Ranger, Non-Magical Variant (5e Class)
Ranger
A human walks through the woods, longbow strung and arrow ready. He spots his quarry, and with a twang the orc falls dead. Two of the orcs friends try to ambush the ranger, but he draws his Longsword, and with a few cuts finishes them off.
A ranger is a master of all types of combat. Typically, a ranger is someone who has chosen to leave their city, town, or fortress to take up life in the wilderness. Elves and humans are the most common races for a ranger, but there are a few dwarves, tieflings, half-orcs, and other races. It is extremely unlikely that you will encounter a halfling ranger, as the halflings enjoy their homes, and the nicer things in life, and try to avoid the wilderness. Rangers often have been highly trained before leaving their homes, either in the military, as an assassin, or even as an arena fighter. Rangers can come from any background, but they are typically outcasts and exiles, people who were not wanted. Sometimes, they have a reason to leave, such as revenge, treasure, or a challenging hunt. After leaving, the goal seems to get farther and farther, until the ranger finds themselves living in the wilderness for years on end, sometimes for the rest of their life. Occasionally, a ranger may take up a job as a mercenary or guard for a little while to stock up on coin.
Creating a Ranger
Class Features
As a Ranger you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ranger level after 1st
- Proficiencies
Armor: Light, Medium.
Weapons: Simple and Martial
Tools: Herbalism kit, Healers kit
Saving Throws: Strength and Dexterity
Skills: Choose three from Animal Handling, Medicine, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two Shortswords or (b) A Dagger and Longsword
- (a) Studded Leather armor or (b) Hide armor
- (a) Dungeoneers Pack or (b) Explorers Pack
- A Longbow, 20 Arrows, and a quiver
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Favored enemy, Natural Explorer |
2nd | +2 | Ranger Fighting Style, Plant Lore |
3rd | +2 | Primeval Awareness, Ranger Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Favored enemy Improvement, Natural Explorer Improvement |
7th | +3 | Trained Hunter, Ranger Archeype Feature |
8th | +3 | Ability Score Improvement, Land Strider |
9th | +4 | Trick Shot |
10th | +4 | Hide in Plain Sight, Natural Explorer Improvement |
11th | +4 | Extra Attack, Ranger Archeype Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Melee Maneuvers |
14th | +5 | Favored enemy Improvement |
15th | +5 | Natural Explorer, Ranger Archeype Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Plant Lore Improvement |
18th | +6 | Feral Senses,Favored Enemy |
19th | +6 | Ability Score Improvement |
20th | +6 | Foe Slayer |
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you are proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your party's travel.
- Your party can’t become lost except by magical means.
- 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.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th level, 10th level, and “15th”.
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th, 14th “18th” level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Plant Lore
At 2nd level you gain a better understanding of herbs and medicine. You have advantage on Intelligence(Nature) checks to identify plants and there uses. Also when you have a Healers Kit when you forage in your favored terrain you can make a Wisdom(Survival) or Intelligence(Nature) check of and DC determined by the DM, on a success you can find plants and herms needed to regain one use of your healers kit.
At 17th level your knowledge increase, you can either gain expertise in Survival or Nature, you can't already have expertise in that skill.
Fighting Style
Starting at 2nd level you may choose one of the following fighting styles, you cant choose one of the styles more then once even if you can choose another one latter.
- Archery
You gain +2 to attack added to damage rolls made with ranged weapons.
- Dueling
You gain +2 to attack added to damage rolls made with one handed weapons.
- Defense
While wearing armor, you gain a +1 bonus to AC
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: This variant class will work with any of the 5e ranger subclasses(At least with the ones from The Players Handbook, Tasha's Cauldron of Everything, and Xanathar's Guide to Everything). If this subclass adds to your spell list, at every level you would gain spells you instead gain proficiently in one tool, skill, or language of your choice.
Primeval Awareness
Beginning at 3rd level, you can spend your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. You may use this feature a number of times equal to your Wisdom modifier, regaining all uses after a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level.
Trained Hunter
At 7th level, you gain a +2 to all attack rolls made against your favored enemies.
Land Strider
Starting at 8th 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 a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Trick Shot
At 9th level, Shooting a ranged weapon has become so easy to you that you've decided to challenge yourself by making trick shots. These trick shots have special effects that apply when you hit the target. You may apply one effect per ranged weapon attack you make and only one per attack action. You may use up twice your Wisdom modifier Trick Shots per short or long rest.
- Disarm - When you hit a creature with a ranged weapon attack, it drops one item (of your choice) that it is holding. That item flies 15 feet from the creature in a random direction.
- Pin - When you hit a creature with a ranged weapon attack, it is immobilized until the end of your next turn.
- Head Shot - When you hit a creature with a ranged weapon attack, add 1d10 damage to the damage roll.
- Poison Arrow - When you hit a creature with a ranged weapon attack, it is poisoned for its next 1d6 turns.
- Forceful Shot - When you hit a creature with a ranged weapon attack, it is pushed back 10 feet.
- Setup Shot - When you hit a creature with a ranged weapon attack, you have advantage on your next attack against it.
Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, or other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Melee Maneuvers
Starting at 13th level, when you make an attack with a melee weapon, you may give it one of the following effects. You may only add one effect per attack and only one per action. You may use these effects a number of times equal to twice your Wisdom modifier per long rest.
- Deep Cut: Target takes an extra 1d10 slashing damage.
- Crippling Blow: Targets speed is halved for 1 minute.
- Stunning Blow: Target must make a wisdom save or be stunned. save DC=8+dex+Proficiency
- Brutal Cut: Target must make strength save equal to 8+Dex+Proficiency or be knocked prone and use thier action to stand up.
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 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.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Multiclassing
Prerequisites. To qualify for multiclassing into the Ranger (Non-Magical) class, you must meet these prerequisites: 15 Dexterity and 15 “Wisdom”
Proficiencies. When you multiclass into the Ranger (Non-Magical) class, you gain the following proficiencies: Simple and Martial Weapons, Light and Medium Armor
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