You are on page 1of 21

The Focused Ranger

VERSION 9.5
The Focused Ranger

R
ough and wild looking, a human stalks alone Creating a Ranger
through the shadows of trees, hunting the
orcs he knows are planning a raid on a As you create your ranger character, consider the nature of
nearby farm. Clutching a shortsword in each the training that gave you your particular capabilities. Did
hand, he becomes a whirlwind of steel, you train with a single mentor, wandering the wilds
cutting down one enemy after another. together until you mastered the ranger’s ways? Did you
After tumbling away from a cone of leave your apprenticeship, or was your mentor slain? Or
freezing air, an elf finds her feet and draws back her bow to perhaps you learned your skills as part of a conclave of
loose an arrow at the white dragon. Shrugging off the wave rangers, possibly affiliated with a druidic circle, trained in
of fear that emanates from the dragon like the cold of its mystic paths as well as wilderness lore. You might be self-
breath, she sends one arrow after another to find the gaps taught, a recluse who learned combat skills, tracking, and
between the dragon’s thick scales. even a magical connection to nature through the necessity
Holding his hand high, a half-elf whistles to the hawk of surviving in the wilds.
that circles high above him, calling the bird back to his If you already know which archetype to choose: what is
side. Whispering instructions in Elvish, he points to the the reason that made your character choose to emulate
owlbear he’s been tracking and sends the hawk to distract that particular archetype? Were you trained in its ways
the creature while he readies his bow. from the very beginning? Or did you experience a unique
Far from the bustle of cities and towns, past the hedges event — such as the destruction of your home by
that shelter the most distant farms from the terrors of the marauding orcs, devouring dragons, or invading fiends
wild, amid the dense-packed trees of trackless forests and from the Abyss — that pushed you into this direction?
across wide and empty plains, rangers keep their unending Is your adventuring career a continuation of your work in
watch. protecting the borderlands, or a significant change? What
made you join up with a band of adventurers? Do you find it
Deadly Hunters challenging to teach new allies the ways of the wild, or do
Warriors of the wilderness, rangers specialize in hunting you welcome the relief from solitude that they offer?
the monsters that threaten the edges of civilization —
humanoid raiders, rampaging beasts and monstrosities,
terrible giants, and deadly dragons. They learn to track Quick Build
their quarry as a predator does, moving stealthily through You can make a ranger quickly by following these
the wilds and hiding themselves in brush and rubble. suggestions. First, make Dexterity your highest
Rangers focus their combat training on perception and ability score, followed by Wisdom. Second,
mobility and learn various techniques to quickly find and choose the outlander background.
dispatch their prey.
Thanks to their familiarity with the wilds, rangers
acquire the ability to cast spells that harness nature’s
power, much as a druid does. Their spells, like their combat
abilities, emphasize speed, stealth, and the hunt. A ranger’s Table of Contents
talents and abilities are honed with deadly focus on the
grim task of protecting the borderlands. Topic Page
Class Features 2
Independent Adventurers
Class Table 2
Though a ranger might make a living as a hunter, a guide,
or a tracker, a ranger’s true calling is to defend the outskirts Ranger Archetypes 5
of civilization from the ravages of monsters and humanoid Beast Master 5
hordes that press in from the wild. In some places, rangers
gather in secretive orders or join forces with druidic Companion Stat Blocks 6
circles. Many rangers, though, are independent almost to a Horizon Walker 7
fault, knowing that, when a dragon or a band of orcs Moon Stalker 8
attacks, a ranger might be the first — and possibly the last
— line of defense. Night Shade 9
This fierce independence makes rangers well suited to Slayer 10
adventuring, since they are accustomed to life far from the
comforts of a dry bed and a hot bath. Faced with city-bred Urban Ranger 11
adventurers who grouse and whine about the hardships of Verdant Protector 12
the wild, rangers respond with some mixture of
amusement, frustration, and compassion. But they quickly Ranger Spell List 13
learn that other adventurers who can carry their own New and Revised Spells 14
weight in a fight against civilization’s foes are worth any
extra burden. Coddled city folk might not know how to feed Animal Companions 17
themselves or find fresh water in the wild, but they make up Downtime Activity: Train Animals 18
for it in other ways.

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Class Features
As a ranger, you gain the following class features. The Focus Die
You possess a Focus Die that increases as you
Hit Points gain levels as a ranger, as shown in the Focus Die
Hit Dice: 1d10 per ranger level column of the Ranger table.
Hit Points at 1st Level: 10 + your Constitution modifier You can add your Focus Die on certain checks and
Hit Points at Higher Levels: 1d10 (or 6) + your rolls as you gain levels in this class.
Constitution modifier per ranger level after 1st
Your Focus Die is never expended, however, you
Proficiencies can only add your Focus Die once to the same
Armor: Light armor, medium armor check or roll.
Weapons: Simple weapons, martial weapons
Tools: One type of tools of your choice (see PHB p. 154)
Languages: Two languages of your choice; check with your
DM before choosing an exotic language Hunter's Eye
Saving Throws: Strength, Dexterity Your keen eyes can quickly assess your surroundings and
Skills: Choose three from Acrobatics, Animal Handling, are equally adapt in both darkness and light.
Athletics, History, Insight, Investigation, Medicine, You can take the Search action as a bonus action on your
Nature, Perception, Stealth, and Survival turn, and you can add your Focus Die on your Wisdom
Equipment (Perception) checks, as well as half your Focus Die's
You start with the following equipment, in addition to the maximum to your passive Wisdom (Perception) score.
equipment granted by your background: In addition, you can choose one of the following benefits:
(a) leather armor, (b) chain shirt, or (c) scale mail You gain darkvision out to a range of 60 feet.
(a) a dungeoneer's pack or (b) an explorer's pack The range of your darkvision increases by 30 feet.
two melee weapons You ignore the penalties of your race's Sunlight
a ranged weapon and a fitting container with 20 pieces Sensitivity feature.
of ammunition

The Focused Ranger


Proficiency Focus Hunter's — Spell Slots per Spell Level —
Level Bonus Features Die Focus 1st 2nd 3rd 4th 5th
1st +2 Hunter's Eye, Natural Explorer 1d4 — — — — — —

2nd +2 Fighting Style, Hunter's Focus, 1d4 2 2 — — — —


Spellcasting
3rd +2 Ranger Archetype, Cunning Action 1d4 2 3 — — — —
4th +2 Ability Score Improvement 1d4 2 3 — — — —
5th +3 Extra Attack 1d6 3 4 2 — — —
6th +3 Quick Stride 1d6 3 4 2 — — —
7th +3 Ranger Archetype feature 1d6 3 4 3 — — —
8th +3 Ability Score Improvement 1d6 3 4 3 — — —
9th +4 — 1d8 4 4 3 2 — —
10th +4 Superior Senses 1d8 4 4 3 2 — —

11th +4 Hunter's Focus Improvement, 1d8 4 4 3 3 — —


Ranger Archetype feature
12th +4 Ability Score Improvement 1d8 4 4 3 3 — —
13th +5 — 1d10 5 4 3 3 1 —
14th +5 Ranger's Resilience 1d10 5 4 3 3 1 —
15th +5 Ranger Archetype feature 1d10 5 4 3 3 2 —
16th +5 Ability Score Improvement 1d10 5 4 3 3 2 —
17th +6 — 1d12 6 4 3 3 3 1
18th +6 Heightened Focus 1d12 6 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 6 4 3 3 3 2
20th +6 Apex Predator 1d12 6 4 3 3 3 2

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Natural Explorer You can use this feature a number of times as shown for
your ranger level in the Hunter's Focus column of the
You have a natural talent to roam the world and safely Ranger table, and you regain all expended uses when you
guide others through its deep forests and forgotten ruins. finish a short or long rest.
You gain the following benefits: The target is marked until you finish a long rest, are
Forager. When you forage, you find twice as much food rendered unconscious, or use this feature again to target
and water as you normally would. Even if you fail, you still another creature.
find enough food and water to sustain one person for one While a creature is marked, you gain the following
day. benefits:
Look-out. You don't suffer the -5 penalty to your passive Hunter's Reflex. Your mark provokes opportunity
Wisdom (Perception) score while traveling at a fast pace, attacks from you even if it takes the Disengage action
and even when you are engaged in another activity while before leaving your reach.
traveling — such as foraging, navigating, or tracking — you Hunter's Strike. Once per turn, when you make an
remain alert to danger. attack against your mark, you can roll your Focus Die and
Pathfinder. Difficult terrain doesn't slow your travel, and add it to either the attack roll or the damage roll. You can
you can add your Focus Die on your ability checks and choose to use this feature before or after the roll, but before
saving throws to identify and overcome natural hazards any effects of the roll are applied. If added to the damage, it
(e.g. brown mold, razorvine, or slippery ice). is of the same type as the attack's damage.
Scout. You can move stealthily while traveling at a Beginning at 11th level, you can apply your Hunter's
normal pace. Strike whenever you make an attack against your mark,
Survivor. You can add your Focus Die on your instead of only once per turn.
Intelligence (Nature) and Wisdom (Survival) checks.
Swift Tracker. You can track while traveling at a fast Spellcasting
pace, and finding a trail only takes 1 minute in a confined
area such as a dungeon, or 10 minutes outdoors. By the time you reach 2nd level, you have learned to use the
Guide. You can guide the travel for a group of up to six magical essence of nature to cast spells, much as a druid
creatures. While guided by you, your group can move does. See chapter 10 for the general rules of spellcasting
stealthily while traveling at a normal pace and difficult and chapter 11 for the ranger spell list.
terrain doesn't slow your group's travel. Preparing and Casting Spells
The Ranger table shows how many spell slots you have to
Fighting Style cast your ranger spells. To cast one of your ranger spells of
At 2nd level, you adopt a particular style of fighting as your 1st level or higher, you must expend a slot of the spell's
specialty. Choose one of the following options. You can't level or higher. You regain all expended spell slots when
take a Fighting Style option more than once, even if you you finish a long rest.
later get to choose again. You prepare the list of ranger spells that are available for
you to cast, choosing from the ranger spell list. When you
Archery do so, choose a number of ranger spells equal to your
You gain a +2 bonus to attack rolls you make with ranged Wisdom modifier + half your ranger level, rounded down
weapons. (minimum of one spell). The spells must be of a level for
which you have spell slots.
Defense For example, if you are a 5th-level ranger, you have four
While you are wearing armor, you gain a +1 bonus to AC. 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
Dual-Wielding (Revised) 2nd level, in any combination. If you prepare the 1st-level
former Two-Weapon Fighting spell animal friendship, you can cast it using a 1st-level or a
When you engage in two-weapon fighting, you can add your 2nd-level slot. Casting the spell doesn't remove it from your
ability modifier to the damage of the second attack and you list of prepared spells.
can draw or stow an additional weapon on your turn. You can change your list of prepared spells when you
In addition, when wielding only light weapons, you do finish a long rest. Preparing a new list of ranger spells
not expend your bonus action to make the second attack. requires time spent in prayer and meditation: at least 1
You can still gain the benefits of two-weapon fighting only minute per spell level for each spell on your list.
once during your turn.
Spellcasting Ability
Dueling Wisdom is your spellcasting ability for your ranger spells,
When you are wielding a melee weapon in one hand and no since your magic draws on your attunement to nature. You
other weapons, you gain a +2 bonus to damage rolls with use your Wisdom whenever a spell refers to your
that weapon. spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a ranger
Hunter's Focus spell you cast and when making an attack roll with one.
Beginning at 2nd level, you can heighten your senses and Spell save DC = 8 + your proficiency bonus +
focus them onto a creature, marking it as your quarry. your Wisdom modifier
You can use a bonus action to mark a creature you can Spell attack modifier = your proficiency bonus +
see within 90 feet as your focused prey. You can also mark your Wisdom modifier
a creature by studying its tracks for at least 1 minute.

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ritual Casting Ranger's Resilience
You can cast a ranger spell as a ritual if that spell has the At 14th level, surviving the harshness of the wilds has
ritual tag and you have the spell prepared. steeled your body, mind and soul.
When you make a saving throw, you can add your Focus
Ranger Archetype Die to the roll. You can choose to use this feature before or
Also at 3rd level, you choose to emulate the ideals and after the roll, but before any effects of the roll are applied.
training of a ranger archetype, all detailed at the end of the You can use this feature a number of times equal to your
class description. Some rangers of the same archetype Wisdom modifier (minimum of once). You regain all
form so called Conclaves, loose organizations aimed to expended uses when you finish a long rest.
focus, guide, and further the knowledge and training of
their shared philosophy. Heightened Focus
Your archetype choice grants you features at 3rd level At 18th level, your ability to focus on any given task has
and again at 7th, 11th, and 15th level. become second nature.
Archetype Spells You can always choose to reroll your Focus Die but you
Each archetype has a list of associated spells. You gain must use the second result.
access to these spells at the levels specified in the Apex Predator
archetype description. Once you gain access to an
archetype spell, you always have it prepared. Archetype At 20th level, you learned how to act with incredible speed.
spells don't count against the number of spells you can Once per round, after another creature has taken its turn,
prepare each day. you can take a special action. You can use this special
If you gain an archetype spell that doesn't appear on the action to move up to half your movement speed and take
ranger spell list, the spell is nonetheless a ranger spell for either the Attack (one weapon attack only), Dash,
you. Disengage, Hide, or Use an Object action.
If you are surprised at the start of an encounter, you are
Cunning Action not surprised but you do not gain this extra action in the
first round of combat.
Starting at 3rd level, your focus and agility allow you to
move and act quickly.
You can take the Dash, Disengage, or Hide action as a
bonus action on your turn.
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.
Quick Stride
Starting at 6th level, you can swiftly move where others
struggle.
While you aren't wearing heavy armor, your speed
increases by 10 feet and moving through nonmagical
difficult terrain — as well as climbing and swimming —
costs you no extra movement.
Superior Senses
At 10th level, you have honed your senses to perfection.
As long as you aren't both blinded and deafened, you
have blindsight with a range of 30 feet. Within that range,
you can effectively see anything that isn't behind total cover.
Moreover, you can see an invisible creature within that
range, unless the creature successfully hides from you.

'Forest Assassin' by Lucas Zung

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You can use an action to dismiss your spirit companion
Ranger Archetypes back into the Feywild — leaving behind anything it was
Across the wilds, rangers follow various different carrying — or summon it back onto an empty space that
archetypes whose members share a similar outlook on the you can see within 30 feet of you.
world and their place and role within it. If your spirit companion dies, its body vanishes after 1
These archetypes are replacing all published Ranger minute, leaving behind anything it was carrying. You must
archetypes. spend 1 uninterrupted hour to return your spirit
companion to life, at which point, you can also make any
changes to its companion type, size, speeds, and attack's
Beast Master damage type as if summoning it for the first time.
Your spirit companion shares all benefits of the following
The Beast Master archetype embodies a friendship ranger features once you gain them: Hunter's Eye, Natural
between the civilized races and the beasts of the world. Explorer, Quick Stride, and Superior Senses.
United in focus, beasts and ranger work as one to fight the
monstrous foes that threaten civilization and the
wilderness alike. Emulating the Beast Master archetype
means committing yourself to this ideal, working in Partner Features
partnership with all animal as companions and friends. You and your spirit companion learn ways to
To assist them in their tasks, each Beast Master develops effectively fight as one. The abilities you gain at
a close bond with a special fey spirit that will take the form higher levels refer to you and your companion as
of a powerful beast at their side. partners, and can be used if something affects or
is done by the other partner. Both you and your
Archetype Spells spirit companion can use the following features,
You gain archetype spells at the ranger levels listed. once you gain them.
Beast Master Spells
Ranger Level Spells
3rd revivify beast, summon nature's ally
Shared Resolve
Starting at 7th level, being close of one another bolsters
5th find steed (fey), healing spirit your resolve.
9th conjure animals, mass healing word You can use your reaction to give your partner advantage
on a saving throw they are about to make. You must be able
13th find greater steed (fey), guardian of nature to see your partner within 30 feet to use this feature.
17th commune with nature, insect plague
Storm of Claws and Blades
Animal Kin
At 11th level, you and your partner have become a deadly
unit, fighting as a single mind and body.
At 3rd level, your bond to the animal kingdom grants you an When your partner takes the Attack action on your turn,
innate understanding with beasts and they consider you kin you can use your reaction to make a single weapon attack
as long as you don't threaten them. against the same target, provided that you can see both
You can add your Focus Die on your Wisdom (Animal your partner and the target.
Handling) checks.
In addition, any beast has disadvantage on its saving One Spirit, One Soul, One Body
throw against your enchantment spells. At 15th level, the magical bond between you and your
partner has linked your body, mind, and soul.
Spirit Companion When your partner takes damage, you can use your
Also at 3rd level, you learn to call forth a spirit from the reaction to take half of the damage instead. You must be
Feywild to be your loyal partner. You can spend 1 able to see your partner within 30 feet of you and the
uninterrupted hour communing with the spirits of the damage must not reduce your hit points below 0.
Feywild and call forth a willing spirit to be your loyal
companion.
You determine its companion type, its size, speeds, and Spirit Companion Types
attack's damage type, and it uses your proficiency bonus
(PB) in several places. Though it is a fey, your spirit There are three distinct types of spirit companions. Each
companion takes the form of a beast of your choice best with its own strengths and weaknesses.
fitting its chosen type and you can treat it as a beast in Seeker. Seeker spirits are ideally suited to sneak ahead
order to affect it with your spells and abilities. and alert the ranger to looming dangers or to harass and
In combat, your spirit companion acts during your turn. distract your enemies. Typical seeker forms are giant rats
It can move and use its reaction on its own, but the only or owls.
action it takes is the Dodge action, unless you take a bonus Sentinel. Sentinel spirits are trusted bodyguards and
action on your turn to command it to take another action. brothers-in-arms. Sentinels might be slow but they are
You can also sacrifice one of your attacks when you take strong and tough. Typical sentinel forms are bears or boars.
the Attack action to command the spirit to take the Attack Stalker. Stalker spirits combine both agility and fighting
action. If you are incapacitated, the spirit can take any prowess and are the preferred companions of rangers who
action of its choice, not just Dodge. rely on stealth. Typical stalker forms are panthers or wolfs.

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Seeker Spirit Amphibious. If the spirit has a swim speed, it can
Small or tiny fey, unaligned breathe both air and water.
Elusive. The spirit doesn't provoke opportunity
Armor Class 13 + PB (natural armor) attacks when it moves out of an enemy's reach.
Hit Points four times your ranger level (the spirit has a
number of Hit Dice [d6s] equal to your ranger Keen Senses. The spirit has advantage on all Wisdom
level) (Perception) checks that rely on hearing, sight, or
Speed 50 ft., climb 50 ft., swim 50 ft. smell.
or 10 ft., fly 60 ft. Primal Bond. You can add your proficiency bonus to
any ability check or saving throw that the spirit
makes.
STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 13 (+1) 8 (-1) 16 (+3) 11 (+0) Actions
Senses Darkvision 90 ft., passive Perception 13 + PB Shred. Melee Weapon Attack: your spell attack
Languages understands the languages you speak modifier to hit, range 5 ft., one target. Hit: 1d4 + 3 +
Proficiency Bonus (PB) equals your bonus PB magical piercing or slashing damage (your
choice).

Sentinel Spirit Juggernaut. The spirit has advantage on its Strength


checks and saving throws made to shove a creature
Large or medium fey, unaligned
or to resist being moved against its will.

Armor Class 13 + PB (natural armor) Keen Sense. The spirit has advantage on Wisdom
Hit Points six times your ranger level (the spirit has a (Perception) checks that rely on one specific sense.
number of Hit Dice [d8s] equal to your ranger Choose one of either hearing, sight, or smell.
level) Primal Bond. You can add your proficiency bonus to
Speed 30 ft. any ability check or saving throw that the spirit
makes.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 11 (+0)
Actions
Gore. Melee Weapon Attack: your spell attack
Senses Passive Perception 10 + PB modifier to hit, range 5 ft., one target. Hit: 1d10 + 3
Languages understands the languages you speak + PB magical bludgeoning, piercing, or slashing
Proficiency Bonus (PB) equals your bonus damage (your choice).

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Horizon Walker Find the Gate
Horizon Walkers feel the urge to travel the world and learn Also at 7th level, you develop a keen sense for the realms
of its myriad creatures and cultures, but they also guard it beyond the material plane and the portals that lead to
against threats that originate from other planes or that them.
seek to ravage the mortal realm. Senior members seek out By focusing your senses for 1 minute, you can detect the
planar portals and keep watch over them, venturing to the distance and direction to any planar portal within 1 mile of
Inner and Outer Planes as needed to pursue their foes. you as long as it isn't hidden from divination magic.
In addition, you can spend 1 uninterrupted hour
Archetype Spells analyzing a portal to discern its properties, such as the
You gain archetype spells at the ranger levels listed. plane it leads to, the requirements necessary for its
activation, or any dangers that might be involved by using it.
Horizon Walker Spells
Ranger Level Spells
Blink Strike
At 11th level, you gain the ability to pass between the
3rd
disguise self, planes in the blink of an eye. When you take the Attack
protection from evil and good action, you can teleport up to 10 feet before each attack to
5th blink, misty step an unoccupied space you can see.
In addition, if a creature hits or misses you with an
9th fly, magic circle attack, you can use your reaction to teleport up to 10 feet
13th banishment, dimension door and make a single weapon attack against that creature,
provided that the creature isn't hidden from you. You can
17th dispel evil and good, far step choose to make the attack before or after you teleport.
Cultural Adaptation Step Beyond
Beginning at 3rd level, you have the ability to mystically At 15th level, you learn how to step beyond the horizon and
connect to the local culture, be that a remote dwarven clan, into the multiverse.
a wild gnoll tribe, or the drow capital of Menzoberranzan. You can cast either etherealness, plane shift, or teleport
As an action, you can touch a creature and absorb once without expending a spell slot. You can’t do so again
general knowledge of its culture, such as common laws, until you finish a long rest.
well known myths, legends and history, accepted courtesies In addition, you have advantage on any ability check or
and cultural taboos, as well as the most prominent saving throw you make to resist or control any specific
language, provided that the target possesses that feature of any plane you are visiting (e.g. the Shadowfell's
knowledge. Despair, the Feywild's Memory Loss, or the Limbo's Power
Once you have absorbed a creature's culture, you can of Mind).
speak, read, and write its most prominent language, and
whenever you make an Intelligence check regarding its
cultural aspects or a Charisma check to pass as a native,
you are considered proficient and add double your Gatekeeper Sect
proficiency bonus to the check. Within the Horizon Walker conclave exists a small
You retain these benefits (including the language) until branch of dedicated guardians. These so-called
you use this feature again. Gatekeepers are trained from an early age to
detect and deter otherworldly incursions into the
Horizon Leap material realm.
Also at 3rd level, you can use minor magic to propel you
into the air. Gatekeeper's Sense
As a bonus action, you can give yourself a flying speed replaces Cultural Adaptation
equal to your current walking speed that lasts until the end Beginning at 3rd level, otherworldly creatures
of your turn. This only works in short bursts; you fall if you register on your senses like a noxious odor or a
end your turn in the air and nothing else is holding you disharmonious ringing.
You can cast detect evil and good at will,
aloft. without expending a spell slot.
Ethereal Flicker
At 7th level, you can partially step into the Border Ethereal,
in order to protect you from harm. When you suffer
damage from an attack or by failing a saving throw, you can
use your reaction to gain resistance to all that damage
except force and psychic damage.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once), and you regain all
expended uses when you finish a long rest.

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Moon Stalker While you are transformed by Wild Shape, you can add
your proficiency bonus to your armor class, and when you
Many rangers are more at home in the wilds than in expend a spell slot to regain hit points in your beast form,
civilization, to the point where they see themselves more you regain an additional number of hit points equal to your
akin to animals than humanoids. Becoming a Moon Stalker Wisdom modifier (minimum of 0).
means turning your back to the civilized world and
embracing the purity and simplicity of the animal within Primal Fury
you. Moon Stalkers are fierce protectors of the wilds — At 11th level, you can unleash your bestial nature onto your
both against encroaching civilizations and unnatural enemies. Regardless of your current form, you can add
forces. your proficiency bonus to the damage dealt by your
unarmed strikes or natural attacks and they count as
Archetype Spells magical for the purpose of overcoming resistance and
You gain archetype spells at the ranger levels listed. immunity to non-magical attacks and damage.
In addition, when you take damage from a creature that
Moon Stalker Spells is within 5 feet of you, you can use your reaction to make a
Ranger single melee weapon attack against that creature.
Level Spells
3rd animal friendship, speak with animals
Primal Mastery
Beginning at 15th level, you can now Wild Shape using a
5th alter self, enhance ability bonus action and you can expend two uses of Wild Shape
9th conjure animals, spirit guardians (fey) to transform into a beast with a challenge rating as high as
half your ranger level.
13th
guardian of nature (primal beast), In addition, you can cast many of your ranger spells in
polymorph any shape you assume using Wild Shape. You can perform
17th commune with nature, wrath of nature the somatic and verbal components of a ranger spell while
in a beast shape, but you aren't able to provide material
Intimidating Presence components.
Starting at 3rd level, embracing your primal predator
nature triggers the flight or fight instinct in others.
You can add your Focus Die on your Charisma
(Intimidation) checks as well as on saving throws against
being frightened.
Wild Shape
Also starting at 3rd level, you can use your action to
magically assume the shape of a beast that you have seen
before.
This ability functions like the druid ability of the same
name — using your ranger level instead of your druid level.
If you gain this ability from multiple sources, you don't
gain any additional uses, but you can add all corresponding
class levels together to determine its limitations.
Conclave Forms
The rites of your conclave also grant you the ability to
transform into more dangerous animal forms as well as
regenerate while in animal form:
You can transform into a beast with a challenge rating
as high as your ranger level divided by 4 (minimum CR
1/2). You ignore the Max. CR column of the Beast
Shapes table, but must abide by the other limitations
there.
While you are transformed by Wild Shape, you can use
a bonus action to expend one spell slot to regain 1d8 hit
points per level of the spell slot expended.
Primal Resilience
Starting at 7th level, your primal nature makes you more
resilient, no matter the form you take.
While in your normal form, your natural Armor Class
equals 10 + your Dexterity modifier + your Constitution
modifier. You can use your natural armor to determine your
AC if the armor you wear would leave you with a lower AC.
A shield's benefits apply as normal while you use your 'Jora' by Kekai Kotaki
natural armor.

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Night Shade Meld with Shadows
Beginning at 15th level, you can literally meld into the
Night Shades are at home in the darkest places: deep shadows around you.
under the earth, in gloomy alleyways, in primeval forests, When you are in an area of dim light or darkness, you
and wherever else the light dims. Most folk fear such can use your action to become invisible. You remain
places, but a Night Shade thrives in the darkness, seeking invisible until you make an attack, cast a spell, or are in an
to instill fear into the hearts of their enemies. Such rangers area of bright light.
are often found where evil lurks in the shadows.
Archetype Spells
You gain archetype spells at the ranger levels listed.
Night Shade Spells
Ranger Level Spells
3rd cause fear, silent image
5th darkness, shadow blade
9th enemies abound, fear
13th greater invisibility, phantasmal killer
17th mislead, seeming

Shadow's Cover
At 3rd level, you learn how to utilize shadows and natural
obfuscation to your advantage.
You can add your Focus Die on your Dexterity (Stealth)
checks, and you can try to hide even when you are only
lightly obscured (e.g. by dim light, patchy fog, or moderate
foliage).
In addition, you can see normally in dim light and
nonmagical darkness as well as magical darkness you
created.
Shadow Strike
Also at 3rd level, you learn how to strike terror into your
enemies hearts.
Once per turn, when you are hidden from a creature and
hit it with an attack, the target must succeed on a Wisdom
saving throw against your spell save DC or become
frightened of you until the end of your next turn.
In addition, when you are hidden and miss a creature
with a weapon attack, making the attack doesn't reveal your
position.
Fear is the Mind-Killer
At 7th level, you have conquered your own fears and know
how to instill true terror in others.
You can no longer be frightened.
In addition, while frightened by your spells or abilities,
creatures have disadvantage on all Intelligence, Wisdom,
and Charisma checks and saving throws.
Terror Strike
At 11th level, you have mastered your enemy's fear as a
weapon.
When you hit a creature with an attack, you deal an
additional 1d8 psychic damage, if that creature is
frightened or if you are hidden from it. If the target is
frightened while you are also hidden from it, your attack
deals an additional 2d8 psychic damage instead. 'Thief' by Vladislav Tashkinov
In addition, when a creature you can see fails a saving
throw to prevent being frightened of you, you can use your
reaction to make a single weapon attack against that
creature.

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Slayer Defensive Tactics
At 7th level, you learn tactics that help protect you on your
Emulating the Slayer archetype means accepting your hunt. Choose one benefit from the following list. When you
place as a bulwark between civilization and the terrors of finish a long rest, you can replace your current benefit with
the wild. As you walk the Slayer's path, you learn another one from the list.
specialized tactics for fighting the ever-changing threats Dodge the Ogre's Club. When a Large or larger
you face, adapting your style to slay rampaging ogres and creature you can see hits you with an attack, you can force
hordes of orcs or towering giants and terrifying dragons. that creature to reroll. You can't use this feature again until
Archetype Spells
the beginning of your next turn.
You gain archetype spells at the ranger levels listed. Resist the Flayer's Mind. When a creature you can see
uses an ability that forces you to make an Intelligence,
Slayer Spells Wisdom, or Charisma saving throw, you can add your
Focus Die to the roll.
Ranger Level Spell Wade in the Water. Opportunity attacks against you are
3rd heroism, hunter's mark made with disadvantage. In addition, once per turn, when a
creature hits or misses you with an attack, you can move 5
5th lesser restoration, primeval awareness feet without provoking opportunity attacks immediately
9th
elemental weapon, after the attack.
protection from energy
13th death ward, locate creature Retaliation Tactics
At 11th level, you have developed tactics to exploit any
17th greater restoration, hold monster mistake your prey makes. Choose one benefit from the
following list. When you finish a long rest, you can replace
Favored Enemy your current benefit with another one from the list.
Beginning at 3rd level, you have have learned how to tap Poke the Beholder's Eye. When a creature you can see
into the collective knowledge of the Slayer Conclave, in forces you to make a saving throw, you can use your
order to predict the abilities, behaviors, and characteristics reaction to make a single weapon attack against that
of different types of creatures. creature. You make this attack immediately before making
When you finish a long rest, choose a type of creature as the saving throw. If your attack hits, you have advantage on
your favored enemy (e.g. aberrations, beasts, humanoids, or the save, in addition to the attack’s normal effects.
undead). Punish the Lumbering Hulk. When a Large or larger
Whenever you make a Wisdom (Insight) check to analyze creature you can see, hits or misses you with an attack, you
and predict your favored enemies' typical tactics and can use your reaction to make a single weapon attack
behavior or an Intelligence check to recall lore about them, against that creature immediately after its attack.
you are considered proficient and add double your Turn the Tide. When a creature you can see misses you
proficiency bonus to the check, instead of your normal with an attack, you can use your reaction to force that
proficiency bonus. creature to repeat the same attack against another creature
(other than itself) of your choice within its reach. You
Slayer Tactics regain your reaction if that attack misses.
At 3rd level, you learn specialized tactics to bring down
your prey. Choose one benefit from the following list. When Survival Tactics
you finish a long rest, you can replace your current benefit At 15th level, your vast experience allows you to deploy
with another one from the list. tactics to survive the most dire situations. Choose one
Avoid the Basilisk's Gaze. When you attack a creature benefit from the following list. When you finish a long rest,
you can't see, your inability to see it doesn't impose you can replace your current benefit with another one from
disadvantage on your attack rolls against it. the list.
Between Hammer and Anvil. Creatures don't gain Between the Hydra's Heads. When a creature hits you
advantage on attack rolls against you from special features with an attack, you gain a +4 bonus to AC against all
such as Pack Tactics, or when using the Help action or the subsequent attacks made by that creature for the rest of the
optional flanking rule. turn.
Clip the Wings. When you hit a flying creature with an In the Eye of the Storm. Whenever a creature hits you
attack, you can choose to deal no damage and instead force with an attack, you gain a +2 bonus to your AC at the end of
the creature to succeed on a Strength saving throw or be the creature's turn. This bonus lasts until the beginning of
knocked prone. The DC equals 10 or half the damage you your next turn.
would have dealt, whichever number is higher. (see Under the Dragon's Breath. When a creature you can
Xanathar's Guide to Everything p. 77) see uses an ability that forces you to make a saving throw
In the Belly of the Beast. While you are swallowed or to take only half damage, you instead take no damage if you
engulfed by a creature, you have resistance to the damage succeed on the saving throw, and only half damage if you
it deals to you. In addition, your attacks against it have fail.
advantage and deal double damage.
The Bigger They Come. You can add your Focus Die on
your Strength (Athletics) checks when you try to shove a
creature, and you can try to shove a creature even if it is
more than one size larger than you.
Walk the Spider's Web. You are considered invisible
towards Blindsight and Tremorsense.
The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)
10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Urban Ranger Escape Artist
At 15th level, you know how to make a quick getaway when
While most rangers roam the wilderness, there are those things are going south.
that are stalking the dark alleys and dusty catacombs of the Your movement no longer provokes opportunity attacks.
sprawling cities and metropolises of their world. In addition, you can spend 5 feet of your movement to
These Urban Rangers know that the most dangerous stand up from prone or to automatically escape from
and cunning beasts are the so-called intelligent races, and nonmagical restraints, such as manacles or a creature that
they specialize and excel in hunting this elusive prey. has you grappled.
Archetype Spells
You gain archetype spells at the ranger levels listed.
Urban Ranger Spells
Ranger Level Spells
3rd comprehend languages, disguise self
5th knock, magic mouth
9th meld into stone, tiny servant
13th fabricate, stone shape
17th passwall, transmute rock

City Stalker
At 3rd level, you have learned how to efficiently track down
and shadow humanoids within their settlements.
You gain proficiency with the disguise kit and thieves
tools.
In addition, you can add your Focus Die on your ability
checks made to gather information about your quarry (e.g.
its current whereabouts or possible associates), as well as
on your ability checks made to blend into a crowd and
following a target without being made.
Urban Explorer
Also at 3rd level, you have adapted to navigate and survive
within an urban jungle.
You use your Survival proficiency while within a
settlement and you can add your Focus Die on your ability
checks made to identify structural hazards (such as loose
shingles or collapsing floors and ceilings).
You can also move through a tight crowd without being
slowed, unless they actively try to hinder you.
Finally, squeezing through tight spaces costs you no
extra movement and you don't suffer the normal penalties
while doing so.
Canny Investigator
At 7th level, your senses become attuned to the presence of
others.
You can add your Focus Die on your Intelligence
(Investigation) and Wisdom (Insight) checks.
In addition, as long as you aren't blinded or deafened, you
can’t be surprised.
Takedown
At 11th level, you have become an expert in taking down
your quarry.
Once on each of your turns, when you hit a Large or
smaller creature with a weapon attack, that creature must
succeed on a Strength saving throw against your spell save
DC or be knocked prone.
In addition, when you are within 5 feet of a prone
creature, you can use your reaction to make a single
weapon attack against it.
'Avenger' by Craig Spearing

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Verdant Protector Grasping Roots
At 7th level, you gain the ability to sprout twisting roots
Rangers of the Verdant Protector Conclave follow an around you while in your guardian form.
ancient tradition rooted in powerful druidic magic. While in your guardian form, the ground within 20 feet of
Sometimes called Greenwood Rangers, these guardians you is difficult terrain for any creature of your choice.
learn to become one with nature, allowing them to channel In addition, when a creature that is no more than one
the aspects of the mighty trees in order to overcome their size larger than you enters that area for the first time on a
foes. turn or starts its turn there, you can use your reaction to try
These rangers dwell in the elder forests of the world. and grapple that creature using your roots.
They venture out only rarely, as they consider it their
sacred duty to protect the druidic groves and ancient trees Mighty Guardian
that saw the earliest days of the world. At 11th level, your Guardian Form becomes more powerful
and your roots become dangerous weapons.
Archetype Spells While in your guardian form, your size becomes Large —
You gain archetype spells at the ranger levels listed. unless there is no room to do so — the damage of your
Verdant Protector Spells
unarmed strike increases to 2d6 magical bludgeoning or
piercing damage and your reach increases by 5 feet.
Ranger Level Spells In addition, when you successfully grapple a creature
3rd entangle, goodberry using your Grasping Roots, you can immediately make a
5th barkskin, spike growth
single unarmed strike against it, ignoring your usual reach.
9th plant growth, speak with plants Through Root and Branch
At 15th level, you learn to connect to the mystical roots
13th
grasping vine,
guardian of nature (great tree)
connecting all verdant life.
You can cast transport via plants or wall of thorns once
17th commune with nature, wrath of nature without expending a spell slot. You can't do so again until
you finish a long rest. In addition, while in your guardian
Guardian Form form, you are under the constant effect of the tree stride
Starting at 3rd level, you can use a bonus action to spell (without requiring your concentration).
temporarily grow and turn yourself into a treelike person,
covered with leaves and bark.
You can use this feature twice. You regain expended uses
when you finish a short or long rest.
You can stay in that form for a number of hours equal to
half your ranger level (rounded down). You then revert to
your normal form unless you expend another use of this
feature. You can revert to your normal form earlier by using
a bonus action on your turn, you automatically revert if you
fall unconscious, drop to 0 hit points, or die.
You gain the following benefits while in your guardian
form:
Any speed you have is reduced to half (round down).
You can add your Focus Die on your Strength checks
and saving throws.
Your AC can't be less than 14 + your proficiency bonus,
regardless of the armor you are wearing.
If you are smaller than Medium, you become Medium.
Your unarmed strike deals 1d6 magical bludgeoning or
piercing damage.
You choose whether your equipment merges into your
new form, or is worn by it, though it doesn't change size 'Wild Beastcaller' from
or shape to match your new form. Nonmagical
equipment that merges with the form has no effect until Elder Scrolls Legends
you leave the form.
Verdant Connection
Also at 3rd level, you gain an mystical connection to verdant
life around you.
You can communicate basic concepts and ideas to plants
and are able to understand their answers.
In addition, you can satisfy your hunger and thirst for the
day by digging your feet into fertile ground while bathing in
the sun for at least 10 minutes. You can't use this feature if
the ground doesn't support abundant plant life or if there is
no daylight available (a cloudy day is sufficient, but not at
night or underdark).
The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)
12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ranger Spells
1st Level 2nd Level 3rd Level 4th Level
Absorb Elements Aid Blinding Smite Conjure Woodland Beings
Alarm Alter Self Catnap Dominate Beast
Animal Friendship* Animal Messenger Clairvoyance Elemental Bane
Beast Bond* Barkskin Conjure Animals Find Greater Steed
Calm Beasts+ Beast Sense Conjure Barrage Fire Shield
Cliffscaler+ Blindness/Deafness Daylight Freedom of Movement
Cure Wounds Blur Dispel Magic Giant Insect
Detect Evil and Good Branding Smite Elemental Weapon Grasping Vine
Detect Magic Cordon of Arrows Feign Death Greater Invisibility
Detect Poison and Disease Darkvision Flame Arrows Guardian of Nature
Ensnaring Strike Darkness Haste Hallucinatory Terrain
Entangle Enhance Ability Life Transference Locate Creature*
Faerie Fire Find Steed Lightning Arrow Staggering Smite
Feather Fall Find Traps Major Image Stoneskin
Find Familiar Gentle Repose Nondetection
Fog Cloud Healing Spirit Plant Growth 5th Level
Goodberry Invisibility Protection from Energy Banishing Smite
Hail of Thorns Lesser Restoration Revivify Commune with Nature
Hunter's Mark* Locate Animals or Plants Speak with Plants Conjure Volley
Jump Locate Object Spirit Guardians Contagion
Longstrider Mirror Image Summon Fey Greater Restoration
Minor Image Pass without Trace Swift Strike+ Insect Plague
Predator Instinct+ Primeval Awareness+ Water Breathing Mislead
Purify Food and Drink Protection from Poison Water Walk Reincarnate
Revivify Beast+ See Invisibility Wind Wall Scrying
Searing Smite Silence Steel Wind Strike
Sleep Skywrite Swift Quiver
Snare* Spider Climb Tree Stride
Speak with Animals Spike Growth Wrath of Nature
Summon Nature's Ally+ Summon Beast
Thunderous Smite
Urban Awareness+
Waverider+
Zephyr Strike

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New and Revised Spells Calm Beasts
The following spells either replace existing spells on — or 1st-level enchantment
are added to — the druid and ranger spell lists. Casting Time: 1 action
Range: 60 feet
Components: V, S
Animal Friendship (revised) Duration: Concentration, up to 1 minute
1st-level enchantment (ritual)
You attempt to suppress strong emotions in a group of
Casting Time: 1 action beasts. Each beast of your choice in a 20-foot-radius sphere
Range: 30 feet centered on a point you choose within range must make a
Components: V, S Wisdom saving throw; a beast can choose to fail this saving
Duration: 24 hours throw if it wishes.
This spell lets you convince a beast that you mean it no If a beast fails its saving throw, choose one of the
harm. Choose a beast that you can see within range. It following two effects:
must see and hear you. The beast must have an You can suppress any effect causing a target to be
Intelligence of 6 or lower or the spell fails. Otherwise, the charmed or frightened. When this spell ends, any
beast must succeed on a Wisdom saving throw or be suppressed effect resumes, provided that its duration
charmed by you for the spell's duration. If you or one of has not expired in the meantime.
your companions harms the target, the spell ends. Alternatively, you can make a target indifferent about
At Higher Levels. When you cast this spell using a spell creatures of your choice that it is hostile toward. This
slot of 2nd level or higher, you can affect one additional indifference ends if the target is attacked or harmed by a
beast for each slot level above 1st. spell or if it witnesses any of its friends being harmed.
When the spell ends, the beast becomes hostile again,
Beast Bond (revised) unless the DM rules otherwise.
1st-level enchantment (ritual)
Casting Time: 1 hour Cliffscaler
Range: 5 feet 1st-level transmutation
Components: V, S, M (fine food and rare herbs worth 50 Casting Time: 1 action
gp, which the spell consumes) Range: Touch
Duration: 1 year Components: V, S, M (a goat's hoof)
You can form a close bond with an animal that is friendly to Duration: 1 hour
you or charmed by you. Until the spell ends, one willing creature you touch gains a
When you cast the spell, choose a friendly beast within climbing speed equal to its movement speed, and has
range. The beast must remain friendly and in range during advantage on ability checks made to climb difficult surfaces
the entire casting. (including creatures).
Once bond, this beast becomes your loyal companion and At Higher Levels. When you cast this spell using a spell
will obey your commands to the best of its abilities, giving slot of 2nd level or higher, you can target one additional
you advantage on your Wisdom (Animal Handling) checks. creature for each slot level above 1st.
You also establish a telepathic link with the beast. While
within line of sight, the beast can understand your Hunter's Mark (revised)
telepathic messages, and it can telepathically communicate 1st-level divination
simple emotions and concepts back to you. In addition, this
link allows you and the beast to sense each others direction Casting Time: 1 bonus action
and distance within up to 5 miles, and whether the other is Range: 120 feet
injured or unconscious. Components: V
When the spell ends or is suppressed (e.g. by an Duration: 1 minute
antimagic field), the beast remains loyal to you, but you lose You choose a creature you can see within range —
any benefits given by the spell. mystically marking it as your quarry. Alternatively, you can
mark a creature if it is already marked by one of your
features (e.g. Hunter's Focus, Hexblade's Curse, or Vow of
Enmity) or by studying its tracks for at least 1 minute.
Until the spell ends, you always know the exact distance
and direction towards your mark as long as it's on the same
plane of existence as you, and your mark cannot be hidden
from you.
In addition, once per turn, when you miss with an attack
against your mark, you can reroll the attack roll.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell's duration is extended:
10 minutes (2nd level), 1 hour (3rd level), 8 hours (4th
level), 24 hours (5th level).

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Locate Creature (revised) Revivify Beast
4th-level divination 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, M (a small figurine, representing the Components: V, S, M (rare herbs and incense worth 50 gp,
type of creatures you wish to detect) which the spell consumes)
Duration: Concentration, up to 1 hour Duration: Instantaneous
Describe or name a creature that is familiar to you. You You touch a beast that has died within the last 10 minutes.
sense the direction to the creature's location, as long as That beast returns to life with 1 hit point. This spell can’t
that creature is within 5 miles of you. If the creature is return to life a beast that has died of old age, nor can it
moving, you know the direction of its movement. restore any missing body parts.
The spell can locate a specific creature known to you, or At Higher Levels. If you cast this spell using a spell slot
the nearest creature of a specific kind (such as a human or of 2nd level or higher, the beast returns to live with 10
a unicorn), so long as you have seen such a creature up additional hit points for each slot level above 1st. It can't
close — within 30 feet — at least once. If the creature you gain more hit points than its hit point maximum.
described or named is in a different form, such as being
under the effects of a polymorph spell, this spell doesn't Snare (revised)
locate the creature. 1st-level abjuration
At Higher Levels. If you cast this spell using a spell slot Casting Time: Special
of 5th level or higher, the range increases by 5 miles for Range: Touch
each slot level above 4th. Components: V, S
Duration: Special
Predator Instinct
1st-level enchantment As you cast this spell, you draw a circle with a 5-foot radius
Casting Time: 1 action on the ground or the floor. When you finish casting, the
Range: 30 feet circle disappears and becomes a magic trap.
Components: V, S This trap is nearly invisible, requiring a successful
Duration: 1 hour Intelligence (Investigation) check against your spell save
DC to be discerned.
You bestow one creature of your choice within range with The trap triggers when a Small, Medium, or Large
keen hunting instincts. The target has advantage on creature moves onto the ground or the floor in the spell’s
initiative rolls, and has advantage on attack rolls against radius. That creature must succeed on a Dexterity saving
any creature that hasn't taken a turn in the combat yet. throw or be magically hoisted into the air, leaving it
The spell ends for a target after its first turn of combat. hanging upside down 3 feet above the ground or the floor.
At Higher Levels. When you cast this spell using a spell The creature is restrained there until the spell ends.
slot of 2nd level or higher, you can target one additional A restrained creature can make a Strength saving throw
creature for each slot level above 1st. at the end of each of its turns, ending the effect on itself on
a success. Alternatively, the creature or someone else who
Primeval Awareness can reach it can use an action to make an Intelligence
2nd-level divination (Arcana) check against your spell save DC. On a success,
Casting Time: 1 minute the restrained effect ends.
Range: Self If you cast this spell using 1 action, its duration is limited
Components: V, S, M (a small figurine, representing the to 10 minutes. If you cast this spell over 1 minute, its
type of creatures you wish to detect) duration is 24 hours. After the trap is triggered, the spell
Duration: Concentration, up to 10 minutes ends when no creature is restrained by it.
You can attune your senses to the region around you and
determine if creatures of a certain type lurk nearby.
When you begin casting this spell, choose a creature type
(e.g. giants or monstrosities). For the duration, you know if
any creatures of the chosen type are present within 1 mile
around you, their numbers, and the creatures’ general
direction and rough distance from you.
If there are multiple groups within range, you learn this
information for each group.
At Higher Levels. If you cast this spell using a spell slot
of 3rd level or higher, the range increases by 1 mile for
each slot level above 2nd.

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Summon Nature's Ally Urban Awareness
1st-level conjuration 1st-level divination (ritual)
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: Self
Components: V, S, M (a small figurine, representing the Components: V, S
type of beast you wish to summon) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 hour You must cast this spell within the confines of a settlement
You call forth the spirit of a beast. The spirit manifests otherwise the spell fails.
physically in an unoccupied space that you can see within You can sense the most prominent emotions running
range. through the settlement, such as fear, unrest, or anger.
You can choose any beast with a Challenge Rating of 1/4 You also gain a rough vision of the general layout of the
or lower. settlement, and you can identify specific districts such as
The creature is friendly to you and your companions for temples, markets, or slums.
the spell’s duration. In combat, the creature shares your During the spell's duration, you can find the fastest
initiative count, but it takes its turn immediately after yours. routes to any destination within the settlement — finding
It obeys verbal commands that you issue to it (no action small alleyways, bypassing blocked streets, and avoiding
required by you). If you don't issue any, it defends itself but large crowds.
otherwise takes no action. At Higher Levels. When you cast this spell using a spell
The creature disappears when it drops to 0 hit points or slot of 2nd level or higher, you can maintain your
when the spell ends. concentration on the spell for an extended time: 10
At Higher Levels. If you cast this spell using a spell slot minutes (2nd level), 1 hour (3rd level), 8 hours (4th level),
of 2nd level or higher, the beast's CR can be as high as the 24 hours (5th level).
spell slot level – 1.
Waverider
Swift Strike 1st-level transmutation
3rd-level transmutation Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S, M (a piece of sharkskin or sealskin)
Components: V, S Duration: 1 hour
Duration: Concentration, up to 1 minute Until the spell ends, one willing creature you touch gains a
You touch a willing creature and infuse it with martial swimming speed equal to its movement speed, and the
prowess and heightened speed. ability to breathe underwater.
Until the spell ends, the target can use a bonus action on At Higher Levels. When you cast this spell using a spell
each of its turns to make a single weapon attack. If engaged slot of 2nd level or higher, you can target one additional
in two-weapon fighting, the target can make this attack as creature for each slot level above 1st.
part of the same bonus action it uses to make the attack
with its other hand.
At Higher Levels. If you cast this spell using a spell slot
of 5th level or higher, the target can make two attacks as a
bonus action.

'Vivien of the Arkbow'


by Magali Villeneuve
The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)
16
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
An animal that is given a command it is trained to follow,
Animal Companions will continue to perform that command until ordered
The knight and his trusted steed, the mercenary and his otherwise. If it doesn't have a command to follow, the beast
loyal fighting dog, the thief and her pick-pocketing monkey, will either flee or hide (taking the Dash or Hide action) or
the ranger and her fierce hunting falcon, or the young lion stand its ground (taking the Dodge action).
that was raised by the tribesman — humanoids have been If you are incapacitated, or absent, an animal acts on its
using trained animals since the dawn of civilization. own, following its training and nature to the best of its
abilities.
Handling Animals Training Types and Commands
Whether or not you can effectively control one or multiple Simple Complex
animals highly depends on your skills as an animal handler. Training Command Command
Depending on your proficiency with the Animal Handling
skill, you can control one or multiple animals at the same Pet, Draft, Riding Dash Hide
time. Your proficiency and experience also determines how Dash, Hide, Attack, Disengage,
strong and powerful an animal can be in order for you to Hunting, Guard, War
Search Help, Ready
tame and control it.
See the Handling Animals by Proficiency table for a Training Types
quick overview. The following types of training exist:
Controlling Animals in Combat Draft. A draft animal is trained to pull or push vehicles
or carry heavy loads. Draft animals are usually bred for
An animal freely follows and executes commands it is strength and a stoic personality, and are less difficult to
trained to do. A beast of burden is trained to pull or move keep under control than pets. A draft animal tries to flee or
on command, a horse is trained to jump when the rider hide when it has lost a quarter of its hit points.
wants to, and a fighting dog is trained to attack. Guard. A guard animal is trained to stay on post or patrol
Commanding an animal to do what it is trained for requires an area on its own for an extended period of time, as well
no ability check by the handler, but an untrained handler as alert its owner to any unknown person or threat it
must spend more of her focus on an animal than a detects. Guard animals are often hostile towards other
proficient one. humanoids besides its owner. A guard animal tries to flee
Your animals take their turns on your initiative. On your or hide when it has lost half of its hit points.
turn, you can verbally issue one command to one animal. If Hunting. A hunting animal is trained to assist during a
you are proficient in the Animal Handling skill, you can also hunt, by coursing, startling, or actively catching the prey. A
use a bonus action to issue the same simple command (e.g. hunting animal willingly attacks only creatures that are
heel) — or use your action to issue the same complex similar to its usual prey. A hunting animal tries to flee or
command (e.g. attack the same target) — to multiple of your hide when it has lost half of its hit points.
animal companions. Pet. A pet is only trained to be housebroken and follow
Depending on the animals training, a command always the owner around. A pet tries to flee or hide in the face of
includes ordering an animal to move to a certain (easy to danger.
reach) location and take one of certain actions, detailed in Riding. A riding animal is trained to carry a rider and
the Trainings Types and Commands table below. quickly follow command from the saddle. A riding animal
Trying to command an animal to do something it isn't tries to flee or hide when it has lost a quarter of its hit
trained for — e.g. forcing an animal untrained for combat points.
towards danger — or any other unusual but reasonable War. An animal trained for war is trained to attack
action always counts as a complex command and creatures much larger than itself and has advantage on
additionally requires a successful DC 20 Wisdom (Animal saving throws against being frightened. A war animal fights
Handling) check. to the death.
An animal never requires your command to use its Wild. If you find yourself accompanied by a wild animal
reaction, but only hunting, guard, and war animals can use that follows your commands, a predator is considered
their reactions to make opportunity attacks. trained for hunting, while a flight animal is either a pet,
draft, or riding animal.

Handling Animals by Proficiency


Max. Number Max. Total CR Issue Issue
Animal Handling of Companions of Companions Simple Command Complex Command
Not Proficient 1 character level / 8 Bonus Action Action
Proficient 2 character level / 8 Free* Bonus Action
Expertise 4 character level / 4 Free* Bonus Action
*once per turn

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


17
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Downtime Activity: Train Animals Option: Beast-like Creatures
Taming or training an animal takes time, empathy, and With your DMs permission, you can also try to tame and
patience. train certain beast-like creatures (e.g. griffons, worgs, or
wyverns). As a guideline, any beast-like creature with an
Resources. Taming or training an animal typically takes Intelligence score of 6 or less, could be eligible, but the DM
at least several workweeks, in which you constantly train has the final say.
with the animal. You need at least 2 hours of concentrated Taming and training such a beast-like monster follows
training each day in order to make any progress. Any the same rules as training an animal, however, your
additional training might risk overexerting the animal and Wisdom (Animal Handling) checks to tame or train the
losing training progress or its Trust (see below). However, creature suffer an additional negative modifier equal to the
you can train different animals on the same day. monster's CR (minimum 0), and the number of required
An untrained, but otherwise tame animal must always be successes is doubled.
trained as a pet before it can receive any further training.
Likewise, any wild animal must first be tamed — Option: Breaking the Beast
becoming used to the presence of the trainer and accepting Building trust and a positive relationship takes time,
food and physical contact — before it can receive training empathy, and patience. If you have neither, you can instead
as a pet. try to break the animal to make it heed your call. Breaking
If you bought an already trained animal, you still need to an animal only takes half the required successes, however
gain its Trust first. Until then, you suffer certain penalties if you fail a Wisdom (Animal Handling) check, you not only
when commanding it (see Trust below). suffer a potential setback, but are also attacked by the
Resolution. After each week of training, make a DC 10 animal and must first subdue it before being able to
Wisdom (Animal Handling) check. This check is modified continue.
by the type of training you wish to impart. A broken animal bears no love to — and might potentially
Once you have accumulated a certain number of training turn on — its master, if the master ever shows any signs of
successes, the training is considered successfully finished. weakness. More than one goblin worg master was mauled
Required
by their beasts in a moment of weakness or carelessness.
Training Modifier Successes
Tame Wild Animal -5 or lower 20
Pet 0 2 New Feat: Animal Wrangler
Draft 0 4 Prerequisite: Proficiency with the Animal Handling skill
Riding -5 8 You have a knack dealing with beasts and making them
Hunting / Guard -5 12
follow your commands. You gain the following benefits:
You gain expertise in the Animal Handling skill,
War -10 20 doubling your proficiency bonus for any ability check
Gain Trust 0 2 you make that uses that proficiency.
On your turn, you can issue one additional free or bonus
Complications. If you rolled a total of 5 or lower on your action command to one of your animal companions.
Wisdom (Animal Handling) check, you overexerted the In addition, you learn animal friendship and beast bond,
animal or made a grave mistake. You lose a number of each of which you can cast once without expending a
training successes equal to 6 minus your result. Rolling a 1 spell slot. You regain the ability to cast those two spells
on the d20 always counts as a failure, though any setback is in this way when you finish a long rest. Wisdom is your
determined by the final result. spellcasting ability for both spells.
If you fail twice in a row, you lost the animal's Trust (see
below).
If you fail twice in a row while trying to regain an
animal's Trust, you lost the last chance of cooperation. It Buying Animals (examples)
will no longer follow any of your commands unless it has
no other choice and it will try to run away from you Animal Price Animal Price
whenever the opportunity arises. Dog, pet 5 gp Horse, draft 50 gp
Trust Dog, draft 10 gp Horse, riding 75 gp
Whether you have recently bought a new animal Dog, riding 25 gp Horse, war 300 gp
companion or made several mistakes in training your own,
you need to gain its trust in order for it to follow your Dog, guard 50 gp Bird, pet 25 gp
orders without hesitation. Dog, hunting 50 gp Bird, hunting 75 gp
Until you (re-)gain an animal's Trust, you suffer the Dog, war 100 gp Bird, war 150 gp
following disadvantages:
All your Wisdom (Animal Handling) checks regarding
this animal are made with disadvantage.
You must succeed on a DC 15 Wisdom (Animal
Handling) check to issue a command the animal is
already trained to follow.

The Focused Ranger v9.5 | by DracoDruid (@GMBinder | @Reddit)


18
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Additional Brews

From a Fan The Legendary Fighter


Always wanted to have Legendary Actions and
Resistances yourself and use Combat Maneuvers

For Fans
with any subclass?
The Promised Warlock
Always thought the pact choice should have a
bigger impact on your warlock and that the pact
blade should work without the Hexblade Patron?
Like many of you out there, I was deeply The Sorcerer Revisited
disappointed and simply sad by the way Always thought that the pact magic and
invocation mechanics would work perfectly for a
Dungeons & Dragons 5th Edition had utterly sorcerer?
gutted our beloved Ranger. The Zealous Paladin
Always thought that Smite shouldn't use spell
slots, but rather have you choose between healing
So, like many of you, I thought I would try my the brave or smiting the wicked?
hands to create not only a fun and interesting
Ranger class worthy of the name, but also one
The Soulmonger
that seamlessly fits in right besides the Always thought the Hexblade was just an obvious
patch for the pact blade and rather wished for
remaining official classes of 5e. less on-the-nose Patron from the Shadowfell?
Circle of Primal Might
My thanks go to the many members of Always dreamed of turning into giant dinosaur
r/DnD5CommunityRanger for their invaluable
and devour your enemies?
feedback and collaboration. Path of the Stormbringer
Always wished you could become Thor - God of
Thunder and Lightning?
I hope you will enjoy the Ranger again by Berserker Revised
playing The Focused Ranger. Always loved the Berserker, but felt it was a little
underwhelming?

Untamed Orcs
Created by DracoDruid
Always loved Orcs and wished they were
portrayed as a more complex race?
[@GMBinder | @Reddit]
Dragonborn Reborn
Always loved the Dragonborn but felt a little
Cover Art 'Grahtwood Ambusher' disappointed?
by Gabriela Dea Julia was created for Humans
Always felt that Humans got the short end of the
The Elder Scrolls Legends creative stick in 5e?
Warforged Reforged
Format: DIN A4 Always loved the Warforged but felt a little
disappointed?
Greater Goliaths
Always loved the Goliaths but felt they needed
just a little bit more?

WWW.GMBINDER.COM
 
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like