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RANGER Skills: Survival, and choose two from Animal Handling,

Athletics, Insight, Investigation, Nature, Perception,


Some call them the wild men and women of the forest, and
and Stealth
perhaps there is some truth in that name. Their hunts,
however, are nothing but cold calculated strikes. Rangers
EQUIPMENT
stalk their prey before making their move, consistently
You start with the following equipment, in addition to the
adding more trophies to their growing collections.
equipment granted by your background:
Often on other planes of existence, the ranger class finds
 (a) scale mail or (b) leather armor
itself to be considered the most lackluster of classes. On
 (a) two shortswords or (b) a dagger and a spear
Asterion, however, there is no escaping the tracking
 (a) a dungeoneer’s pack or (b) an explorer’s pack
abilities of a ranger. Should you find yourself to be the prey
of a ranger, there is no escaping them.  A longbow and a quiver of 20 arrows

This section of the guide details an alternative version of


the ranger class, along with 2 new archetypes.
MASTER TRACKER
CLASS FEATURES Beginning at 1st level, your proficiency bonus is doubled
for any ability checks you make with your Survival skill.
As a ranger, you gain the following class features.

HIT POINTS STALKER


Hit Dice: 1d10 per ranger level Your time spent in the wilderness has prepared you to hunt
Hit Points at 1st Level: 10 + your Constitution modifier all manner of prey. Beginning at 1st level, when you
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution succeed on a Survival check to detect a trail left by one or
modifier per ranger level after the 1st. more creatures, you gain advantage on Perception checks
to track down those creatures. In addition, you may add
PROFICIENCIES your proficiency bonus to damage rolls against creatures
Armor: Light armor, medium armor, shields that you have tracked with your Survival skill.
Weapons: Simple weapons, martial weapons At 6th level, you gain advantage on Stealth rolls against
Tools: None creatures that you have tracked with the Stalker feature.
Saving Throws: Strength, Dexterity

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NATURAL EXPLORER SPELL SLOTS
The Ranger table shows how many spell slots you have to
You are a master of navigating the natural world, and you
cast your spells of 1st level and higher. To cast one of these
react with swift and decisive action when attacked. This
spells, you must expend a slot of the spell’s level or higher.
grants you the following benefits:
You regain all expended spell slots when you finish a long
 You ignore difficult terrain. rest.
 You have advantage on initiative rolls. For example, if you know the 1st-level spell animal
 On your first turn during combat, you have advantage on friendship and have a 1st-level and a 2ndlevel spell slot
attack rolls against creatures that have not yet acted. available, you can cast animal friendship using either slot.

SPELLS KNOWN OF 1ST LEVEL AND HIGHER


In addition, you are skilled at navigating the wilderness.
You gain the following benefits when traveling for an hour
You know two 1st-level spells of your choice from the
or more:
ranger spell list.
 Difficult terrain doesn’t slow your group’s travel. The Spells Known column of the Ranger table shows
 Your group can’t become lost except by magical means. when you learn more ranger spells of your choice. Each of
Even when you are engaged in another activity while these spells must be of a level for which you have spell
traveling (such as foraging, navigating, or tracking), you slots. For instance, when you reach 5th level in this class,
remain alert to danger. you can learn one new spell of 1st or 2nd level.
 If you are traveling alone, you can move stealthily at a Additionally, when you gain a level in this class, you can
normal pace. choose one of the ranger spells you know and replace it
 When you forage, you find twice as much food as you with another spell from the ranger spell list, which also
normally would. must be of a level for which you have spell slots.
 While tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed SPELLCASTING ABILITY
through the area. Wisdom is your spellcasting ability for your ranger spells,
since your magic draws on your attunement to nature. You
FIGHTING STYLE use your Wisdom whenever a spell refers to your
spellcasting ability. In addition, you use your Wisdom
At 2nd level, you adopt a particular style of fighting as your
modifier when setting the saving throw DC for a ranger
specialty. Choose one of the following options. You can’t
spell you cast and when making an attack roll with one.
take a Fighting Style option more than once, even if you
later get to choose again.
Spell save DC = 8 + your proficiency bonus + your Wisdom
ARCHERY modifier
You gain a +2 bonus to attack rolls you make with ranged Spell attack modifier = your proficiency bonus + your
weapons. Wisdom modifier

DEFENSE
While you are wearing armor, you gain a +1 bonus to AC. BIG GAME HUNTER
Starting at 3rd level, you notice broken branches,
DUELING compacted ground, cracked street tiles, the sound of heavy
When you are wielding a melee weapon in one hand and no steps, and other signs of large creatures in the area. By
other weapons, you gain a +2 bonus to damage rolls with spending 1 uninterrupted minute in concentration (as if
that weapon. you were concentrating on a spell), you can sense whether
there are any large or larger creatures are within 5 miles of
GREAT WEAPON FIGHTING your current location. This feature reveals how large the
When you roll a 1 or 2 on a damage die for an attack you creatures may be, their numbers, and their general
make with a melee weapon that you are wielding with two direction and distance (in miles) from you.
hands, you can reroll the die and must use the new roll, If there are multiple creatures or groups of creatures
even if the new roll is a 1 or as 2. The weapon must have the within range, you learn this information for each group.
two-handed or versatile property for you to gain this Beginning at 6th level, you gain further insight from the
benefit. creatures you notice with this feature. You learn the basic
mood and intent from these creatures and have advantage
TWO-WEAPON FIGHTING on skill checks using your Animal Handling skill on large
When you engage in two-weapon fighting, you can add or larger creatures.
your ability modifier to the damage of the second attack.
RANGER ARCHETYPE
SPELLCASTING At 3rd level, you choose an archetype that you strive to
By the time you reach 2nd level, you have learned to use emulate. Your choice grants you features at 3rd level and
the magical essence of nature to cast spells, much as a again at 7th, 11th and 15th level.
druid does. See chapter 10 for the general rules of
spellcasting and chapter 11 for the ranger spell list.
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

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by 1. As normal, you can’t increase an ability score above ranged weapon is not enough to join the ranks of the truly
20 using this feature. elite rangers, you must work until your weapon becomes
an extension of yourself. A Sniper can be the deadliest
EXTRA ATTACK being around for miles, all without leaving a single perch.
Beginning at 5th level, you can attack twice instead of
once, whenever you take the Attack action on your turn.
CALLED SHOT
Beginning at 3rd level, you may use your bonus action to

OF THE WILD
gain advantage on the first ranged attack roll on your turn.

Your time in the wild has hardened you to the effects of the SPLITTING THE ARROW
natural world. Starting at 8th level, you gain advantage on Starting at 7th level, whenever you make multiple ranged
saving throws against poisons, and you have resistance attacks on the same target within the same turn, if any
against poison damage. attack rolls after the first successful hit (before modifiers)
are the same number, treat the additional hit(s) as critical
HIDE IN PLAIN SIGHT hits.
If the attacks would otherwise already become critical
Starting at 10th level, you can remain perfectly still for
hits, this effect does not stack the damage.
long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to
not move on that turn. If you avoid moving, creatures that
PIN THEM DOWN
Beginning at 11th level, creatures that are prone no longer
attempt to detect you take a −10 penalty to their Wisdom
impose disadvantage to you. In addition, if a creature that
(Perception) checks until the start of your next turn. You
you can see within range of your ranged attack leaves half
lose this benefit if you move or fall prone, voluntarily or
or ¾ cover, you may use your reaction to attempt an
because of some external effect. You are still automatically
opportunity attack on that creature before they move.
detected if any effect or action causes you to no longer be
hidden. CALIBRATING SHOT
If you are still hidden on your next turn, you can At 15th level, you learn to watch the flight path of your first
continue to remain motionless and gain this benefit until shot to calibrate your next shots accordingly. If you hit a
you are detected. creature with a ranged attack on your turn, all your

VANISH
subsequent attack rolls are have advantage against the
same target for the rest of your turn.
Starting at 14th level, you can use the Hide action as a
bonus action on your turn. Also, you can’t be tracked by BUSHMASTER
nonmagical means, unless you choose to leave a trail. “Haggard! What did I tell you about leaving all these traps so

FERAL SENSES close to the cottage!? I was stuck in that damned thing for 3
bloody hours. You better hope those things catch a bloody
At 18th level, you gain preternatural senses that help you
fight creatures you can’t see. When you attack a creature giant beast or I’ll have your hide!”
you can’t see, your inability to see it doesn’t impose
—Tippany, Matron of the Blue Squirrel Inn
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 Veterans of the great Elfenvale war between men and
isn’t hidden from you and you aren’t blinded or deafened. elves, many of the humans invovled in tracking the
woodland beings throughout the great forests came to find
EAGLE EYED a love for the natural world around them. When the war
ended, these rangers chose to live in the forests of
At 20th level, you become an unparalleled hunter. Your Elfenvale instead of returning to the great cities of man.
Wisdom modifier is added to your attack rolls. The druids of the forest came to respect their hunting

RANGER ARCHETYPES
prowess, and abilities to survive in such dangerous terrain.
The druids in turn taught the rangers secret magics in
exchange for leaving the elves alone and forsaking their
SNIPER duties to war and expansionism. The Bushmasters of today
are the descendants and apprentices of the original pact
“I blew the shot. Everyone says I nailed the bullseye, but that
keepers, and they survive alone.
isn’t what I was aiming for. I was trying to hit the fly that flew
in front of the target. The bullseye just happened to be where I TRAP SAVANT
As a Bushmaster, you’ve learned to construct a number of
was shooting.” basic traps. These traps are constructed with a moment of
forethought and hidden with a touch of illusion magic. As
—Roderick Bowyer, Son of Robert Bowyer
an action, you can craft the following basic traps. You may
create a number of traps at once equal to your Wisdom
The legends say that a Sniper can spot a drop of sweat on
modifier. Traps occupy a 5 foot square and are triggered
their target’s forehead and strike it with an arrow before it
when a creatures enters the location for the first time and
reaches their brow. True masters in the art of ranged
are destroyed after triggering and the effect ends. No more
combat, a Sniper earns their name. Being a prodigy with a
than 1 trap may occupy a 5 foot area.

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You may use your illusion magic to cause any of these VICIOUS TRAPPER
traps to trigger as a bonus action. Creatures caught in your At 11th level, you always keep the most vicious traps on you
traps are considered surprised for one round. for when you hunt dangerous game. You may spend one
Poison Burst Trap. This trap releases a burst of uninterrupted minute setting up a trap from the list below
poisonous gas. Creatures who fail a Constitution saving at a location within 5 feet of you that occupies a 5 foot
throw against your spell save DC are poisoned until the square.
beginning of their next turn. These traps are triggered when a creature enters the 5
Spring Trap. Creatures who fail a Dexterity saving throw foot square for the first time and are destroyed after
equal to your Spell save DC are launched 10 feet in a triggering and the effect ends. A creature may make a
direction of your choosing, determined at the time that Dexterity saving throw equal to your spell save DC in order
you set up the trap. to avoid the effects of the trap. If these traps are not
Pepper Powder Trap. When this trap is triggered, a triggered, they can last up to 48 hours.
purple puff of pepper powder permeates the perimeter, Bear Trap. This small trap is made with springs and
causing everyone within 5 feet of the trap’s location to metal teeth from you pack. When triggered, the creature
cough uncontrollably. For 1 round, those affected are that triggered the trap becomes restrained at the location
prevented from completing the verbal component of spells of the trap. The trapped creature may spend their action to
and abilities. make a Strength check with a DC equal to your spell save
Numbing Trap. When triggered, a puff of numbing DC in order to break free.
toxins fills the air. Creatures within 5 feet of the trap’s Rope Trap. This trap is made with rope or wire from
location have disadvantage on Strength and Dexterity your pack tied between two nearby positions and hidden
saving throws until the end of their next turn. with illusion magic. When triggered, the creature that
triggered the trap is knocked prone and their speed
BUSHMASTER SPELLS becomes 0 for the remainder of their turn.
Spike Trap. Sharp spears made from nearby debris
OPTIONAL RULE: VICIOUS TRAP COMPONENTS spring upward when this trap is stepped on. When
Your DM may choose to use the Vicious Trap Components optional triggered, the creature takes 3d8 piercing damage. This
rule. If so, Vicious traps cost 20 gold pieces worth of materials to damage increases to 6d8 damage at 17th level.
create. You may purchase the materials for these traps in most Pit Trap. Using your druidic magic, you quickly excavate
shops around Asterion. a hole with a depth of 15 feet and cover it in leaves.
Creatures who fail a Dexterity saving throw against your
Starting at 3rd level, you learn an additional spell when spell save DC fall down into the bottom of this 5 foot wide
you reach certain levels in this class, as shown in the pit.
Bushmaster Spells Table. The spell counts as a ranger spell
for you, but it doesn’t count against the number of ranger MASTER TRAPPER
spells you know. At 15th level, you are a master at trap craft. You may place
In addition to the spells learned in the Bushmaster a number of traps equal to your Wisdom modifier within
Spells Table, you learn the druidcraft and minor illusion the same 5 foot location. You may only set up 1 type of trap
cantrips, both of which are treated as Ranger spells for at each 5 foot location.

CREDITS
you.

B USHMASTER S PELLS
Ranger Level Spells
3rd entangle Designer: Ryan Brainard
Editor: Taylor Bradshaw, Twitch Chat
5th spike growth
Template: Simple Microsoft Word Template by Laura
9th invisibility Hirsbrunner
13th hallucinatory terrain Special Thanks: Twitch Chat
Playtesters: This is a labor of love for the Dungeons and Dragons
17th mislead
5th edition game by Wizards of the Coast. Please support their
official releases.
TERRAIN MANIPULATION Thank you for taking the time to read my work. I have
At 7th level, you beseech the natural world around you to
more to come for you in the future. Please check out my
form traps on your behalf. As a bonus action, you may
YouTube channel youtube.com/c/Rybonator. I only ask
choose a 10 foot diameter square centered at a location
that you give credit to me as the designer if you end up
within 20 feet of you that becomes spiky terrain. This
using this in any game. Let me know if you do use this class
terrain is considered difficult terrain for creatures of your
and playtest it, as I’m always happy to modify!
choice. When a creature moves into or within the area, it
takes 2d8 piercing damage for every 5 feet it travels.
Terrain manipulated in this manner lasts until the end of
your next turn.
At 14th level, the range at which you may create this
terrain increases to 40 feet.

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