+5
d8
9
4
3
3
2
-
Ability Score Improvement


17th
+6
d10
10
4
3
3
3
1
-


18th
+6
d10
10
4
3
3
3
1
Unnatural Explorer


19th
+6
d10
11
4
3
3
3
2
Ability Score Improvement


20th
+6
d10
11
4
3
3
3
2
Natural Paragon



Ranger Features
As a ranger, you gain the following class features:

Hit Points
Hit Dice: 1d10 per ranger level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Subsequent Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st.

Proficiencies
Armour: Light armour, medium armour, and shields.
Weapons: Simple weapons, martial weapons.
Manoeuvres: Agile manoeuvres, ranged manoeuvres, and one other manoeuvre group of your choice.
Tools: None.
Saving Throws: Strength, Dexterity.
Skills: Survival, and choose three from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Medicine, Nature, Perception, and Stealth.

Starting Equipment
You start with the following equipment, in addition to any equipment granted by your background:
- (a) scale armour or (b) leather armour.
- (a) two shortswords or (b) two simple melee weapons.
- (a) a dungeoneer’s pack or (b) an explorer’s pack.
- A longbow and a quiver of 20 arrows.

Favoured Enemy
You are a skilled and talented hunter of dangerous creatures and humanoids. Choose one type of favoured enemy: extraplanar (celestials, elementals, fey, and fiends), magical (aberrations, constructs, dragons, monstrosities, and undead), or natural (beasts, giants, humanoids, oozes, and plants). You gain a number of benefits related to dealing with your favoured enemies, several of which allow you to roll a Favoured Enemy Die, a d4. This die changes as you gain ranger levels, as shown in the Favoured Enemy column of the Ranger table. You gain a pool of such dice equal to your Wisdom modifier (minimum one die). Certain benefits of this feature, and of other ranger class features, require that you expend dice from this pool in order to roll a Favoured Enemy Die. You recover expended dice whenever you finish a short or long rest.
- Whenever you make a Wisdom (Survival) check to track one or more of your favoured enemies, roll a Favoured Enemy Die and add the result to the check.
- Whenever you make an Intelligence ability check to recall information about any of your favoured enemies, roll a Favoured Enemy Die and add the result to the check.
- You learn one language spoken by one of your favoured enemies.
- Starting when you reach 10th level, whenever one of your favoured enemies forces you to make a saving throw, you can use your reaction to expend and roll a Favoured Enemy Die, adding the number rolled to your saving throw.
Choose an additional type of favoured enemy, along with another language to learn, upon reaching 10th level.

Natural Explorer
You are intimately familiar with, and are adept at traveling and surviving in, the vast uncharted wilderness. Choose any two of the following proficiencies that you possess: the Animal Handling, Nature, or Survival skills, or navigator’s tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
In addition, you gain the following benefits when traveling for an hour or more in any natural terrain on your native plane of existence:
- You remain alert to danger even when engaged in another activity when traveling, such as foraging, navigating, or tracking, and don’t have disadvantage on any checks to observe or spot such danger while doing so.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you always find enough food and water for yourself.

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options when you reach 2nd level. You can’t take a Fighting Style more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Defence
While you are wearing armour, you gain a +1 bonus to AC.

Dual Wielding
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. In addition, each time you make a weapon attack, you can draw or sheathe a weapon as part of the attack.

Hand Weapon Fighting
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack that you make with a two-handed or versatile weapon that you are wielding with two hands, you may reroll the die and must use the new roll, even if the new roll is a 1 or 2.

Spellcasting
When you reach 2nd level, you learn how to call upon the magical essence of nature to cast spells. See Chapter 10 for the general rules of spellcasting, and Chapter 11 for the ranger spell list.

Spell Slots
The Ranger table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list. The Spells known column of the Ranger table shows when you learn additional ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which must also be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on primeval forces of nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack bonus = your proficiency bonus + your Wisdom modifier

Spellcasting Focus
You may use a druidic focus as your spellcasting focus for your ranger spells.

Foe Slayer
You are an unparalleled hunter of your enemies. At 2nd level, whenever you hit one of your favoured enemies with a weapon attack, you can expend and roll a Favoured Enemy Die, adding the result to the damage roll of the attack.
In addition, as a bonus action on your turn, you can expend a spell slot to mark a creature you can see within 90 feet of you as your quarry. For a number of hours based on the level of the expended slot, as shown in the Foe Slayer table, you gain the following benefits:
- You treat your quarry as if it were one of your favoured enemies, if it isn’t one already.
- You have advantage on Wisdom (Perception) checks to find it if it is hidden.
- Once on each of your turns, when you hit your quarry with a weapon attack, you deal extra damage equal to the roll of one of your Favoured Enemy Dice.
- You can’t have more than one quarry at a time. If a creature designated as your quarry reaches 0 hit points or dies before the end of the duration of this effect, you can use your reaction to choose a new quarry.

Foe Slayer


Expended Spell Slot
Duration
Expended Spell Slot
Duration


1st
1 hour
4th
8 hours


2nd
2 hours
5th
24 hours


3rd
4 hours
-
-



Wild Calling
You choose a calling whose ideals you strive to emulate, and whose conception of the natural world you find most agreeable. When you reach 3rd level, choose one of the following Wild Callings: Avenger, Beast Master, Bounty Hunter, Dragon Slayer, Hunter, Skin-Changer, Urban Ranger, and Wild Warden. These Wild Callings are all detailed at the end of this chapter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.

Wild Calling Spells
Each Wild Calling has an associated list of spells. You learn these spells at the levels specified in each Wild Calling’s description. Once you learn a Wild Calling spell, it doesn’t count against the number of ranger spells you can learn.
If you gain a Wild Calling spell that isn’t on the ranger spell list, that spell is nonetheless a ranger spell for you.

Hide in Plain Sight
You learn how to use the world around you to hide almost effortlessly. When you reach 3rd level, you can use the Hide action as a bonus action on your turn.
In addition, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally-occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide yourself by pressing up against a solid surface, such as a tree or wall, or by falling prone. As long as you remain in place without moving or taking actions, you gain a +10 bonus to Dexterity (Stealth) checks. Once you move or take an action (including a bonus action or reaction), you must camouflage yourself again to gain this benefit.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Extra Attack
You become increasingly capable in combat. Starting at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Land’s Stride
The natural environment poses no obstacle for you. Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or some similar hazardous property.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Primeval Awareness
By your attunement to natural magic, you are granted extraordinary power to focus your awareness on the region around you. Also at 6th level, you may spend 1 minute in meditation to attune yourself to the nearby environs. For the next hour, you can sense whether the following creatures are present within 1 mile of you, in what general direction they can be found, roughly how far away they may be, and an approximate idea of their numbers: aberrations, celestials, dragons, elementals, fiends, fey, and undead. This feature doesn’t reveal the creatures’ precise location or number.
After using this feature once, you must finish a short or long rest before you can use it again.

Feral Senses
You gain preternatural senses allowing you to effectively fight creatures you can’t see. At 10th level, when you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Supernal Explorer
Traveling through even the most desolate, trackless wilderness poses no problem for you, and you are very difficult to track down. Beginning at 14th level, you gain the following benefits:
- You can’t be tracked by nonmagical means unless you choose to leave a trail.
- You can’t become lost except by magical means.
- You have advantage on saving throws against exhaustion made after making a forced march.

You gain the following benefits while traveling for an hour or more:
- You can move stealthily while alone at a fast pace.
- When moving with a group of creatures up to twice your Wisdom score in size, you can move stealthily at a normal pace.

Unnatural Explorer
Your expertise at travel and survival allows you to overcome even the hazards and horrors of strange new worlds. When you reach 17th level, you gain the benefits of your Natural Explorer when traveling through other planes of existence.

Natural Paragon
Over time, you become an unparalleled hunter of your enemies, explorer, and tracker. At 20th level, you gain the following benefits:
- You can’t be surprised by your favoured enemies.
- You can’t have disadvantage on Wisdom ability checks or saving throws.
- Whenever you roll initiative and have no Favoured Enemy Dice remaining, you regain one Favoured Enemy Die.
- Whenever you make a weapon attack against a favoured enemy, you can expend and roll a Favoured Enemy Die and add the result to your attack roll.
- Whenever you roll a 1 on a Favoured Enemy Die, you can reroll the die. You must use the new roll, even if it is also a 1.

Composer99
2019-07-23, 12:12 PM
Wild Callings
Rangers are trailblazers, traveling on life paths of their own choosing. Nevertheless, many of these paths often have much in common with one another, according to the personalities and circumstances of the rangers that journey upon them. Rangers often feel called to certain ways of life in the wild – to adopt certain Wild Callings.

Avenger
When a deity has an enemy in the mortal world who must be destroyed, especially if such destruction must be meted out with precision and discretion, that deity calls upon an avenger. Avengers are rangers who act in the service of a deity, trained to track down, single out, and destroy enemies of the faith. Less often, they act as specialised bodyguards or couriers, ensuring the safety and security of a person or object of great importance to their divine patron over long journeys.

Calling Spells
You gain calling spells at the ranger levels listed in the Avenger Spells table. See the Wild Calling class feature, above, for details on how calling spells work.

Avenger Spells


Ranger Level
Spells


1st
divine favour


2nd
warding bond


3rd
bestow curse


4th
guardian of faith


5th
commune



Divine Magic
Your training grants you a measure of divine magic. When you choose this Wild Calling at 3rd level, you learn the thaumaturgy and sacred flame cantrips. These spells are ranger spells for you.
In addition, whenever you can learn a new spell or substitute a spell you know for another spell, you can choose it from either the ranger or cleric spell list, including the spell you can learn at 3rd level. Any spell you learn from the cleric spell list that isn’t already on the ranger spell list is a ranger spell for you.
Bonus Equipment. When you choose this Wild Calling at 3rd level, you gain a holy symbol, which you can use as a spellcasting focus.

Channel Divinity: Rout the Foe
Also at 3rd level, you learn how to channel divine energy directly from your deity, using that energy to fuel potent magic. As an action, you present your holy symbol and speak a prayer censuring your foes. Choose a number of favoured enemies within 30 feet of you that can see or hear you equal to your Wisdom modifier (minimum 1 enemy). Each creature so chosen must make a Wisdom saving throw, against your spell save DC, becoming turned on a failed save for 1 minute or until it takes any damage. You must finish a short or long rest before you can use this feature again.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It is also dazed for the duration, and for its action, it can only take the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature takes the Defend action.

Divine Succour
You can call upon your deity for aid in the heat of battle. Starting at 7th level, as a quick action, you can roll 1d10, adding your Wisdom modifier to the roll. You or a creature you touch regains hit points equal to the result. After using this feature, you must finish a short or long rest before you can do so again.

Divine Slayer
Your deity grants you supernatural powers of destruction. When you reach 11th level, choose either necrotic or radiant damage. Your choice cannot be altered later. Any extra damage you deal with a Favoured Enemy Die becomes the chosen damage type, and whenever you roll a Favoured Enemy Die to deal damage, you roll one additional such die.

Divine Protection
Your deity helps protect you from potent magic. At 15th level, when a creature you can see targets you specifically with a spell that forces you to make a saving throw, you can use your reaction to gain advantage on the saving throw.

Beast Master
Many rangers befriend the animals in the regions they patrol. For some rangers, friendship with beasts becomes deep enough that one will become their steadfast companion, willing to journey with them on their adventures, wherever they may go.

Calling Spells
You gain calling spells at the ranger levels listed in the Beast Master Spells table. See the Wild Calling class feature, above, for details on how calling spells work.

Beast Master Spells


Ranger Level
Spells


3rd
speak with animals


5th
enhance ability


9th
conjure animals


13th
dominate beast


17th
commune with nature



Beast Companion
When you choose this Wild Calling at 3rd level, you gain a beast companion. Ideally, this beast companion is a beast from a region that you frequented regularly before becoming an adventurer. You may normally choose from the following options: ape, black bear, boar, giant badger, giant weasel, mule, panther, or wolf. Your GM may restrict your options and/or make other options available, depending upon what sorts of creatures might logically be in the area.
You can only have one beast companion at a time. You can gain a new beast companion only if your current beast companion dies and you don’t restore it to life, or you release it from service. Gaining a new beast companion requires eight days of downtime, as you develop a rapport with another beast sufficient to convince it to roam the lands with you, and special herbs, food, and materials costing 100 gp multiplied by the beast’s CR (use a CR of ¼ for creatures whose CR is 0). When replacing a beast companion, the new companion’s CR can be no higher than shown in the Beast Companion table. Your beast companion can’t be a swarm.

Beast Companion


Ranger Level
Companion CR
Sample Beasts


1st-8th
1/2
ape, velociraptor, wolf


9th-14th
1
dire wolf, giant vulture, tiger


15th-20th
2
cave bear, plesiosaurus, rhinoceros



Your beast companion receives the following benefits:
- It uses your proficiency bonus instead of its own whenever it makes an ability check, attack roll, or saving throw using one of its proficiencies.
- It is proficient with any saving throw you are proficient with, in addition to its own saving throw proficiencies.
- It gains two skill proficiencies of your choice when it becomes your beast companion. You can’t choose skill proficiencies tied to Intelligence. If you choose a skill proficiency it already possesses, it adds double your proficiency bonus to any check it makes using that proficiency.
- It adds your proficiency bonus to its Armour Class.
- Its Intelligence score becomes 8 when it becomes your beast companion, if it isn’t already higher.
- Roll a number of your Hit Dice equal to your current ranger level. Your beast companion’s hit point maximum increases by an amount equal to the sum of the die rolls.
- Whenever you gain a ranger level, roll a ranger Hit Die and increase its current and maximum hit points by the amount rolled.
- In addition to its own Hit Dice, it receives a number of ranger Hit Dice equal to your current ranger level. It can use these Hit Dice normally during a short rest, and regains Hit Dice normally when it finishes a long rest. It gains one extra ranger Hit Die whenever you gain a ranger level.
- Whenever you receive the Ability Score Improvement class feature, your beast companion can increase one of its ability scores by 2, or increase two of its ability scores by 1. It can't increase any of its ability scores above 20 using this benefit.
- It understands any language you speak, although it does not speak any language. It can communicate with you in the manner of beasts, and you can understand it.
- It benefits from your Favoured Enemy and Natural Explorer features. In addition, once on its turn, you can expend and roll a Favoured Enemy Die, adding the result of the roll to the damage roll of a weapon attack it makes against one of your favoured enemies.

Outside combat, your beast companion follows your commands to the best of its abilities. In combat, it rolls its own initiative and takes its own turns. It can't use the Multiattack action if it possesses one in its statblock. If you don't direct it to do anything, it stays within 5 feet of you and takes the Dodge action, and makes opportunity attacks when eligible. If it is not within 5 feet of you at the start of its turn, it moves to within 5 feet of you, taking the Disengage action if necessary. Without using your action, you can direct it to move up to its speed or to take either the Dodge or Hide action on its turn. If you use a bonus action to direct it, on its turn it can move up to its speed and either takes one of the Attack, Dash, Disengage, Dodge, Help, Hide, or Ready actions. If it takes the Attack action, it makes a single weapon attack. Whenever your beast companion makes a weapon attack, it can forego making the attack in order to use a basic manoeuvre that it knows and can use in place of a weapon attack.
If your beast companion is of sufficient size, it will allow you to ride it as a mount.

Primal Restoration
Your bond with your beast companion becomes such that you can more easily treat its injuries than your own. At 7th level, as a bonus action, you can expend a spell slot and touch your beast companion. If you do so, it regains 1d6 hit points, plus 2d6 hit points per level of the expended slot, plus hit points equal to your Wisdom modifier (minimum 1 hit point).
Instead of restoring hit points when you touch your beast companion, you can expend a spell slot of 2nd level or higher and affect it as if you had cast lesser restoration upon it, even if you don’t know that spell, and, starting at 13th level, you can expend a spell slot of 4th level or higher to affect it as if you had cast greater restoration upon it, even if you don’t know that spell.
Finally, whenever your beast companion dies, you can restore it to life by spending 1 day of downtime in a special ritual. If you possess its corpse, you must spend 50 gp in materials (rare herbs, special incense, and other ritual materials). If you do not possess its corpse, you can magically create a new body for it by spending 150 gp multiplied by its CR, treating a CR of ½ or less as ½ on additional special materials. If you do so, your beast companion returns to life with a number of hit points equal to your ranger level plus your Wisdom modifier (minimum 1 hit point). Your beast companion can't have been dead for more than 1 week in order for you to restore it to life in this fashion.

Primal Magic
As your connection with your beast companion grows stronger, it becomes able to draw upon the magic that you yourself command. Starting at 11th level, whenever you cast a spell targeting yourself, you can also affect your beast companion with the spell if it is within 30 feet of you. In addition, your beast companion’s weapon attacks are considered to be magical for the purpose of overcoming resistance or immunity to nonmagical attacks or damage.

Beast of Battle
You and your beast companion have learned to work closely in tandem in battle, both offensively and defensively. At 15th level, when you use a bonus action to direct your beast companion in combat, if it takes the Attack action it can make two weapon attacks, or you can direct it to use any Multiattack action that it possesses in its statblock. In addition, whenever a creature that your beast companion can see hits it with an attack, your beast companion can use its reaction to halve the damage against it.


Bounty Hunter
Where the hunter stalks typical monsters – dragons, giants, and the like – the bounty hunter stalks civilised prey. Some bounty hunters track down dangerous criminals (and not always on behalf of authorities); others will seek out any quarry for the right price. As the folk they seek are often armed and dangerous, bounty hunters supplement their magic and expertise with additional martial training.

Calling Spells
You gain calling spells at the ranger levels listed in the Bounty Hunter Spells table. See the Wild Calling class feature, above, for details on how calling spells work.

Bounty Hunter Spells


Ranger Level
Spells


3rd
ensaring strike


5th
hold person


9th
slow


13th
locate creature


17th
geas




Combat Training
You have advanced martial training. When you choose this Wild Calling at 3rd level, you gain proficiency in one additional manoeuvre group of your choice.

Combat Manoeuvres
Also at 3rd level, your training and experience allow you to learn and use advanced combat techniques known as combat manoeuvres.
Learning & Using Manoeuvres. You learn two 1st-level manoeuvres belonging to a manoeuvre group you are proficient with. You learn additional manoeuvres as you gain levels in this class, as shown in the Manoeuvres Known column of the Bounty Hunter Combat Manoeuvres table. The manoeuvres must be of a level you can use as per the Manoeuvre Level column of the Bounty Hunter Combat Manoeuvres table. As you gain levels in this class, you can replace a manoeuvre you know with a different manoeuvre belonging to a manoeuvre group you have proficiency with. You can use manoeuvres of 1st level or higher a number of times equal to your proficiency bonus, regaining expended uses when you finish a short or long rest.
Stamina. You gain a pool of stamina when you learn to use martial manoeuvres. This pool’s size is determined by the Stamina column of the Bounty Hunter Martial Manoeuvres table for your ranger level. You use stamina to boost your manoeuvres, as described in Chapter M. You regain expended stamina after finishing a short or long rest.
Manoeuvre Ability. Your manoeuvre ability is whichever ability is identified as the key ability of the manoeuvre you are using. You use pertinent ability modifier whenever a combat manoeuvre refers to its key ability. In addition, you use the manoeuvre’s key ability when setting the saving throw for a manoeuvre you use and when making an attack roll with one.
Manoeuvre save DC = 8 + your proficiency bonus + the manoeuvre’s key ability modifier
Manoeuvre attack modifier = your proficiency bonus + the manoeuvre’s key ability modifier

Bounty Hunter Combat Manoeuvres


Ranger
Level
Manoeuvres
Known
Manoeuvre
Level

Stamina


3rd
2
1st
2


4th
2
1st
2


5th
3
1st
2


6th
3
1st
2


7th
4
2nd
3


8th
4
2nd
3


9th
5
2nd
3


10th
5
2nd
3


11th
6
3rd
4


12th
6
3rd
4


13th
7
3rd
4


14th
7
3rd
4


15th
7
3rd
5


16th
7
3rd
5


17th
7
3rd
5


18th
7
3rd
5


19th
7
3rd
6


20th
7
3rd
6



Truth Will Out
You have a knack for knowing when someone attempts to deceive you. Starting at 7th level, you have advantage on saving throws against illusions and on ability checks to detect lies or deceits or to detect concealed objects or weapons carried by a creature.

Stopped in Their Tracks
Your quarry can’t escape you. When you reach 11th level, a creature you hit with a weapon attack must make a Dexterity saving throw if it is one of your favoured enemies or is the quarry of your Foe Slayer feature; its speed is reduced to 0 until the end of its next turn on a failed save, and it becomes hindered until the end of its next turn on successful save. The DC for this saving throw is 8 + your proficiency bonus + your Dexterity modifier.
A condition I introduced in the combat manoeuvre post. A hindered creature's movement is halved.

Mobile Defence
Creatures whose mobility has been impaired find you a very difficult target. Beginning at 15th level, whenever a creature that is affected by your Stopped in Their Tracks feature or that is otherwise hindered or restrained targets you with a weapon attack, you can use your reaction to impose disadvantage on the attack roll.


Dragon Slayer
Among the beasts that scourge both civilised and wild lands alike, few are as terrifying, powerful, or dangerous as dragons. Some rangers specialise in hunting down dragons, dedicating their lives to ending the menace they present. A few such rangers turn their talents to evil, seeking out and destroying noble dragons in order to further either their own ends or the ends of their dark patrons.

Calling Spells
You gain calling spells at the ranger levels listed in the Dragon Slayer Spells table. See the Wild Calling class feature, above, for details on how calling spells work.

Dragon Slayer Spells


Ranger Level
Spells


3rd
faerie fire


5th
enlarge/reduce


9th
fly


13th
stoneskin


17th
control winds



Draconic Foes
You train extensively for the sole purpose of fighting and killing dragons. When you choose this Wild Calling at 3rd level, you include dragons among your favoured enemies if they aren’t already.
In addition, whenever you hit a flying creature that is one of your favoured enemies with a ranged weapon attack, you can spend a Favoured Enemy Die to force the target to make a Dexterity saving throw. The target falls prone on a failed save. The saving throw DC is 8 + your proficiency bonus + your Dexterity modifier.

Slayer’s Resilience
Your connection to the power of nature enables you to resist some of dragons’ fiercest weapons. When you reach 7th level, choose one type of damage from acid, cold, fire, lightning, and poison. You gain resistance to the chosen damage type. You also gain advantage on saving throws against being frightened.
In addition, you choose a second damage type from the list above at 15th level, gaining resistance against it as well.

Wyrm’s Bane
You can use your magic to empower your weapons to slay dragons and other airborne menaces. At 11th level, as a bonus action, you can expend a spell slot to imbue two pieces of ammunition or weapons with the thrown property with magic. While most powerful against dragons, these enchanted items can have a lesser effect against others.
A creature that possess a flying speed that takes damage from one of your enchanted pieces of ammunition must succeed on a Constitution saving throw against your spell save DC, taking 1d10 necrotic damage per level of the expended spell slot on a failed save, or half as much damage on a successful save. If the creature is a dragon, it takes an additional 2d10 necrotic damage.

Evasive Footwork
You can easily and nimbly avoid the many swipes of the claw or tail and the fanged bites of your draconic foes. Beginning at 15th level, whenever a creature hits you with an attack, you gain a +4 bonus to your Armour Class against all subsequent attacks made by that creature until the start of your next turn.


Hunter
This Wild Calling is detailed elsewhere. Included in this section is its list of calling spells.

Calling Spells
You gain calling spells at the ranger levels listed in the Hunter Spells table. See the Wild Calling class feature, above, for details on how calling spells work.

Hunter Spells


Ranger Level
Spells


3rd
zephyr strike


5th
cordon of arrows


9th
conjure barrage


13th
freedom of movement


17th
swift quiver





Skin-Changer
Many rangers choose to eschew contact with civilisation for years at a time, preferring to live in the wild almost entirely, adopting the ways of beasts to survive. A rare few of these rangers become so devoted to the wild and its creatures that they learn how to take on the shapes of beasts. These rangers are known as skin-changers. Some skin-changers take up adventuring by choice or by necessity, returning on a more regular basis to civilised lands.

Calling Spells
You gain calling spells at the ranger levels listed in the Skin-Changer Spells table. See the Wild Calling class feature, above, for details on how calling spells work.

Skin-Changer Spells


Ranger Level
Spells


3rd
animal friendship


5th
enhance ability


9th
conjure animals


13th
polymorph


17th
reincarnate




Skin-Changing
Your deep connection to the power of nature manifests in the form of your ability to change your shape to that of a beast. Starting when you choose this Wild Calling at 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. After doing so, you can’t do so again until you finish a short or long rest. You can stay in such a shape for a number of hours equal to your Wisdom modifier (minimum 1 hour), at the end of which time you revert to your normal form. You revert to your normal form early by using a bonus action on your turn or if you fall unconscious, drop to 0 hit points, or die.
Your ranger level determines the beasts you can transform into, as shown in the Skin-Changer Shapes table. At 5th level, for instance, you can transform into any beast that has a challenge rating of ½ or lower and doesn’t have a flying speed.

Skin-Changer Shapes


Ranger
Level
Maximum
CR

Limitations
Example
Creature


3rd
1/2
No flying speed
Black bear


7th
1
No flying speed
Dire wolf


11th
2
None
Quetzalcoatlus


15th
3
None
Giant scorpion



While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. You can’t use any legendary or lair actions the creature might possess.
- When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Beast Speech
Over time, you become capable of communicating easily with animals. When you reach 7th level, you can cast speak with animals at will without expending a spell slot.

Beast Talent
You develop a knack for fighting in the manner of beasts. At 11th level, choose one of the beast talents from the options below. While in your normal form, you can use a beast talent as a bonus action on your turn. The effect lasts for 1 minute or until you end it early on with a bonus action on your turn, or until you are incapacitated, reduced to 0 hit points, or dead. You can’t use a beast talent again until you finish a short or long rest.
Arboreal. For the duration, you have a climb speed equal to your movement speed, and you have advantage on manoeuvre ability checks for either brawn or agile manoeuvres. You choose which manoeuvre group will benefit each time you use this talent.
Aquatic. For the duration, you have a swim speed of 60 feet, and once on each of your turns, you have advantage on a weapon attack made against a creature whose current hit points are less than its hit point maximum.
Avian. For the duration, if you aren’t wearing heavy armour, other creatures have disadvantage on opportunity attacks against you, and you can use the Dash action as a bonus action on your turn.
Brute. For the duration, you resist bludgeoning, piercing, and slashing damage.
Lurker. For the duration, you can use the Hide action as a quick action on your turn, and you don’t pay any movement penalty to use Stealth while moving or to move while prone.
Pack Hunter. For the duration, creatures friendly to you have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
Swift. For the duration, your speed increases by 10 feet. In addition, once per round, if you use your reaction to make an opportunity attack, you regain the use of your reaction.

Skin-Changer's Defence
You eventually master the art of adapting your normal combat skills to your beast forms. When you reach 15th level, choose one option from the selections below. You gain its benefits whenever you are in beast form by means of your Skin-Changing feature.
Herd Protector. Creatures within 5 feet of you that you can see have disadvantage on attack rolls targeting creatures friendly to you that are also within 5 feet of you.
Iron Fortitude. You resist poison damage and are immune to the poisoned condition and to disease.
Uncanny Dodge. When a creature that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


Urban Ranger
In some of the largest cities, the cityscape itself is much like a wilderness. Both the poorest and richest areas have their predators and prey, their trackless wastes – physical or social – in which the unwary are easily lost, and dangers of all sorts. There is a peculiar sort of ranger who prefers and flourishes in this environment: the urban ranger, who operates as smoothly in illicit fight clubs or on the mean streets as in high society parties, knowing that in any of these urban environments, danger and death loom all too close by.

Calling Spells
You gain calling spells at the ranger levels listed in the Urban Ranger Spells table. See the Wild Calling class feature, above, for details on how calling spells work.

Urban Ranger Spells


Ranger Level
Spells


3rd
charm person


5th
alter self


9th
tongues


13th
fabricate


17th
dominate person



Urban Navigation
You are an expert at navigating the dangers of the city, from the poorest maze-like slums to the high-stakes dealings of the wealthy and powerful. When you choose this Wild Calling at 3rd level, you gain the benefits of your Natural Explorer feature while traveling in urban environments for 10 or more minutes. In addition, choose any two of the following proficiencies you possess: Insight, Perception, Thievery, or thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Close-Quarters Combatant
Fighting in a city often means fighting in crowds or in narrow, tunnel-like streets (that often resemble the subterranean tunnels in which more traditional adventurers find themselves fighting). Also at 3rd level, you don’t have disadvantage on ranged attacks while you are within 5 feet of a hostile creature, and once per round, whenever you use your reaction to make an opportunity attack, you regain the use of your reaction.

Social Hostility
The ability to defend yourself is not limited to the battlefield, the wilderness, or the dungeon. When you reach 7th level, when a creature that you can see within 60 feet of you makes an attack roll or an ability check, as long as it is one of your favoured enemies, you can use your reaction to expend and roll a Favoured Enemy Die, subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM announces whether it succeeds or fails. The target is immune if it can’t hear you or if it’s immune to being charmed.

Urban Battlefield
Conflict in urban society is as high-stakes and as dangerous as it is in the dungeon, and you fight to win that conflict whenever it arises. At 11th level, you gain one of the following benefits of your choice.
Charming Target. As long as you are proficient with Persuasion, your proficiency bonus is doubled for any ability check that uses that proficiency. In addition, once on each of your turns, you can make a Persuasion ability check targeting a creature you can see within 60 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw, using your check result as the DC, or have disadvantage on weapon attacks or combat manoeuvres targeting creatures other than yourself until the start of your next turn. This feature does not require an action or bonus action to use. If an affected target makes a weapon attack or uses a combat manoeuvre targeting you, you can use your reaction to make a weapon attack against it, and may spend and roll a Favoured Enemy Die on a hit, adding the roll to the damage. The target is immune if it is immune to being charmed.
Fearsome Countenance. As long as you are proficient with Intimidate, your proficiency bonus is doubled for any ability check that uses that proficiency. In addition, you can use the demoralise manoeuvre as a bonus action on your turn. Finally, creatures that are frightened of you count as favoured enemies.
Master of Deception. As long as you are proficient with Deception, your proficiency bonus is doubled for any ability check that uses that proficiency. In addition, once on each of your turns you can use the feint manoeuvre without requiring an action or bonus action.

Crowded Streets
You are an expert at navigating crowds, including hostile ones, without coming to harm. Starting at 15th level, you can use your bonus action on your turn to take the Disengage or Defend action.


Wild Warden
A wild warden protects those who can’t protect themselves. Remote communities and farmsteads consider themselves fortunate if a wild warden takes up dwelling nearby, for they have potent defender against the many threats that inhabit the wilds. Adventuring wild wardens protect their allies and charges from harm.

Calling Spells
You gain calling spells at the ranger levels listed in the Wild Warden Spells table. See the Wild Calling class feature, above, for details on how calling spells work.

Wild Warden Spells


Ranger Level
Spells


3rd
compelled duel


5th
warding bond


9th
spirit guardians


13th
death ward


17th
circle of power



Combat Training
You have advanced martial training. When you choose this Wild Calling at 3rd level, you gain proficiency in heavy armour and in defensive combat manoeuvres. In addition, wearing armour can’t impose disadvantage on Dexterity (Stealth) checks you make.

Combat Manoeuvres
Your training and experience allow you to learn and use advanced combat techniques known as combat manoeuvres.
Learning & Using Manoeuvres. Also at 3rd level, you learn two 1st-level manoeuvres belonging to a manoeuvre group you are proficient with. You learn additional manoeuvres as you gain levels in this class, as shown in the Manoeuvres Known column of the Wild Warden Combat Manoeuvres table. The manoeuvres must be of a level you can use as per the Manoeuvre Level column of the Wild Warden Combat Manoeuvres table. As you gain levels in this class, you can replace a manoeuvre you know with a different manoeuvre belonging to a manoeuvre group you have proficiency with. You can use manoeuvres of 1st level or higher a number of times equal to your proficiency bonus, regaining expended uses when you finish a short or long rest.
Stamina. You gain a pool of stamina when you learn to use martial manoeuvres. This pool’s size is determined by the Stamina column of the Wild Warden Combat Manoeuvres table for your ranger level. You use stamina to boost your manoeuvres, as described in Chapter M. You regain expended stamina after finishing a short or long rest.
Manoeuvre Ability. Your manoeuvre ability is whichever ability is identified as the key ability of the manoeuvre you are using. You use pertinent ability modifier whenever a combat manoeuvre refers to its key ability. In addition, you use the manoeuvre’s key ability when setting the saving throw for a manoeuvre you use and when making an attack roll with one.
Manoeuvre save DC = 8 + your proficiency bonus + the manoeuvre’s key ability modifier
Manoeuvre attack modifier = your proficiency bonus + the manoeuvre’s key ability modifier

Bounty Hunter Combat Manoeuvres


Ranger
Level
Manoeuvres
Known
Manoeuvre
Level

Stamina


3rd
2
1st
2


4th
2
1st
2


5th
3
1st
2


6th
3
1st
2


7th
4
2nd
3


8th
4
2nd
3


9th
5
2nd
3


10th
5
2nd
3


11th
6
3rd
4


12th
6
3rd
4


13th
7
3rd
4


14th
7
3rd
4


15th
7
3rd
5


16th
7
3rd
5


17th
7
3rd
5


18th
7
3rd
5


19th
7
3rd
6


20th
7
3rd
6



Warning Cry
You can swiftly react to events, ensuring your allies know to avoid blows. Starting at 7th level, when a creature you can see within 30 feet is the target of an attack by one of your favoured enemies, you can use your reaction and spend a Favoured Enemy Die. As long as the target can see or hear you, it rolls the expended die and adds it to its Armour Class until the start of your next turn.
You can affect creatures within 60 feet of you with this feature starting at 15th level.

Crippling Attack
You know just how to weaken your foes. When you reach 11th level, once on each of your turns when you hit with a weapon attack, you can force the target to succeed on a Constitution saving throw, against your spell save DC, or become weakened and gain disadvantage on its melee weapon attacks until the end of your next turn. If the target is one of your favoured enemies, you can spend and roll a Favoured Enemy Die, subtracting the result from the target’s saving throw.

Bolstering Call
You can bolster your allies’ resolve, ensuring they carry on the struggle. At 15th level, as a bonus action on your turn, you can call out to your allies. Choose a number of creatures up to your Wisdom modifier (minimum 1 creature) within 60 feet of you that you can see and that can see or hear you, including yourself if you wish, and roll a Favoured Enemy Die. Affected creatures receive temporary hit points equal to the roll of the die. Using this feature does not require that you expend a Favoured Enemy Die, but after using it you must finish a short or long rest before you can use it again.