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to choose that path? and to gain new Favorite Terrain with practice.
Land’s Stride is gone, partially absorbed by Expert Explorer.
Wilderness Expertise is a new trait that grants Proficiency
Quick Build or doubles the Proficiency Bonus of the ranger’s signature
You can make a ranger quickly by following these skills.
suggestions. First, make Dexterity your highest ability Spellcasting is gone (duh).
score, followed by Wisdom for all your skills related to Predator Focusing is a new trait that emulates the spell
learning about the natural world. Rangers who prefer to Hunter’s Mark, the most important Ranger spell according
focus on direct combat with melee weapons may prefer to the community.
to replace Dexterity with Strength as their primary Primeval Awareness has acquired the changes of the
characteristic. Second, choose the “outlander” Explorer in Unearthed Arcana and has been divided for a
background. new ability, Feral Familiarity, which will make up for the
absence of spells such as Talk to Animals
Naturalist Medic is a new trait to make up for the absence
My Goal of healing and restorative spells.
This Homebrew attempts to recreate the Ranger as the Martial Versatility has been added to add the feeling of
warrior and survivor archetype on its own, removing its being a survivor who adapts to the circumstances.
ability to cast spells (that feature may return for some Quick Hide has replaced Hide in Plain Sight
subclasses) and, in exchange, buffing features that are Tireless has been added to make up for the absence of
normally criticized for their lack of usefulness but are support spells.
Fighting Style increased the number of styles available.
specials for the class, such as the Favored Enemy and Stalking Predator is a new trait that takes part of the Vanish
Favored Terrain mechanics (I have never liked that trait from Unharted Arcana.
WOTC wants to replace them with Favored Foe or Deft Pack Hunter is a new trait to encourage teamwork.
Explorer) Foe Slayer has been improved. Now grants additional buffs
It tries to maintain the essence of a class that against Favored Enemies.
achieves its achievements through its own experience Homebrew Subclasses from various places will be added.
and willpower, but with enough notable and unique
traits to make it more than a “Just make it a Bow
Fighter.” As a lover of the survivor theme, I think this
class deserves something more.
What am I looking for?
By removing the spellcasting mechanic from the current
ranger, I aim for the basis of this class to make the
player feel like a predator and a savage protector.
Someone who knows how to defend himself and others
from the dangers of nature and, at the same time,
knows how to live with the wildness as well as combat
it.
Ranger
Level Proficiency Bonus Predator Damage Features
1st +2 — Natural Explorer, Wilderness Expertise
2nd +2 1d4 Predator Focusing, Fighting Style
3rd +2 1d4 Favored Enemy, Ranger Conclave, Naturalist Medic
4th +2 1d4 Ability Score Improvement, Martial Versatility
5th +3 1d6 Extra Attack
6th +3 1d6 Quick Hide, Greater Favored Enemy, Favored Enemy Improvement
7th +3 1d6 Ranger Conclave Feature
8th +3 1d6 Ability Score Improvement
9th +4 1d8 Primeval Awareness, Feral Familiarity
10th +4 1d8 Favored Enemy Improvement, Greater Favored Enemy Improvement
11th +4 1d8 Tireless, Expert Explorer, Ranger Conclave Feature
12th +4 1d8 Ability Score Improvement
13th +5 1d10 Stalking Predator
14th +5 1d10 Favored Enemy Improvement, Greater Favored Enemy Improvement
15th +5 1d10 Ranger Conclave Feature
16th +5 1d10 Ability Score Improvement
17th +6 1d12 Feral Senses
18th +6 1d12 Hunter Pack
19th +6 1d12 Ability Score Improvement
20th +6 1d12 Foe Slayer
You can draw a weapon that has the thrown property as On a successful roll, you acquire as many medicinal
part of the attack you make with the weapon. In poultices as your Wisdom bonus. On a failure, you gain
addition, when you hit with a ranged attack using a only as many poultices as half your Wisdom Bonus
thrown weapon, you gain a +2 bonus to the damage roll. (rounded down). You must have an herbalism kit to
create them and you craft the poultices at the end of the
search and as part of the same hour.
A medicinal poultice can be used by any creature with How to earn Hunt Points and the unique Favored
Survival or Nature Proficiency on itself or another Enemy benefits will be found at the end of the class
adjacent creature using an Action on their turn. The description.
target creature regains Hit Points equal to 1d6 for every Ability Score Improvement
two ranger levels you have (rounded down) and loses
the Poisoned condition. When you reach 4th level, and again at 8th, 12th, 16th,
A medicinal poultice loses its potency if it is not used and 19th level, you can increase one ability score of
after 24 hours of being crafted. your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can’t increase an
Favored Enemy ability score above 20 using this feature. Alternatively,
At 3th level, you already know the basics of the path of you can forgo the ability increase and choose a feat
the ranger and know the tactics for hunting certain instead.
types of enemies in particular. Choose two favorite Martial Versatility
enemies from the list. Each type of favored enemy
grants a particular benefit. Additionally, against any Whenever you reach a level in this class that grants the
favored enemy you gain the following benefits. Ability Score Improvement feature, you can replace a
fighting style you know with another fighting style
You have advantage on Wisdom (Survival) checks to available to rangers. This replacement represents a shift
track your favored enemies, as well as on of focus in your martial practice.
Intelligence checks to recall information about them. Extra Attack
You have advantage on Saving Throws against your
favored enemy’s innate abilities such as a dragon’s Beginning at 5th level, you can attack twice, instead of
Intimidating Presence. This does not apply to spells once, whenever you take the Attack action on your turn.
your enemy can cast.
Quick Hide
When you gain this feature, you also learn one
language of your choice that is spoken by your favored At 6th level, you have learned how to react quickly so as
enemies, if they speak one at all. not to be noticed by those you pursue, or by those
You choose one additional favored enemy, as well as pursuing you. You can take the Hide action as a Bonus
an associated language, at 6th, 10th and 14th level. Action.
If you participate enough in hunting and killing a type Greater Favored Enemy
of enemy, you can gain enough knowledge to also make
it a favored enemy (without learning its language) Your abilities to be an enemy hunter have increased
through Hunt Points. Accumulating 20 Hunt points considerably. At 6th level, select a type of greater
against an enemy type makes it another Favored Enemy favored enemy from the greater favored enemy list at
for you. the end of the description for this class.
You gain all the benefits against this chosen enemy that Favored Terrain You can take the Dash action as a
you normally gain against your favored enemy, Bonus Action and have advantage on attack rolls
including an additional language, and each greater against creatures that have not yet taken a turn.
favored enemy grants a special benefit. You gain a new Stalking Predator
greater favored enemy higher at 10th and 14th levels
Primeval Awareness A predator must take advantage of the surprise factor at
all times. Starting at 13th level, you gain a +5 bonus on
Starting at 9th level, you have learned to identify even Stealth checks and you can’t be tracked by nonmagical
the slightest indication of the presence of other beings. means, unless you choose to leave a trail.
You can use an Action to focus entirely on what your Favored Terrain. In addition to the benefits above, any
keen senses detect. In the next minute, you detect the creature that attempts to detect you takes a -5 penalty to
presence of creatures within a mile radius and an their Wisdom (Perception) checks.
approximate direction, but it does not reveal the number Feral Senses
of creatures.
Preferred Terrain: You can also know an approximate Starting at 17th level, you have refined your perception
distance of each creature (in miles). and detection of stimuli until you can notice what is
Favorite Enemy: Know if the detected creature is a invisible to you. You are aware of the location of any
favored enemy and you can make a Wisdom roll to invisible creature within 30 feet of you, as long as the
know exactly which creature it is. If there is more than creature is not hidden from you and you are not blinded
one favored enemy, you make a roll for each creature. and deafened.
Feral Familiarity Pack Hunter
The number of times you have found yourself having to By using your knowledge and abilities to lead a hunt you
deal with animals and other beings in wild can increase the lethality of the group. Starting at 18th
environments has taught you how to communicate your level, when you have marked a creature as Prey with
intentions to these creatures. Starting at 9th level, you your Predator Focus trait, you can use an Action to
have gained great ability to communicate with beasts. reveal its weakness to any creature within 30 feet of you
Through sounds and gestures, you can communicate that can see or hear you. Creatures to whom you reveal
simple ideas to a beast as an action, and can read it’s your prey’s weakness add 1d4 to their damage rolls
basic mood and intent. You learn its emotional state, against that creature.
whether it is affected by magic of any sort, its short-term
needs (such as food or safety), and actions you can take Foe Slayer
(if any) to persuade it to not attack. At 20th level, you become an unparalleled hunter of
You cannot use this ability against a creature that you your enemies. You add your Wisdom modifier to all your
have attacked within the past 10 minutes. damage rolls.
Tireless Favorite Enemies: In addition to the benefits already
Long walks and facing the most exhausting trips have mentioned, you always have advantage on your attack
rolls against your favored enemies and they cannot have
given you unparalleled resistance. As an action, you can advantage on their attack rolls against you.
give yourself a number of temporary hit points equal to
1d8 + your Wisdom modifier (minimum of 1 ). Hunt Points
You can use this trair a number of times equal to your As a ranger, your ability to assimilate long-term lore
proficiency bonus, and you regain all expended uses from enemies is critical. After all, it is through that kind
when you finish a long rest. of learning that you gained the knowledge to confront
In addition, whenever you finish a short rest, your your favorite enemies.
exhaustion level, if any, is decreased by 1. On paper, this knowledge is represented with Hunt
Expert Explorer Points. To learn enough about an enemy to make it one
So much traveling and exploring the world has of your favorite enemies you have to reach up to 20 hunt
accustomed you to the worst of each terrain. At 11th points for that type of enemy. You earn hunt points
level, you ignore all difficult terrain, including magical through activities related to hunting said enemy or
difficult terrain, and other creatures have disadvantage studying it. What activities you do and how many
when attempting to track you by nonmagical means. hunting points they give can be left to the Dungeon
Additionally, you gain a special benefit based on your Master’s judgment, but here you are given a small table
preferred terrain, explained at the end of this class. You of examples.
only have special benefits from favored lands earned by
reaching the indicated levels in Natural Explorer.
Earning Hunt Points Favored Enemies Table
Hunt Points Favored
Activity Earned Enemy Benefit
Successfully tracking the enemy 1 Beats You have advantage on checks that use the
Critical Hit against the enemy 1 Animal Handling skill.
Deal the final blow to the enemy 2 Feys You have advantage on saving throws to avoid
Read and research about the enemy 1 per hour being Charmed.
Engage in a battle against the enemy 1 Humanoids When you roll a 1 on a damage die for an attack
Emerge victorious in a battle against the 2 made with a weapon, you can reroll the die and
enemy use the new result.
Monstruosities You add your Wisdom modifier as a bonus to
The hunt points you earn are directly tied to the type your initiative rolls.
of enemy you got them from. For example, if you have Undeads You have resistance to necrotic damage.
18 Humanoid hunt points, and you spend two hours Plants You have resistance to poison damage.
reading about Beasts, you will have 18 humanoid hunt
points and 2 Beast hunt points. The points you earn can Greater Favored Enemies Table
also be accumulated. For example, if you land the killing
blow on an undead and it is a critical hit, you will gain 3 Greater
undead hunt points (1 for landing a critical hit, and 2 for Favored
landing the final blow). If you also win the battle, you Enemy Benefit
will receive another 2 hunt points for having won a fight Aberrations You have resistance to psychic damage.
The Dungeon Master can add more activities as they a d6 and add the total to your AC until the end of
sees fit, or even modify the number of hunting points the game. turn, even against the triggering
example, if the explorer is lucky enough to come across Fiends When a creature you marked with your Predator
a unique tome that grants new knowledge to confront Focus forces you to make a Saving Throw, you
beings from the infernal plane, each hour of reading can add a bonus to the roll equal to half your
Learning so much about one type of creature gives you, Terrain Benefit
as a rangr, unique additional benefits. You can only have Forest You have advantage on all Wisdom (Perception)
obtained by reaching the levels indicated in the Favorite Coast Swim doesn’t cost you extra movement.
Beast Companion
At 3rd level, you learn the techniques to tame and gain
the loyalty of beasts, as well as to train and care for
them to awaken their full potential. You’ve trained and
fed an animal all the way and finally it’s ready to fight at
your side. This animal is always ready to defend you and
fight against dangers, united with you through an
empathic bond that is represented in your Companion’s
Bond trait.
At the end of the description of this subclass, you will
be given a series of steps with which to create and
customize your own Animal Companion.
Companion’s Bond
Years of practice and care have given you and your
companion a special bond that has strengthened to the
point where both of you fight as one. Your animal
companion takes its own initiative, but you determine its
actions, decisions, attitudes, etc. If you become
incapacitated or absent, your animal companion acts on
its own will.
When you use your Natural Explorer trait, both you
and your companion can move stealthy at a normal
pace.
Your animal companion grows stronger with you. Use Protect!: When a single-target attack hits a creature
your Proficiency bonus instead of its and gain the within 5 feet of your companion, you can use your
benefits of your Favored Enemy traits. He will also gain reaction to have the damage redirected to your
Greater Favored Enemy when you obtain him. companion.
If your animal companion is killed, the bond between
you makes it easier for you to rescue it from the Invincible Duo
clutches of death. An animal companion that is reduced Starting at 15th level, the bond of empathy and
to 0 hit points makes death saving throws. If your friendship that unites you and your companion is
companion has died within the last hour, you can use 1 capable of greatly increasing the strength of both of you.
full hour and spend a medicinal poultice to bring him Your companion gains the same benefits of Predator
back to life with 1 hit point. You will not be able to Focus when he attacks and tracks a creature you have
revive it again this way until you finish a Long Rest. marked as your prey.
If your animal companion dies, you will have to get Additionally, while both are alive, they add a +2 bonus
another one. For that, check the Train Partner section. to attack and damage rolls against the creature you have
Your animal companion follows the rest of the rules marked as your prey.
that apply to player characters, including the ability to Beast Companion Creation
roll hit dice to regain hit points on rests. The beasts are different from each other and special
Exceptional Training training by their ranger allows them to differentiate
At 7th level, your animal companion has participated in themselves even more from the rest of the fauna while
enough battles to acquire a Beastly Combat Style. becoming stronger. As a ranger, you decide what your
Ambusher: can use the Hide action as a Bonus companion will look and what techniques and attacks it
Action. will have. Try to match the attacks and abilities with the
Defender: The beast grants +1 AC to any creature of appearance or type of animal that will be your
its choice within 5 feet of it. companion.
Opportunist: The range of a melee attack increases
by 5 feet if the beast have advantage on the attack roll. Step 1: Size
Finisher After the beast damage a creature, if that Your companion is a Tiny, Small or Medium beast (your
creature has 5 hit points or less remaining, it dies. choice).
Mutual Support Step 2: Abilities and Defenses
At 11th level, your animal companion has learned to Choose three of the following skills: Athletics,
react to your quickest commands. You can use your Perception, Nature, Stealth, and Survival. Your
reaction to give an order to your companion from the companion will be competent in these skills. It’s also
following list of commands. proficient on Strength and Dexterity saving throws. It
Resist!: When your companion makes a saving throw, has one of the following ability score arrays.
you can use your reaction to give it advantage on the
save. Companion Ability Score Arrays
Assist!: When a creature makes a skill check within 5
feet of your companion, you can use your reaction to Array STR DEX CON INT WIS CHA
have your companion assist the creature, providing Bulky 14+PB 10+PB 14+PB 6 12+PB 11
advantage on the skill roll. Middling 14+PB 12+PB 12+PB 6 12+PB 11
Cover!: When a single-target attack hits your
Light 11+PBPB 14+PB 11+PB 6 12+PB 11
companion, you can use your reaction to command it to Its Armor Class = 10 + PB (Proficiency Bonus) + its
use a creature within 5 feet of it as cover, redirecting all Dexterity modifier, and it has a number of Hit Dice
damage to that creature. equal to your ranger level. If it is bulky, its Hit Points are
Distract!: When a creature within 5 feet of your equal to 6 + six times your ranger level, and its Hit Dice
companion makes an attack roll against another are d10s. If Medium, its Hit Points are equal to 5 + five
creature, you can use your reaction to have your times your ranger level, and its Hit Dice are d8s. If it is
companion distract the target, providing disadvantage Light, its Hit Points are equal to 4 + four times your
on the attack roll. ranger level, and its Hit Dice are d6s. Your animal
Dodge!: When a creature makes an attack roll against companion is always a Beast type creature.
your companion, you can use your reaction to increase
the Armor Class of your companion by 5 against that Step 3: Senses
attack roll. Your animal companion has darkvision 15 ft. and two of
the following Sense features. You can replace one
Sense with one Special Movement feature.
Keen Hearing. The beast has advantage on Wisdom Tail can use any long appendage: a tail, tentacle or even
(Perception) checks that rely on hearing. a tongue.
Keen Sight. The beast has advantage on Wisdom Note that beasts can grapple without a free hand,
(Perception) checks that rely on sight. using their mouth, or body in the case of constrictors.
Keen Smell. The beast has advantage on Wisdom
(Perception) checks that rely on smell. Bite. Melee weapon attack: reach 5 ft., one target.
Keen Touch. The beast has tremorsense 40 ft. Hit: 1d8+Str piercing damage. If the beast hits a
Echolocation. The beast has blindsight 60 ft. as long target with a bite attack, it can use its bonus action to
as it is not deafened. attempt to grapple that target.
Nightvision The beast’s darkvision increases its Claw. Melee weapon attack: finesse, reach 5 ft., one
range up to 30 ft. target. Hit: 1d4+Str/Dex slashing damage. If the
beast makes a claw attack using its action, it can
Step 4: Speed make another claw attack as a bonus action.
Your companion has one of the following Speed Gore. Melee weapon attack: reach 5 ft., one target.
options. Hit: 1d6+Str piercing damage. If the beast uses
Charge on this attack, the damage die increases to a
Land-based. 40 ft, swim 10 ft. d12.
Climber. 30 ft, climb 30 ft. Pummel. Melee weapon attack: reach 5 ft., one
Flyer. 10 ft, fly 60 ft. Cannot use the Bulky array. target. Hit: 1d6+Str bludgeoning damage. If the
Aquatic. 5 ft, swim 60 ft. beast hits a target with a pummel attack, it can use
Amphibian. 30 ft, swim 30 ft. its bonus action to attempt to shove that target.
Burrower. 30 ft, burrow 10 ft. Sting. Melee weapon attack: finesse, reach 5 ft., one
target. Hit: 1d4+Str/Dex piercing damage. If the
Step 5. Special Movement target fails its saving throw against Envenom, it
Your companion has one of the following special takes an additional 1d8 poison damage.
Special Movement features, or two if replacing a Sense. Tail. Melee weapon attack: reach 10 ft., one target.
Hit: 1d6+Str bludgeoning damage.
Amphibious. The beast can breathe air and water. Web (Recharge 5-6). Ranged Weapon Attack: range
Flyby. The beast doesn’t provoke opportunity attacks 30/60 ft., one target. Hit: The target is restrained by
when it flies out of an enemy’s reach. webbing. As an action, the restrained target can
Hold Breath. The beast can hold its breath for 15 make a DC 10+PB Strength check, bursting the
minutes. webbing on a success. The webbing can also be
Running Leap. With a 10-foot running start, the attacked and destroyed (AC 10; HP 5; vulnerability to
beast can long jump up to 25 feet. fire damage; immunity to bludgeoning, poison, and
Slither. The beast does not need limbs to walk, swim psychic damage).
or climb.
Spider Climb. The beast can climb difficult surfaces, Step 7: Special Attack
including upside down on ceilings, without needing Your companion has one of the following Special Attack
to make an ability check. features.
Standing Leap. The beast’s long jump is up to 10
feet and its high jump is up to 5 feet, with or without Charge (Recharge 5-6). If the beast moves at least 20
a running start. feet straight toward a target and then hits it with a
Sure-Footed. The beast has advantage on Strength natural weapon on the same turn, the target takes an
and Dexterity saving throws made against effects extra 1d6 damage. If the target is a creature, it must
that would knock it prone. succeed on a DC 10+PB Strength saving throw or be
Swift. The beast’s speeds all increase by 5 feet from knocked prone.
base. Pounce (Recharge 5-6). If the beast makes a long
Water Breathing. The beast can only breathe jump at least 10 feet straight toward a target and
underwater. It has advantage on Stealth checks then hits it with a natural weapon on the same turn,
while underwater. the target takes an extra 1d6 damage. If the target is
a creature, it must succeed on a DC 10+PB Dexterity
Step 6. Natural Weapons saving throw or be knocked prone.
Your companion is proficient in two of the following
natural weapons. Note that it must have teeth to bite,
claws to claw, and a stinger to sting (though sting can be
reflavored as an alternate bite). Pummel can use any
blunt natural weapon the creature possesses, including
fists or hooves. Gore can use horns, antlers or tusks.
Dive (Recharge 5-6). If the beast flies or swims at
least 30 feet downward toward a target and then hits Independent Companion?
it with a natural weapon on the same turn, the target
takes an extra 1d6 damage. If the target is a One of the main complaints about the original Beastmaster
creature, it must succeed on a DC 10+PB was always the terrible Action Economy when having to
Constitution saving throw or be stunned until the sacrifice an action or an attack. By allowing your companion
end of its next turn. to have its own turn and its own initiative roll, I hope to
Crush. If the beast succeeds on an Athletics check to make it so that the ranger is able to use their full resources
grapple, it deals additional bludgeoning damage to and only use them to help or support their companion, and
the target equal to its Strength modifier. not that it is the only way in which their companion can help
Envenom. If the beast succeeds on a bite or sting them.
attack, the target must make a DC 10+PB
Constitution saving throw. On a failure, the target is
poisoned. It can repeat this saving throw at the end The DM should generally not present this as the default
of each of its turns. On a successful save, it is no option, but rather as a potentially interesting challenge
longer poisoned. that the player can enjoy roleplaying through. They
Pack Tactics. The beast has advantage on attack should be aware that choosing to train a companion in
rolls against a creature if at least one of the beast’s the middle of the adventure may decrease their combat
allies is within5 feet of the creature and the ally isn’t effectiveness.
incapacitated. As a DM, you could even create an entire session that
Blood Frenzy. The beast has advantage on melee facilitates the training of the new animal companion,
attack rolls against any creature that has less than allowing the player to form new bonds with the
half its maximum hit points. companion who will fill the void in the heart left by their
deceased animal friend. The DM can think of a way for
Step 8: Special Recovery the player to obtain the beast without training.
It has one of the following Special Recovery features, All wild beasts are individuals and therefore training a
which can be used once and recharges on a short or beast to become a companion is not a one-size-fits-all
long rest approach. A beast’s character determines how long it
will take to train it and how it will act when it doesn’t
Relentless. If the beast takes damage less than 3 + obey your commands.
your ranger level that would reduce it to 0 hit points, Each time it is the beast’s turn, the ranger makes an
it is reduced to 1 hit point instead. Animal Handling check against the beast’s disposition
Second Wind. The beast can use a bonus action to DC. On a failure, it acts according to its disposition, .
regain hit points equal to 1d6 + your ranger level. With a successful roll, the player will be able to control
Toughen Up. The beast can use its bonus action to the beast normally that turn. Additionally, the ranger
give itself advantage on Constitution saving throws will have to make the same check when using his Peer
against being poisoned or paralyzed for 1 minute, Support trait. Additionally, the Beast will not benefit
and gain temporary hitpoints equal to half your from the Exceptional Training trait.
ranger level (rounded up). The DM determines the disposition of an untrained
beast either by choosing directly or by rolling 1d4 and
using the following table. A beast’s Animal Handling DC
Recharge Abilities
decreases by 2 after each successive week of training
Your animal companion’s recharge abilities follow the same
(does not change the beast’s disposition). When the DC
rules described in the Monster Manual.
Recharge X-Y: At the start of each of the beast’s turns, roll a decreases to 8, the beast is fully trained and will no
d6. If the roll is one of the numbers in the recharge notation, longer require Animal Handling checks for the player to
the beast regains the use of the special ability. The ability also control it on their turn or when using the Mutual
recharges when the beast finishes a short or long rest. Support trait, and can now benefit from the trait
Exceptional Training and acquire a bestial style to
Companion Trainig combat.
As a general rule, when the player loses his animal d4 Disposition Initial Animal Handling DC Training Time
companion, he could acquire another previously trained 1 Friendly 10 On Week
one. Maybe the character had more than one beast 2 Skittish 12 Two Weeks
already trained. Maybe buy another trained beast in a 3 Agressive 14 Three Weeks
store. However, the player can choose to train a new 4 Obstinate 16 Four Weeks
companion themself instead of getting a previously
trained animal from a store.
Friendly. A beast with a Friendly disposition is trained Dread Ambusher
fairly easily, but may become confused due to its When you choose this conclave at 3rd level, you have
inexperience. If you fail the Animal Handling check on already maste the art of the ambush. At the start of your
its turn, it takes the Dodge or Disengage action and first turn of each combat, your walking speed increases
moves toward you at its normal speed, stopping at your by 10 feet, which lasts until the end of that turn. If you
side. take the Attack action on that turn, you can make one
Skittish. A beast with a Skittish disposition is meek additional weapon attack as part of that action. If that
and easily cowed, but also reticent to face danger. If you attack hits, the target takes an extra 1d8 damage of the
fail the Animal Handling check on its turn, it will take weapon’s damage type
the Dodge, Disengage or Dash action (at the DM’s
discretion) and move as far as it is able to away from Umbral Sight
danger. At 3rd level, your eyes have become accustomed to
Agressive. A beast with an Aggressive disposition is heavy darkness. You gain darkvision out to a range of
quick to bite or scratch if not handled firmly. If you fail 60 feet. If you already have darkvision, its range
the Animal Handling check on its turn, atacará a la increases by 30 feet.
criatura más cercana sin distinguir entre enemigos y You are also adept at evading creatures that rely on
aliados. it will attack the creature nearest to it, without darkvision. While in dim light or darkness, you have
distinguishing between foe and ally. If there are multiple advantage on Stealth checks to hide from any creature
creatures within the same distance, it will choose a that relies on darkvision to see you.
target at random, or attack multiple creatures if it has
multiple attacks available. Why these Changes?
Obstinated. A beast with the Obstinate disposition
stubbornly refuses all but the most skilled commands. If The reason for the few changes to this subclass is because
you fail the Animal Handling check on its turn, it will the Gloomstalker was one of the archetypes known to fix
take the Dodge action and take no movement. several problems with the base class. Its concept worked
very well. Iron Mind, however, did not quite fit the image of a
Why Create your companion? dark-adapted predator and seemed more like something
Having to choose a beast from the bestiary was always typical of a hunter of magical preys.
somewhat problematic. There was always a very select list of
beasts that were mandatory if you didn’t want your beast
master to be embarrassed. While the alternate Primordial
Companion option was interesting, having to choose from
only 3 beasts took away a lot of versatility and its flavor was
too mystical. Allowing the player to create their companion
also makes it easier for them to feel a little bond from the
beginning as they spend time creating the ideal companion.
Gloomstalker Conclave
Gloom stalkers are at home in the darkest places: deep
under the earth, in gloomy alleyways, in primeval
forests, and wherever else the light dims. Most folk
enter such places with trepidation, but a gloom stalker
ventures boldly into the darkness, seeking to ambush
threats before they can reach the broader world. Such
rangers are often found in the Underdark, but they will
go any place where evil lurks in the shadows.
Gloomstalker Updates
Dread Ambusher no longer adds your Wisdom modifier to
your initiative.
Umbral Vision no longer makes you invisible.
Shadow Sense is a new trait for level 7 that grants
blindsight and tremorsense.
Iron Mind is gone
Shadow Sense Persecute Prey
Your senses are finely attuned to detect nearby foes You know very well how to hit even the most elusive
even when blinded or in magical darkness. At 7th level, prey. The moment you choose this conclave at 3rd level,
you gain blindsight with a range of 10 feet, or an your attack rolls against the creature you marked with
additional 10 feet if you already have blindsight. your Predator’s Focus ignore disadvantage.
In addition, you can stand still, focus, and extend your
senses further, picking up on the subtlest vibrations, Slaying Technique
even through walls. As an action, you can grant yourself Starting at 3rd level, you have learned tactics for finding
tremorsense within a 30 foot radius. Moving or taking weaknesses in your enemies’ strengths. You gain one of
damage causes you to lose this sense. You can use this the following features.
feature a number of times equal to your proficiency Colossus Slayer. Your tenacity can wear down the
bonus, and regain all uses upon completing a long rest. most potent foes. When you hit a creature with a
weapon attack, the creature takes an extra 1d8 damage
Stalker Flurry if it’s below its hit point maximum. You can deal this
At 11th level, you learn to attack with such unexpected extra damage only once per turn.
speed that you can turn a miss into another strike. Once Giant Killer. When a Large or larger creature within 5
on each of your turns when you miss with a weapon feet of you hits or misses you with an attack, you can
attack, you can make another weapon attack as part of use your reaction to attack that creature immediately
the same action. after its attack, provided that you can see the creature.
Horde Breaker. Once on each of your turns when you
Shadowy Dodge make a weapon attack, you can make another attack
Starting at 15th level, you can dodge in unforeseen with the same weapon against a different creature that
ways, making expert use of the shadows around you. is within 5 feet of the original target and within range of
Whenever a creature makes an attack roll against you your weapon.
and doesn’t have advantage on the roll, you can use your
reaction to impose disadvantage on it. Defensive Tactics
Slayer Conclave Starting at 7th level, you have learned ways to protect
yourself from techniques the enemy uses to gain the
Some rangers seek to master weapons to better protect advantage over you. You gain one of the following
civilization from the terrors of the wilderness. Members features.
of the Hunter Conclave learn specialized fighting Escape the Horde. Opportunity attacks against you
techniques for use against the most dire threats, from are made with disadvantage.
rampaging ogres and hordes of orcs to towering giants Multiattack Defense. When a creature hits you with
and terrifying dragons. an attack, you gain a +4 bonus to AC against all
subsequent attacks made by that creature for the rest of
Slayer Conclave Updates the turn.
Steel Will. You have advantage on saving throws
Slayr Conclave is the new name of the subclass, previously
called Hunter Conclave. against being frightened.
Persecute Prey is a new trait that adds a benefit to Predator
Focus.
Multiattack has a new feature called Focused Barrage. The
Volley feature has been nerfed.
Hunter’s Prey changed its name to Slaying Technique.
Multiattack
You have learned to take advantage of the slightest
movement to attack your prey more than once. At 11th
level, you gain one of the following features of your
choice.
Volley. Once per turn, when you make a ranged
weapon attack, you can make one additional ranged
weapon attack against a creature within 10 feet of your
target. Additionally, you can apply your Predator Focus
damage when you hit any creature within 10 feet of your
prey with a ranged weapon attack, as long as you also
attack your prey on that turn.
Whirlwind Attack. ou can use your action to make
melee attacks against any number of creatures within 5
feet of you, with a separate attack roll for each target.
Focused Barrage. When you only attack one creature
on your turn, you can make one additional weapon
attack as a bonus action.
Superior Slayer’s Defense
You have increased your ability to avoid the dangers to
which your prey subjects you. At 15th level, you gain
one of the following features.
Evasion. When you are subjected to an effect, such as
a red dragon’s fiery breath or a lightning bolt spell, that
allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed
on a saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature
misses you with a melee attack, you can use your
reaction to force that creature to repeat the same attack
against another creature (other than itself) of your
choice.
Uncanny Dodge. When an attacker that you can see
hits you with an attack, you can use your reaction to
halve the attack’s damage against you.
Monster Hunter Conclave
You have dedicated yourself to hunting down creatures
of the night and wielders of grim magic. A monster
hunter seeks out vampires, dragons, evil fey, fiends, and
other magical threats. Trained in supernatural
techniques to overcome such monsters, hunters are
experts at unearthing and defeating mighty, mystical
foes.
Monster Hunter Conclave Updates
Monster Hunter is the new name of the subclass, previously
called Monster Slayer Conclave.
Hunter’s Sense is gone
Hunter’s Insight is a new trait that replaces Hunter’s Sense.
Monster Expert is a new trait to give the subclass
proficiency with Religion and Arcana
Supernatural Defense is gone and has been replaced by the
Iron Mind trait, formerly belonging to the Gloomtalker.
Magic-User’s Nemesis now requires you to land a critical
hit.
Monster Expert
You have an encyclopedic knowledge of all things Why These Changes?
strange and supernatural. At 3rd level, you gain The Monster Slayer was always the archetype of the hunter
proficiency in the Arcana and Religion skills, and your
proficiency bonus is doubled for one of these skills (your who fights against the supernatural. Something that many of
Magic-User’s Nemesis The idea for different types of favored terrain to grant unique
At 11th level, you gain the ability to thwart someone benefits is taken from the Homebrew Ranger created by
else’s magic. When you see a creature casting a spell or Pagnabros and The Dungeon Coach. It can be downloaded
through their Patreon here
teleporting within range of a weapon you are holding,
you can use your reaction to make an attack against that The idea of different types of favored enemies granting
creature with that weapon. If this attack is a critical hit, unique benefits is taken from the Ranger Rework by
the spell or teleport fails and is wasted. davenwell25 on Homebrewery. You can read and download
his work here
Hunter’s Counter
At 15th level, you gain the ability to counterattack when
your prey tries to sabotage you. If the target of your Credits
Predador Focus forces you to make a saving throw, you
Art (in order of use)
can use your reaction to make one weapon attack Steve Prescott
against them. You make this attack immediately before Dionisis Milonas
making the saving throw. If the attack hits, your save Valera Lutfullina
automatically succeeds, in addition to the attack’s Todd Lockwood
normal effects. Tomas Duchek
Jesper Ejsing
Valeriy Vegera