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UserNameHere
2020-05-09, 09:07 PM
Sorry if this is not the appropriate location to upload this, but this is my version of the Ranger. I (like many others) was dissatisfied about the PHB Ranger. I was also dissatisfied by the Revised Ranger, as it felt like a two level dip into Rogue would accomplish the same benefit as many of the Ranger abilities. My version has some features that are probably overpowered but if you have a suggested change let me know.

Trained Survivalist
Beginning at 1st level you become adept at surviving in untamed lands. You gain the following benefits:


You gain proficiency in the Survival and Nature skills and you add double your proficiency bonus to any ability check you make using the Survival or Nature skills. When you make a Survival check to track creatures, you learn their exact number, sizes, and how long ago they passed through the area.
When you forage, you gain twice the amount you normally would.
Difficult terrain doesn't slow your group's travel
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.

Hunter's Mark
Also at 1st level you become able to call upon the essence of nature to mark a creature as your prey. As a bonus action you choose a creature within 600 feet of you that you can see. This lasts for 1 hour.

You have advantage on any Wisdom (Survival) or Wisdom (Perception) checks made to detect or find the creature and you deal an additional 1d4 damage each time you hit the creature with a weapon attack. At level 11, you add an additional 1d6 instead of 1d4.

If you reduce a marked creature to 0 hit points, you can use your reaction to mark another creature within 600 feet of you that you can see. You can have a maximum number of creatures marked at a time equal to 1 + your Wisdom modifier (minimum of 1 creature marked). If you attempt to mark an additional creature, one mark of your choosing ends.

If the creature is within a number of feet equal to 500 times your Wisdom modifier (minimum of 500 feet), you can sense its direction and distance from you. This aspect of Hunter’s Mark is blocked if the target is protected against divination magic.

The duration of this ability increases to 24 hours at level 3, to one week at level 9, to one month at level 13, to one year at level 17, and it lasts until you end it at level 20.

A Remove Curse spell or similar effect ends this ability.

Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Preparing and Casting Spells: The Ranger table shows how many spell slots you have to cast your spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th level ranger, you have four 1st level and two 2nd level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell cure wounds, you can cast it using a 1st level or a 2nd level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability: Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to 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 modifier = your proficiency bonus + your Wisdom modifier


Ritual Casting: You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option 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.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: 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.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Primeval Awareness
At 3rd level when you have a piece of a creature’s body or something that it has worn within the last week, you can focus to sense if it is near you. You can focus for a number of minutes equal to 1 plus your Wisdom modifier (minimum of 1 minute). You sense the location of the creature if it is within a number of miles equal to 5 times the number of minutes you focused. You also sense the creature’s direction it is moving at the time of using this ability, if it’s moving at all. This ability is not blocked by effects that protect against divination magic.

Instead of needing a piece of a creature’s body or something it has worn within the last 24 hours, you can use this feature on a Hunter’s Marked creature. You sense the distance and direction to the creature, no matter the distance, as long as you focus for 1 minute. If the creature is on a different plane of existence, you learn which plane they are on. You cannot use this feature using your Hunter’s Mark if the target creature is protected against divination magic.

Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

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. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Expert Survivalist
At level 6 you further your training and gain the following benefits as well.


You gain resistance to poison damage and advantage on saving throws against poisons and diseases.
You ignore difficult terrain and non-creature plants, magical or non-magical, cannot hinder your movement
You gain a swimming and climbing speed equal to your walking speed.
The amount of time you can hold your breath is increased by a number of minutes equal to your Wisdom modifier (minimum of +1 minute).
You have advantage on ability checks made to navigate and maneuver around terrain. This includes ability checks relating to jumping, swimming, and climbing.
You have advantage on ability checks and saving throws against exhaustion and other negative effects due to strenuous activity or environmental effects like extreme heat or cold.


Vanish
At 6th level you gain the ability to Dash and Hide as a bonus action. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Hide in Plain Sight
At 10th level you can draw upon the magic of nature to help you hide. While you are not in a city or other non-natural terrain, you can reduce your movement to 0 until the start of your next turn to turn invisible. You remain invisible until you move, make an attack, or force a creature to make a saving throw.

Additionally, if you are at least lightly obscured by nature, such as plants or inclement weather, you can attempt to hide.

Master Survivalist
At level 10 you gain proficiency in Constitution saving throws.

Predator's Strike
Starting at 14th level if you are hidden from a creature and hit it with a weapon attack, you can immediately spend a spell slot of 1st level or above to deal an additional 2d10 damage to it. For each spell slot above first that you use, the damage is increased by 1d10, to a maximum of 5d10. If the creature is under the effect of your Hunter's Mark, the damage is increased by 1d10.

Improved Hunter's Mark
At 14th level, the insight provided by your Hunter's Mark is unparalleled. You never have disadvantage on an attack made against a marked creature and you add your Wisdom modifier to attacks made against a marked creature. You have advantage on Wisdom (Insight) checks against a marked creature.

Feral Senses
At 18th level you gain preternatural senses that help you fight creatures you can't see. 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 gain proficiency in the Perception skill. You add double your proficiency bonus to any Wisdom (Perception) check you make while you are not blinded or deafened.

Foe Slayer
At 20th level each time you hit a creature with a weapon attack, you gain a +1 to your attack and damage rolls against that creature on subsequent attacks. This effect stacks to a maximum of +5.