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The Martial Ranger

Mundane Survival Abilities to Replace


Ranger Spells

by MICHAEL KIDD

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The purpose of this revision to the Ranger’s spell list is to satisfy players who wish to have a non-
spellcasting Ranger class. I used the new revised Ranger that was released in Unearthed Arcana,
September 2016.
https://dnd.wizards.com/articles/features/unearthed-arcana-ranger-revised

I have attempted to rework the spells into a mundane ability set that would be more in line with a
trained scout or survivalist. I have attempted to balance the power of the ability with that of the
original spell, using the same DCs and damage dice. I have changed some of the elemental damages
to better reflect what a survivalist would have access to. I took some liberties with what would be
mundane abilities (such as explosives in the place of lightning damage). Where some abilities
become more constantly useable, such as Hunter’s Quarry (Hunter’s Mark spell), I added a setback
feature to balance the utility of the ability. The abilities are divided up into 4 categories, Abilities
which can be used at will, Salves which need preparation during a long rest, Traps which may be
used repeatedly (balanced by their need for preparation for use rather than spontaneous casting),
and Weapon Modifications which need to be prepared during a long rest. I spaced out the levels at
which the Ranger gains access to the abilities in order to pace the power advancement of the
Ranger.

For the purpose of saving throws which would regularly use the Ranger’s Spell Save DC, we will
rename the Spell Save DC as the Hazard Save DC. 8 + Wisdom Modifier + Proficiency.

I would really love feedback, constructive criticism, and balancing notes. Oh, and if anyone wants to
supply me with some art that I can use for this document, that’s more than welcome too! Reach me
on Facebook @ http://www.facebook.com/michael.ross.kidd

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The Martial Ranger

Are you frightened? Not nearly frightened enough. I know what to avoid being poisoned, the Ranger uses their Hazard
hunts you. DC in place.
—Strider, Lord of the Rings
Rig Alarm (trap)
Salves The Ranger learns to make a cunning alarm that can alert
the Ranger to imminent danger. With 1 minute’s
The Ranger is able to collect and store herbs and preparation, the ranger can rig an alarm for a 20 foot
reagents for use in medicinal and protective salves. cube. The alarm can detect any creature tiny or larger
While the ingredients can be collected, dried, and stored, that enters the space. The Ranger can rig the alarm to
the salve itself must be freshly prepared before use. The produce a loud sound, a harmless flash fire effect, or a
prepared herbs are useable for a full 24 hours. The silent or disguised notification that only the Ranger
Ranger can only have one prepared salve per day, but understands.
does gain the ability to prepare more as the Ranger gains
levels. Sense Poison and Disease
With considerable concentration and effort the Ranger
Level 1 can detect minute traces of poison and sense the
presence of disease. The Ranger must not be in combat
Flameproofing (salve) or concentrating on any other task. With a DC 10
Wisdom (survival) check the Ranger can identify the
While it is called “Flameproofing” the concoction is
signs of poison or their ingredients by sight and smell.
actually useful against any kind of elemental damage.
The Ranger can also discern those who suffer from
This oil is a translucent orange and is undetectable once
disease within 30 feet of them. To continue the effort
applied to the skin. When applied on the skin, it offers a
for longer than 10 minutes, or during any other kind of
one-time protection against the elements. While applied,
activity or interruption requires a DC 20 Wisdom
when the Ranger suffers elemental damage (acid, cold,
(survival) check.
fire, lightning, or thunder), the oil offers immunity to
elemental damage for one round, after which the oil is Level 3
spent and offers no further benefit. The oil lasts for 24
hours once applied. Hunter’s Quarry
Healing Balm (salve) The Ranger learns a level of concentration in battle
This balm is a thick white paste which can be applied to beyond what other warriors can achieve. Honing in on
injuries. It can be divided into separate doses, saving the one target, the Ranger is able to deal vicious blows
unused portion for later use through the day. The balm against a targeted quarry. As a bonus action the Ranger
has a 24 hour potency, after which it is useless. The can elect a target to be a quarry. The Ranger deals an
Ranger can prepare enough to heal 10hp worth of extra 1d6 weapon damage against the target for the
injuries. duration of combat. When the Ranger’s quarry hits 0 hit
points, the ranger may elect a new quarry to take its
Level 2 place. This focus has a price, the first attack made
against the ranger each round by a creature other than

Traps the Ranger’s quarry is made with advantage. While a


quarry is marked, the Ranger can not activate a trap or
The Ranger is able to quickly assemble useful and deadly weapon modification for use. If a trap or weapon
traps under pressure. With only 1 minute of preparation modification was already activated for use before a
the Ranger is able to assemble and set a trap. Traps may quarry was marked, the trap or modification effects still
be used repeatedly through the day. If a Ranger is apply along with the quarry effects.
proficient with a Poisoner’s Kit, they may apply a poison
to the trap, delivering the poison to the target if they Urban Camouflage (Deep Stalker only)
trigger the trap. The poison’s DC to avoid being The Deep Stalker Ranger gains the ability to create a
poisoned still applies. If the poison does not have a DC passable disguise with very little time to prepare. Given
1 minute to construct a disguise, the Ranger can disguise
their identity, construct a passable representation of a

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uniform, or even appear a foot taller or shorter, heavier unlucky creature. Any creature stumbling into the
or thinner set than their true form. Creatures attempting tripwires or standing among them is likely to set off the
to discern whether the Ranger is disguised can use their trap. The first time a creature enters within 30 feet of
action to perform an Intelligence (investigation) check the crossbow, or ends it’s turn there the crossbow fires a
against your Hazard DC. bolt. The target must make a Dexterity saving throw or
take 1d6 piercing damage.
Level 4
Antidote (salve)
Weapon Modifications The Ranger can create an Antitoxin Salve that acts as an
antidote to a poison that the Ranger has detected in a
At the beginning of each day the Ranger may elect to
target. The Antitoxin is prepared ahead of time (usually
prepare a weapon modification that can be used in battle
at the beginning of the day) as are other salves, but the
with great effect. The Ranger may have one weapon
reagents involved to use it as an antidote can be applied
modification prepared at a time at 4th level, gaining more
just before use, tailoring the antidote to the specific
uses at later levels. The Ranger may activate a weapon
poison. If more than one poison is present in a target,
modification with a bonus action. Only one
the Ranger can elect to use more reagent to cure
modification can be active at a time.
additional poisons, eliminating the use of further Salves
Shrapnel Arrow (weapon mod) (no matter the type of Salve prepared, this uses the
ingredients) if any Salves were remaining in the Ranger’s
The Ranger can prepare one piece of ammunition, or inventory.
one thrown weapon with a charge capable of delivering
shrapnel damage to the close surrounding area. Whether Level 6
you hit or miss the target of your attack, in addition to
the normal effects of the attack, the target and any Eye For Pitfalls
creatures in the surrounding 5 feet must make a The Ranger is able to detect the presence of intentionally
Dexterity save. A creature takes 1d10 piercing damage crafted traps that are within line of sight. When the
on a failed saving throw, or half as much on a successful Ranger makes a Perception roll, on a roll of 20 or higher
one. this training creates an awareness in the Ranger for
unnatural hazards such as an alarm spell or a glyph or
Searing Sticky Bomb (weapon mod) warding, or a mechanical trap. The Ranger does not
The Ranger can rig up one weapon, ranged or melee, to know the exact location of the danger (unless the
deliver a burning mess of sticky pitch. Beyond the usual perception roll succeeded in finding the danger), but
stickiness of tree pitch, this rendered substance has an does have a sense of the danger posed.
adherent quality that can fix a creature in place while it
burns their skin with an acid-like corrosion. When a Identify Animal and Plant Life
creature is struck with the modified weapon, the target The Ranger has a keen awareness of the surrounding
must succeed on a Strength saving throw or be area and can identify the animal and plant like for the
restrained. A Large or larger creature has advantage on surrounding 5 miles. If you are tracking a specific type
the saving throw. While restrained the target suffers 1d6 of animal or plant in that is present within the
acid damage at the beginning of each turn. The surrounding 5 miles, you know the direction and distance
restrained creature, or any other creature that can touch to the closest plant or animal of that kind.
the target, may use its action to make a strength check.
On a success the target is freed. Sense Ambush (Deep Stalker only)
Level 5 The Deep Stalker is ever vigilant for danger. If the
Ranger, or any of the Ranger’s companions are surprised
The Ranger is able to prepare 2 Salves per day. while within 30 feet, the Ranger can use a reaction to
impose disadvantage on attacks against the Ranger and
Tripwire Crossbow (trap) effected companions during the surprise round.
The Ranger can seamlessly hide a minute crossbow into Level 7
the surrounding area, running nearly invisible tripwires
and triggers from the deadly rig. The trap requires 1 The Ranger is able to prepare 2 Weapon
minute to install properly. The crossbow is equipped Modifications per day.
with 4 drawn bows, capable of firing 4 bolts at an

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Snares and Spikes (trap) when needed. The Ranger attaches a reservoir of a
The Ranger is able to disguise a deadly gauntlet of custom oil to his forearm that can be used to coat
snares, spikes, caltrops, and other nasty surprises for any ammunition, or the Ranger can cover up to two weapons
unlucky creature that wanders into the trap. The Ranger with the solution. The Ranger’s glove is equipped with a
can cover a 20 foot radius with dangers for other flint pad than can spark the oil into a flaming
creatures. The trap requires 1 minute to install properly. conflagration. The ammunition or weapons remain
The terrain becomes difficult terrain while the trap is flaming for one minute. When a target is struck with the
active. When a creature other than the Ranger moves ammunition or weapon, the target suffers an additional
into the area, it takes 2d4 piercing damage for every 5 1d6 fire damage. The concoction of oil prepares enough
feet it travels (no save). The hazard can be detected with for a full quiver of ammunition to be coated, or to coat
a Perception check (DC matching your Hazard Save DC) two weapons.
to identify the terrain as trapped and as difficult terrain. Level 10
The Ranger may elect to show other creatures the trap.
Such notified creatures still suffer from normal difficult
terrain effects, but may attempt to navigate the trap with The Ranger is able to prepare 3 Weapon
a DC 10 Dexterity (Acrobatics) save to suffer no Modifications per day.
damage).
Greater Flameproofing (salve)
Level 8 The flameproofing salve maintains it’s original effect, but
gains the added benefit of the having a 1 hour lasting
Greater Antidote (salve) resistance to elemental damage. The 1 hour resistance to
The Ranger is able to expand the use of their Antitoxin elemental damage (acid, cold, fire, lightning, or thunder)
Salve used in preparing an antidote. The Salve can now begins once the initial use to flameproofing is triggered.
be used to treat disease, or to cure a target of blindness,
deafness, and paralysis, as well as poison. The treatment Trap Favoured Enemy (Deep Stalker only)
of poison is now more effective, and the target has The Deep Stalker is so adept at knowing the specific
advantage on saving throws against being poisoned, and weaknesses of a Favoured Enemy that the Ranger can
resistance to poison damage for 1 hour after treatment. elect that only a specific Favoured Enemy can trigger a
trap set by the Ranger. By tailoring the trap to a specific
Leave No Sign Favoured Enemy, the trap can be made more potent.
The Ranger becomes a greater master of stealth and non The Ranger may add 2d6 piercing damage to the trap’s
detection. With a great degree of concentration the standard effects and any creature resistant to any part of
Ranger can obscure the passage of traveling companions the trap’s damage suffers damage as they would without
as well. While not in combat or performing any kind of resistance, and any creature immune to any part of the
complicated task, the Ranger can increase the stealth of trap’s damage suffers that damage as if they were
all companions within 30 feet by +10. The Ranger must resistant to the damage.
be alert and is unable to do anything but move and guide
companions along the most stealthy route. While Level 11
traveling in this state the group can not be tracked except
by magical means. The group leaves no tracks or sign of Improved Shrapnel Arrow (weapon mod)
passage. The Ranger sacrifices some degree of The Ranger develops a light weight, high explosive
awareness due to having to hide and keep low, and while charge. The arrow can now be rigged to deliver a blast
using this ability the Ranger and all effected companions damaging the target by 2d8 piercing & 2d8 fire on a
suffer a -5 to all perception checks. failed Dexterity saving throw, or half as much on a
successful save. The blast range for the shrapnel extends
Level 9 to each creature within 10 feet, who suffer 1d8 piercing,
1d8 fire on a failed Dexterity saving throw, or half as
The Ranger is able to prepare 3 Salves per day. much on a successful save.

Scorching Oil (weapon mod) Improved Searing Sticky Bomb


The Ranger develops a technique for working with (weapon mod)
flaming weapons and the modifications to ammunition The Ranger has developed an even more adherent and
and weapons necessary to use this technique swiftly corrosive substance to add to the modification. When

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the target creature is struck with the modified weapon, Level 14
they take an additional 2d6 acid damage. The damage
that is inflicted to a restrained creature at the beginning Snare Gauntlet (trap)
of each turn is increased to 2d6. The size of creature
The Ranger gains a mastery over quickly laying elaborate
with advantage to Strength saving throws to avoid or free
traps. With only 1 minute preparation, the Ranger is able
themselves from being restrained is now Huge instead of
to lay a web of snares that can hamper the movement of
Large.
even the largest quarry and in great numbers. The
Level 12 Ranger lays snares in a 30 foot radius from a central
mechanism. The Ranger can trigger the trap with a
Improved Leave No Sign (Deep Stalker only) bonus action. When the trap is triggered, all creatures
within the 30 foot radius must succeed on a Dexterity
Any creature rolling a perception check against the
saving throw or be pulled 20 feet directly towards the
stealth checks of the Ranger and any companions under
central mechanism. The targets are restrained until they
the effects of the Ranger’s Leave No Sign ability roll with
succeed on a Strength (Athletics) check to escape their
disadvantage. The Deep Stalker gains the use of this
bonds, or are able to cut their bonds. The bonds of the
ability during combat, but can not share the benefits with
snares have an AC 5 and 20 hit points, and are resistant
companions during combat.
to non-magical damage.
Level 13 Level 15
The Ranger is able to prepare 4 Salves per day. Ironwood Oil (salve)
Track Quarry The Ranger expands their knowledge of Salves with a
dark brown concoction of the root of the ironwood tree,
The Ranger’s senses have been honed to near perfection. fish oils, and a rare yellow herb called Sunroot. The
The Ranger is able to track any type of creature (a Ranger can mix a Salve to harden their skin against
specific kind of creature such as a human or a unicorn) physical damage. While coated in this Salve the target
over immense distances. The Ranger can spot the tracks has resistance to nonmagical bludgeoning, piercing, and
or signs of passage of any kind of creature. If one of slashing damage. The effects of this salve last for 1
the selected type of creature are within 1000 feet of you, hour.
you can sense their direction, movement, and
approximate distance. This ability does not detect Level 16
whether the creature is effected by a polymorph spell, or
other such enchantment, and the Ranger would only be Deft Movement
aware of their present form. This ability does not work The Ranger’s speed and movement can no longer be
if the trail is interrupted by a body of water at least 10 reduced by magical effects. The Ranger can no longer be
feet wide. paralyzed or restrained by magical means. The Ranger
also gains the uncanny ability to escape nonmagical
Improved Urban Camouflage bonds. Restraints such as nonmagical manacles or a
(Deep Stalker only) grappling creature can now be escaped by 5 feet of
The Ranger’s ability to create a quick and passable movement and a DC 10 Strength (athletics) or Dexterity
disguise becomes preternaturally swift. Given 1 minute (acrobatics) check. Finally, being underwater imposes no
to construct the disguises, the Deep Stalker can disguise penalties on the target’s movement or attacks.
the identities of up to 10 people, constructing passable
representations of uniforms, or even make targets appear
Level 17
a foot taller or shorter, heavier or thinner set than their
true form. Creatures attempting to discern whether the The Ranger is able to prepare 4 Salves per day.
Ranger or any companions affected by the ability are
disguised can use their action to perform an Intelligence Reloading Grip (weapon mod)
(investigation) check against your Hazard DC. The Ranger develops a modification to their quiver and
glove that allows them unparalleled reloading capability.
The Ranger is able to preload the rig with enough
ammunition for 1 minute’s use (after which time the
Ranger’s hand would fatigue from the strain anyway).

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While the modification is active the Ranger is able to use
a bonus action to make two attacks with a weapon that
uses ammunition from a quiver. The rig allows for the
ammunition to be automatically loaded into the Ranger’s
grip. After the modification has been used it requires a
short rest to preload the ammunition and reset the
rigging. The rigging to this modification is complicated
and requires concentration to use. The Ranger can not
benefit from their Hunter’s Quarry ability while using the
Reloading Grip.

Level 18
Perfected Shrapnel Arrow (weapon mod)
The Ranger perfects the high explosive charge. The
arrow can now be rigged to deliver a blast damaging the
target by 4d8 piercing & 4d8 fire on a failed Dexterity
saving throw, or half as much on a successful save. The
blast range for the shrapnel extends to each creature
within a 40 foot radius, 20-foot-high cylinder, who suffer
4d8 piercing, 4d8 fire on a failed Dexterity saving throw,
or half as much on a successful save.

Perfected Searing Sticky Bomb


(weapon mod)
The Ranger has developed an even more adherent and
corrosive substance to add to the modification. When
the target creature is struck with the modified weapon,
they take an additional 4d6 acid damage. The damage
that is inflicted to a restrained creature at the beginning
of each turn is increased to 4d6. The size of creature no
longer grants advantage on saving throws.

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