Ranger - Ground-up rewrite (5e Class)

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Ranger

Summary::Hunters, Trackers and Guardians from the ancient school of '''Ur Khul Nathorvín Etrío ed Kareptirah'''

Introduction

Stalking silently in the woods, the Ranger is poised in the canopy of the forest, high above. They see their target, and sight up their bow, and loose an arrow into the unsuspecting Orc prey.
PLONG! Thsssssssssssssssssss… SHUNK!
With high precision, a shot lands perfectly at the base of the Orc’s skull, in its spine. The prey collapses, and its companions shout and holler into the canopy, shouting in the presumed direction of the arrow strike. “Not in my Forest.” The Ranger mutters under their breath. The Ranger swiftly leaves the angry Orc logging party with little sound through the trees, and without their leader.

Nature's Gifted Warriors

Defenders of nature, the Ranger is not only a pathfinding expert, but a defender of the natural world. They despise magics that are used to twist and warp nature to suit one’s purpose. Their use of power allows natural energy to flow through them and enhance themselves, or the flora and fauna around them. A Ranger’s magical ability is forged from traditions that root in both Monk and Druidic schools. It uses their natural internal energy much like a Monk uses Ki. The ancient Ranger’s lore and history (sometimes it’s hard to tell the difference) says that a Monk and a Druid fell in love developed a school that used both traditions in new and interesting ways. They have some limited martial skills when threatened up close, and the ability to camouflage themselves with light magic, and move with the silence of a thief. Heavier magic aids them as they gather more experience. Their special form of magic uses Ki from themselves and Mana in an entirely unique way. They refer to all of this as Ki, but they refer to is as Ki from within, and Ki from without.

Adventurers, Guides, Trackers, and more...

Though often to sustain themselves in society, they take work as guides and hunters, Rangers generally prefer to strike out on their own. WorKing with others or in a group is generally viewed as a means to a specific end. They can develop anxiety in highly populated areas, but a few lucky souls end up worKing in cities as Bounty Hunters or Private Investigators. Rangers are expert map makers, and can accurately map terrain, and have an uncanny sense of direction, in any location, terrain type, or even in caves and mines. Someone who effectively can’t get lost makes a formidable opponent.

Rangers are generally free-minded wanderers who patrol the edges of civilized territory, and destroyers of nature who creep in to the natural domain. Even though the normal tradition of Rangers can be thankless work, they never doubt that their work makes the world a better place.

Population Anxiety: Rangers generally get anxiety when they spend long periods of time in urban environments and must retreat to green spaces to “recharge” themselves. If they spend more than 3 days in an urban environment, long rests only count as short rests, and short rests are ineffective. Green spaces can include large public parks where the city is mostly out of sight.

Class Basics

The Ranger can be either a ranged attacker, or a melee fighter. Noting that one basically precludes you from being the other. Most Rangers train under a handful of mentors as they develop their basic skill set. Some preferring a more Ki-focused approach resembling druids, some are defenders of nature with a more fighter-like approach, and others still try to blend the two as evenly as possible.

Think about why your Ranger chose their path. Did they allow themselves to become accustomed to civilization? Did they steer toward magic, combat, or try to strike a balance?

Quick Build

<Definitely open to input!>

Class Features

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 and Medium
Weapons: Simple and Martial
Tools: (Pick 2) Herbalism kit, Thief's tools, Climber's tools
Saving Throws: Dexterity and Intelligence
Skills: Investigation, Survival, and pick two additional skills from the following: Acrobatics, Animal Handling, Athletics, History, Insight, Medicine, Nature, Perception, Sleight-of-Hand, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale Shirt or (b) Leathers
  • Light, breathable cloak with a hood
  • (a) Ranged Weapon (Recurve Bow or a Crossbow) or (b) Quarterstaff or (c) Fighting Batons (Often, the two fighting batons will fit together to make a walking stick)
  • Ranger's Pack (Unique to this class): Clawed hammer, 12 pitons, 150 feet of climbing rope (silk and hemp woven composite), a bedroll, a tinderbox, 50 feet of light cord (think paracord), and a mess Kit.
  • If you are using starting wealth, you have Starting wealth, see PHB p. 143 in funds.

Table: The Ranger

LevelProficiency
Bonus
Features
1st+2Targeted Foe, Martial Defense
2nd+2Weapon Specialty, Spellcasting
3rd+2Choose Your Path!, Expert Survivalist & Tracker, Animal Companion
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3
7th+3Subclass Ability
8th+3Ability Score Improvement
9th+4
10th+4Honed Tracking
11th+4Subclass/Archetype Ability
12th+4Ability Score Improvement
13th+5Daring and Dexterous
14th+5
15th+5Feral Senses
16th+5Ability Score Improvement
17th+6Subclass/Archetype Ability
18th+6
19th+6Ability Score Improvement
20th+6Subclass Mastery


Martial Defense

Level 1
Any hand-to-hand or melee attacks can be blocked or parried away instead of using a standard dodge roll, called “defend”. On natural 19 or 20 the Ranger gets an attack of opportunity, that either MUST be an empty-handed strike (if their ranged weapon is equipped) as 1d4+DEX Modifier, or a full-strength blunt strike with their quarterstaff or baton (1d6+DEX Modifier) if it is equipped. At level 10, the defend roll can be 18, 19, or 20 for the attack of opportunity.

Targeted Foe

Level 1
During combat, the Ranger can single out a specific opponent in the fray. The ranger gets their proficiency bonus in addition to their normal strike (DEX) bonus. If that opponent dies, then their targeted opponent is gone. They may not choose another target for this ability during that fight.

If the selected opponent attempts to flee, the ranger can exit combat without penalty (no attacks of opportunity) to track them and rolls an investigation check with advantage. If the roll is successful, they track the opponent as needed for up to an hour, before a second normal investigation check is required. If the roll fails, they can re-engage in combat, but are at the bottom of the initiative order for all remaining rounds, and their first dodge or defend is rolled with disadvantage.

Choose a Weapon Specialty

Level 2
With your weapon of choice, you get a proficiency bonus added to damage. At level 8, you get proficiency bonus added to your attack roll.

  • Ranged weapons, with a preference for a particular type
  • Quarterstaff
  • Ranger’s Batons (Often, the ranger’s batons are half of a quarterstaff, threaded together, so the player can have their walking stick when they need it.)

Spellcasting

Level 2
“When Rangers cast spells, it is said there is a faint green glow from their eyes.” – Ranger history as told by Elathia the Wise, a Bard, and Ranger historian. When you reach level 2, you gain access to 2 cantrips Ranger-specific spells detailed at the end of this section. Each Spell or Archetype-specific ability uses Ki points. Ranger spells or archetype-specific abilities use a designated amount of Ki each, equal to the spell level. Ki points are equal to Intelligence + 1D6. You get an additional Ki point each level after this one.

Starting with Level 2, you have a total of 6 spell castings per day. You get one additional casting at every even-numbered level. Spells level 5 and above use 2 castings. Spells can use their “higher level” functions for an additional Ki point per increase in power listed in the spell.

Expert Survivalist & Tracker

Level 3
Since you are an experienced outdoorsman, you generally have a better knowledge of different climate types (desert, forest, jungle, grassland, and so on) than the average person. You can spot common dangerous or poisonous plants as a passive ability.

  • Difficult terrain doesn’t slow your group’s normal travel.
  • Your group 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 (+2 to passive perception for imminent danger)
  • If you are traveling alone, you can move stealthily at a normal pace. (Additional +1 to Stealth Check when Solo)
  • When you forage, you find twice as much food as you normally would. (Additional +1 to Survival Check when foraging for food)
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area (Additional +1 to Investigation Check when tracking a single person, +2 when 2 or more are in the targeted group)

Animal Companion

Level 3
Rangers have a choice for animal companions, either a permanent one or a temporary one.

Choose Either

Permanent Companion Select a companion animal as a friend, and it can communicate with you. You can choose from Eagle, Jackal, Blood Hawk, Giant Rat, Frog, Badger, Bat, Cat, Cranium Rat, Hawk, Lizard, Owl, Rat, Raven, or Weasel. It can communicate with you. (Any domestic Dog breed less than 60 lbs is acceptable, at the DM’s discretion)

During combat, the Ranger can transform their companion in to a human-sized version of itself, and it can aid in a fight. This transformation requires 1 Action .Its hit points are equal to the Ranger’s Constitution score, +5. At level 6, you add an additional 1d6 worth of hit points. At level 9 add 2d6. At Level 14, the transformation no longer uses a combat action.

If your companion dies, your Ranger must take a short rest within an hour. Your Ranger can not choose a new companion for 3 days, to mourn their loss. In this same 3 days, your Ranger does not get Wisdom or Intelligence bonuses due to the effect of losing their friend.

-or-

Temporary Companion Find and choose a companion animal as a friend, and it can communicate with you. You can choose from Eagle, Jackal, Blood Hawk, Giant Rat, Frog, Badger, Bat, Cat, Cranium Rat, Hawk, Lizard, Owl, Rat, Raven, or Weasel. It can communicate with you. You can connect minds to see through its eyes, and even direct its movement and travel. (Any domestic Dog breed or wild cat breed where adults are less than 60 lbs is acceptable, at the DM’s discretion).

You may select a new companion once a day, and the effect only lasts for 24 hours, or sooner, if the animal is released by the player. The player may not choose another companion animal until at least 24 hours has passed since the last selection.

Choose Your Path!

Level 3
Now that you’re more familiar with the Ranger’s breadth of possibilities, it’s time to choose a path. The three paths are as follows:

  • Ur Khalirá – “The Sentry” (OOR ka-lee-RAH; Combat-leaning, more traditional 5e Ranger, more limited Magic)
  • Ur Ehjuní - "The Evoker" (OOR eh-zhoo-NEE; Ki-type magic user)
  • Ur Mavuzín – “The Hidden” (OOR mah-voo-ZEEN; they are a stealthy roguish type, slightly more magic than the Khalirá)

These are the schools of the Ranger, each has a name that was derived from Ancient Druidic words, but only barely resemble any druidic languages spoken in the current era. Archetype abilities are continued in separate sections after the main class abilities.

Ability Score Improvement

Level 4
Your Ranger can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20.

Extra Attack

Level 4
Beginning at 5th level, you can attack the same opponent twice, instead of once, whenever you take the Attack action on your turn.

Ability Score Improvement

Level 8
Your Ranger can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20.

Honed Tracking

Level 10
Anytime you roll for Investigation to track a target that is not specifically trying to cover its tracks or evade being found, you roll with advantage. If the target is trying to evade you, you get an additional +1 to your skill check. (And an additional +1 at levels 15 and 20)

Blood spatter will catch the eye of the Ranger. Any that exceed the size of an American penny on any surface as a passive ability from 25 feet (7.6 meters) away or less, half-gold-piece sized from 15 feet (4.6 meters) and quarter-gold-piece sized spots from 8 feet 9 (2.4 meters).

Ability Score Improvement

Level 12
Your Ranger can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20.

Daring and Dexterous

Level 13
You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier + proficiency modifier.

Feral Senses

Level 15
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 obscured from you and/or you aren't blinded or deafened.

Paths of the Ranger (Subclass/Archetype)

Now that you’re more familiar with the Ranger’s breadth of possibilities, it’s time to choose a path. The three paths are as follows:

  • Ur Khalirá – “The Sentry” (OOR ka-lee-RAH; Combat-leaning, more traditional 5e Ranger, more limited Magic)
  • Ur Ehjuní - "The Evoker" (OOR eh-zhoo-NEE; Ki-type magic user)
  • Ur Mavuzín – “The Hidden” (OOR mah-voo-ZEEN; they are a stealthy roguish type, slightly more magic than the Khalirá)

These are the schools of the Ranger, each has a name that was derived from Ancient Druidic words, but only barely resemble any druidic languages spoken in the current era. Archetype abilities are continued in separate sections after the main class abilities.


Ur Khalirá - "The Sentry"



This is also known as “The Father’s Way”, utilizing strength, prowess, and weaponry, with enough magic to give them real teeth. This is more in line with the traditional 5e Ranger.

Player
Level
Spells Known per Spell Level
Ctp1st2nd3rd4th5th6th7th8th9th
2nd2
4th21
6th211
8th2111
10th3211
12th32111
14th32111
16th32211
18th322211
20th3222211

Attack Enhancement (Level 3)

Choose One:

  • Ferocity - Directed at a single opponent, Ferocity allows you to add double your proficiency bonus to the amount of damage you deal with your batons or your quarterstaff in combat, if you’ve been hit during this combat round
  • Horde Breaker - When using your ranged weapon, you can target an additional enemy during your standard combat action, but only when you or your party is outnumbered.

Primeval Awareness (Level 7)

You can now use your action and expend 3 Ki (and a daily casting) to focus your awareness on the region around you. For 5 minutes, you can sense whether the following types of creatures are present within 2 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number, only the direction they are in.

Thunderforce Strike (Level 11)

To any attack you make with your ranged weapon, quarterstaff, or batons you can spend 3 Ki and add 1D6 thunder damage per 3 Ki spent. This does not use a casting or action time. If the Attack is successful, the target must throw a DEX save or be knocked 15 feet away, and prone.

Charged Defense (Level 17)

When you are subjected to an effect, such as a red dragon’s fiery breath or a Lightning Bolt spell that allows you to make a DEX save to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Kojun Khalirá - "Master Hunter" (Level 20)

  • All Investigation and Survival checks are rolled with advantage.
  • If you have a permanent companion, your animal companion can make an additional attack action during its turn in combat.
  • Temporary companions are resistant to magic, and resistant to physical damage of any kind.
  • When an opponent attacks you and misses a melee, for 2 Ki (and no casting), you can have an attack of opportunity.




Ur Mavuzín - "The Hidden"



This is also called “The Shadow’s Way” utilizing stealth, cover, and ki. At level 3, Mavuzin get an additional Ki point when they choose this path.

Player
Level
Spells Known per Spell Level
Ctp1st2nd3rd4th5th6th7th8th9th
2nd2
4th21
6th211
8th3211
10th3211
12th32211
14th322111
16th322111
18th3222111
20th32221111

Camouflage Cloak (Level 3)

For 2 Ki, you imbue your cloak with magical energy, and can camouflage yourself with it. All stealth rolls are done with advantage while this ability is in effect. This lasts 30 minutes. At levels 6, 9, 12, 15, and 18, the duration is increased by 30 minutes each. At level 12, if you’re not moving, you’re completely invisible. Only other Mavuzin can see you, and they roll to spot you with disadvantage. Also at level 12, for an additional 2 Ki, you can render yourself invisible while moving. If you spend the additional Ki, this uses a casting.

Extra Sensory Awareness (Level 7)

Your Ranger can sense if they or their group are being followed. All stealth rolls against the Ranger or their group is rolled with Disadvantage, and where your Ranger would roll against being surprised or frightened, are done with advantage.

The Drop (Level 11)

For 4 Ki (an action, and 1 casting) This ability allows you to temporarily render yourself invisible and completely silent, and then surprise attack an enemy in combat, or, if combat has not yet begun, you can ambush them prior to engagement. If you use this ability to ambush, you automatically gain first in initiative.

As soon as you touch your enemy with your quarterstaff, batons, or the ranged weapon ammunition leaves the implement, you return to visibility. The ranged weapon’s ammunition, however, does not become visible until it hits the target. This can be used twice in one fight, but not to exceed 4 times total in one day.

Rolling to dodge or defend is done with disadvantage and no bonuses, unless the defender can see the invisible.

Elemental Blessing (Level 17)

To any attack you make with your ranged weapon, quarterstaff, or batons you can spend 2 Ki and add 1D6 elemental damage per 2 Ki spent (can be Acid, Cold, Fire, Lightning, or Poison). This does not use a casting or action time. You can spend as much Ki as you like on any number of elements you choose, not to exceed 20 Ki.

Kojun sh’ur Mavúzahad “Master of the Unseen” (Level 20)

  • All Stealth and Perception checks are done with advantage.
  • Your Camouflage Cloak can hide you while moving for only 2 ki. If you use your Camouflage Cloak in combination with The Drop, you remain entirely invisible. The Drop no longer burns a casting slot for an ambush. (It still does if you use it during combat)
  • Rolls for surprise or ambush against you are rolled with disadvantage




Ur Ehjuní – “The Evoker"



This group followed “The Mother’s Way” (more druidic teachings) instead of relying on weapons, physical prowess, and stealth. Ehjuní get 2 additional Ki points when this path is chosen

Player
Level
Spells Known per Spell Level
Ctp1st2nd3rd4th5th6th7th8th9th
2nd2
4th31
6th321
8th3221
10th33221
12th332221
14th3322221
16th33222211
18th332222111
20th3322222111

Stalwart Botanist (Level 3)

Your focus and meditation as rendered you immune to being poisoned or poison damage. In addition, your studies have given you the ability to identify poisonous plants and fungi with perfect recall – no Wisdom or Intelligence checks are required.

Circle of Elemental Protection (Level 7)

(Invocation, 3 Ki, 1 Action – does not count as a spell casting, lasts 1 hour) When anyone in your party would receive elemental damage (Acid, Cold, Fire, Lightning, or Poison) it is reduced by half, rounded up.

Elemental Resistance (Level 11)

After a long rest, choose two elements to obtain resistance from: Acid, Cold, Fire, Lightning, or Poison. This ability takes about a minute to conjure after a long rest, and lasts for 24 hours. This does not use Ki.

Nature’s Ally (Level 17)

Creatures of the natural world sense your connection to nature, and fight with you, or flee. Roll 1d4. On 2 and 4 they fight alongside, on 1 and 3, they flee. If they fight alongside, any abilities that help your party during combat also help them. If another spell or ability compels the animal to fight against you already, the animal flees.

Kojun Ehjuní "Master Evoker" (Level 20)

  • Pick a level 1 spell to be used as a cantrip
  • All other spells/Ki-powered abilities cost 1 less Ki to use.
  • Your Elemental Resistance ability now includes all 5 listed elemental types, and is an always-on passive ability.
  • For 1 additional Ki point per type, Circle of Elemental Protection can add an additional element type ant any time while it’s active. Adding elements does not take an action.



Available Class Spells

Cantrips

Spell NameSchoolCasting TimeRitual?Conc.?Source Book
Control FlamesTran1 ActionNoNoElemental Evil
Create BonfireConj1 ActionNoYesElemental Evil
FrostbiteEvoc1 ActionNoNoElemental Evil
GuidanceDiv1 ActionNoYesPlayers Handbook
GustTran1 ActionNoNoElemental Evil
Magic StoneTran1 Bonus ActionNoNoElemental Evil
MendingTran1 MinuteNoNoPlayers Handbook
Mold earthTran1 ActionNoNoElemental Evil
Poison SprayConj1 ActionNoNoPlayers Handbook
Primal SavageryTran1 ActionNoNoXanathar's Guide
Produce FlameConj1 ActionNoNoPlayers Handbook
ResistanceAbjr1 ActionNoYesPlayers Handbook
ShillelaghTran1 Bonus ActionNoNoPlayers Handbook
ThunderclapEvoc1 ActionNoNoElemental Evil

Level 1

Spell NameSchoolCasting TimeRitual?Conc.?Source Book
Absorb ElementsAbjrSpecialNoNoElemental Evil
Alarm (Ritual)Abjr1 MinuteYesNoPlayers Handbook
SnareAbjr1 MinuteNoNoXanathar's Guide
Ensnaring StrikeConj1 Bonus ActionNoYesPlayers Handbook
EntangleConj1 ActionNoYesPlayers Handbook
Fog CloudConj1 ActionNoYesPlayers Handbook
Hail of ThornsConj1 Bonus ActionNoYesPlayers Handbook
Ice KnifeConj1 ActionNoNoElemental Evil
Beast BondDiv1 ActionNoYesElemental Evil
Detect Magic (Ritual)Div1 ActionYesYesPlayers Handbook
Detect Poison and Disease (Ritual)Div1 ActionYesYesPlayers Handbook
Hunter’s MarkDiv1 Bonus ActionNoYesPlayers Handbook
Speak with Animals (Ritual)Div1 ActionYesNoPlayers Handbook
Animal FriendshipEnch1 ActionNoNoPlayers Handbook
Cure WoundsEvoc1 ActionNoNoPlayers Handbook
Healing WordEvoc1 Bonus ActionNoNoPlayers Handbook
ThunderwaveEvoc1 ActionNoNoPlayers Handbook
GoodberryTran1 ActionNoNoPlayers Handbook
JumpTran1 ActionNoNoPlayers Handbook
LongstriderTran1 ActionNoNoPlayers Handbook
Purify Food and Drink (Ritual)Tran1 ActionYesNoPlayers Handbook
Zephyr StrikeTran1 Bonus ActionNoYesXanathar's Guide

Level 2

Spell NameSchoolCasting TimeRitual?Conc.?Source Book
Lesser RestorationAbjr1 ActionNoNoPlayers Handbook
Pass Without TraceAbjr1 ActionNoYesPlayers Handbook
Protection from PoisonAbjr1 ActionNoNoPlayers Handbook
Beast Sense (Ritual)Div1 ActionYesYesPlayers Handbook
Find TrapsDiv1 ActionNoNoPlayers Handbook
Locate Animals or Plants (Ritual)Div1 ActionYesNoPlayers Handbook
Locate ObjectDiv1 ActionNoYesPlayers Handbook
Animal Messenger (Ritual)Ench1 ActionYesNoPlayers Handbook
Hold PersonEnch1 ActionNoYesPlayers Handbook
Gust of WindEvoc1 ActionNoYesPlayers Handbook
Warding WindEvoc1 ActionNoYesElemental Evil
BarkskinTran1 ActionNoYesPlayers Handbook
Cordon of ArrowsTran1 ActionNoNoPlayers Handbook
DarkvisionTran1 ActionNoNoPlayers Handbook
EarthbindTran1 ActionNoYesElemental Evil
Enhance AbilityTran1 ActionNoYesPlayers Handbook

Level 3

Spell NameSchoolCasting TimeRitual?Conc.?Source Book
NondetectionAbjr1 ActionNoNoPlayers Handbook
Protection from EnergyAbjr1 ActionNoYesPlayers Handbook
Call LightningConj1 ActionNoYesPlayers Handbook
Conjure AnimalsConj1 ActionNoYesPlayers Handbook
Conjure BarrageConj1 ActionNoNoPlayers Handbook
DaylightEvoc1 ActionNoNoPlayers Handbook
Wall of WaterEvoc1 ActionNoYesElemental Evil
Wind WallEvoc1 ActionNoYesPlayers Handbook
Erupting EarthTran1 ActionNoNoElemental Evil
Flame ArrowsTran1 ActionNoYesElemental Evil
Lightning ArrowTran1 Bonus ActionNoYesPlayers Handbook
Plant GrowthTranSpecialNoNoPlayers Handbook
Water Breathing (Ritual)Tran1 ActionYesNoPlayers Handbook
Water Walk (Ritual)Tran1 ActionYesNoPlayers Handbook

Level 4

Spell NameSchoolCasting TimeRitual?Conc.?Source Book
Charm MonsterEnch1 ActionNoNoXanathar's Guide
ConfusionEnch1 ActionNoYesPlayers Handbook
Conjure Woodland BeingsConj1 ActionNoYesPlayers Handbook
Control WaterTran1 ActionNoYesPlayers Handbook
Dominate BeastEnch1 ActionNoYesPlayers Handbook
Elemental BaneTran1 ActionNoYesElemental Evil
Freedom of MovementAbjr1 ActionNoNoPlayers Handbook
Grasping VineConj1 Bonus ActionNoYesPlayers Handbook
Guardian of NatureTran1 Bonus ActionNoYesXanathar's Guide
Hallucinatory TerrainIlsn10 MinutesNoNoPlayers Handbook
Locate CreatureDiv1 ActionNoYesPlayers Handbook
PolymorphTran1 ActionNoYesPlayers Handbook
StoneskinAbjr1 ActionNoYesPlayers Handbook

Level 5

Spell NameSchoolCasting TimeRitual?Conc.?Source Book
AwakenTran8 HoursNoNoPlayers Handbook
Commune with Nature (Ritual)Div1 MinuteYesNoPlayers Handbook
Conjure VolleyConj1 ActionNoNoPlayers Handbook
GeasEnch1 MinuteNoNoPlayers Handbook
Greater RestorationAbjr1 ActionNoNoPlayers Handbook
Planar BindingAbjr1 HourNoNoPlayers Handbook
ScryingDiv10 MinutesNoYesPlayers Handbook
Steel Wind StrikeConj1 ActionNoNoXanathar's Guide
Swift QuiverTran1 Bonus ActionNoYesPlayers Handbook
Tree StrideConj1 ActionNoYesPlayers Handbook
Wall of StoneEvoc1 ActionNoYesPlayers Handbook
Wrath of NatureEvoc1 ActionNoYesXanathar's Guide

Level 6

Spell NameSchoolCasting TimeRitual?Conc.?Source Book
Bones of the EarthTran1 ActionNoNoElemental Evil
Find the PathDiv1 MinuteNoYesPlayers Handbook
HealEvoc1 ActionNoNoPlayers Handbook
Heroes’ FeastConj10 MinutesNoNoPlayers Handbook
Investiture of FlameTran1 ActionNoYesElemental Evil
Investiture of IceTran1 ActionNoYesElemental Evil
Investiture of StoneTran1 ActionNoYesElemental Evil
Investiture of WindTran1 ActionNoYesElemental Evil
Move EarthTran1 ActionNoYesPlayers Handbook
Primordial WardAbjr1 ActionNoYesElemental Evil
Transport via PlantsConj1 ActionNoNoPlayers Handbook
Wall of ThornsConj1 ActionNoYesPlayers Handbook
Wind WalkTran1 MinuteNoNoPlayers Handbook

Level 7

Spell NameSchoolCasting TimeRitual?Conc.?Source Book
WhirlwindEvoc1 ActionNoYesElemental Evil
RegenerateTran1 MinuteNoNoPlayers Handbook
Mirage ArcaneIlsn10 MinutesNoNoPlayers Handbook
Fire StormEvoc1 ActionNoNoPlayers Handbook

Level 8

Spell NameSchoolCasting TimeRitual?Conc.?Source Book
Animal ShapesTran1 ActionNoYesPlayers Handbook
Antipathy/SympathyEnch1 HourNoNoPlayers Handbook
FeeblemindEnch1 ActionNoNoPlayers Handbook

Level 9

Spell NameSchoolCasting TimeRitual?Conc.?Source Book
ShapechangeTran1 ActionNoYesPlayers Handbook
Storm of VengeanceConj1 ActionNoYesPlayers Handbook
WeirdIlsn1 ActionNoNoPlayers Handbook

A Brief History

The School of Rangers begins with an ancient tale of forbidden love. A young female Elf, who was a druid, and a slightly younger male Human, who was a Monk were from clans of their people who were not enemies, but were certainly not friends. The Druid and Monk met in the woods and started a converastion, which ignited regular meetings, and over the course of the next 3 years, eventually turned in to them running away to elope.

They found a Dwarven Priest to marry them, and they stayed with the dwarves for a short time, where he learned to farm mushrooms in caves and dugouts. She helped the Dwarves learn to grow crops, where they carved on steep, narrow terraces on the sides of mountains. Once they had learned all they could from the dwarves, they moved to a mountain city in between a vast stretch of desert, where the mountains got all the rain, and the desert valley below got very little water. There was a miner's camp in the desert below who struggled to get water from the mountains to the west. With things they learned in the old Dwarven village, they dug a canal and redirected part of the river that came out of the mountains into an old, dry riverbed. By the second season after the canal was complete, there was regular flow, and the riverbed sprung to life once again.

They decided this was where they wanted to live, so they built a cabin and decided to start having children. A season before the Druid became pregnant with the first child, the couple took in a young Drow boy who was found lost, wandering in the desert. Many of the townsfolk in the mountains and the desert thought he was a Bad Omen and that the Underdark would soon spill out from the bowels of the earth. The Druid and Monk took the boy in, and set off to find his parents in the underdark. After a long journey and a harrowing quest for survival (an adventure for another day!) They emerged again with the boy (now about the elven equivalent of a 7 year old human), and a several month old half-elf baby.

They were excited to tell people about all the things they had learned about blending their own skills with survival, and trying to find someone in a Drow City. They first started a basic literacy school, and then later a trade school for teaching the surrounding cities all of the most useful of all the things they had learned to use on their way. There was some magic, some stealth and roguery, some hunting skills, and some basic melee fighting. Their graduates found work all over as overland guides, river guides, bounty hunters, and beat slayers for hire. The Drow boy helped his family grow mushrooms in the caves, and eventually married a half-elf girl from the desert town at the foot of the mountains. Every so often, Drow children would appear, and be adopted by one of the townsfolk. (The story of the randomly appearing Drow children is yet another day's adventure!)

As the school passed through the generations, the descendants (predominantly half-elf) went out and began to teach people in the way their parents had, and formed three schools, and their three approches to hunting were expressed in them:

  • Father's School, a mostly martial school who taught combatives, and how to use magic most effectively in combat situations. This school taught 3 major weapons so that anyone could shoot a stringed projectile weapon, handle a staff, and use a set of batons. Ranger martial art "ur Thamesh" (the Damage) Master Siavash abd-Rezai was the first to use the school's now signature quarterstaff that can be threaded in half to make two batons (aka Split-Staff).
  • Mother's School, a unique school of magic and herbalism geared to help a hunter and use nature to enhance the capabilities of the hunter as much as possible. The idea of having only a temporary animal companion was pioneered by the Mother Druid herself, as she thought it was unfair to keep an animal to do your bidding in ways that may put them in danger repeatedly.
  • The School of the Shadow, originally taught by a later adopted Drow child called the Shadowmaster Drow, not the Father Drow himself. The Shadowmaster was an orphaned thief in the Underdark, and was sent out to the light at 13.

Each of those original ancient schools became the basis for the philosophies of the three subclasses of Ranger there are in the current era.

Other things of Note

The names of the original Mother, Father, Adopted Drow boy and The Shadowmaster are kept secret, as they are used as passwords that allow the Rangers to stay at each other' schools. The old Elvish dialect from the original two towns, now dead to the general public, is used as a Code Speak among rangers and is referred to by outsiders as "Drowidic", but internally called Ur Diri (The Speak) "Diriz th'ur Diri?" ("Speak you'the Speak?", literally in common; "thu"/you is contracted) is the common Ranger to Ranger greeting. The standard response is all-but-unprounounceable to outsiders, and acceptable pronunication is even a requirement to graduate from any of the three schools! Since the response is whispered into the ear of the other, no one has ever been able to successfully break the Ur Diri language of the Rangers. Think Rhyming Slang done in a dead language nobody else understands. Even if someone could learn ur Diri, the context of the words used in the Rhyming Slang to an outsider would be totally lost, which makes it an effective code.

Master abd-Rezai's staff had ends that were said to have been made from all-mithril bladed mace heads with half-capsules welded to the top of each mace head so that the maces' blades didn't dig in to the earth when he used it as a walking stick, and later he crafted partially hardened leathers to protect the mace heads. The abd-Rezai replicate Split-Staves routinely run several hundred gold, even when the heads are merely much cheaper Hemithermitium metal (aluminum in common; Hemithermitium is the name in ur Diri). Actual Mithril replicates are a few thousand due to the complexity of making dually-threaded ends with a locking pin, all in Mithril.

The mountain town where the original school still exists has the first known running water and first aluminum smelting in all the land, and their lightweight armor and weapons are prized in the outside world. The area is well known for materials innovations, and there are plates, scales, and splints being made of Giant Spider silk and hemp fiber canvas; it's hardened with pine sap, rice starch, chickpea flour, and using a mysterious essential oil and grain alcohol solvent. The proceeding meringue-like material is then spread over the canvas, and the canvas is shaped and then low-heat cured. The hardened canvas is often overlaid with leather; Plate, Splint, and Scales are said to be as light and strong as Mithril. Unfortunately, it is nearly impossible to find, because without regular treatments from another special oil, the canvas material becomes pliable and soft over the course of several months to a year. It has to be re-cured if it is neglected for more than 6 months, in the current form. Bonding leather to the material keeps it hard, but the leather bonding is a whole other process secret, and not inexpensive.


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