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Expanding Classes:

The Ranger

Introduction: Far from the bustle of cities and towns, past the hedges that
shelter the most distant farms from the terrors of the wild, amid the
dense-packed trees of trackless forests and across wide and empty plains,
rangers keep their unending watch.

by ROBERT L. RATH

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You must have a Dexterity score and a Wisdom
score of 13 or higher in order to multiclass in or out of
THE RANGER this class.

THE RANGER
As a ranger, you gain the following class features.

HIT POINTS
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per ranger level after 1st

PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics,
Insight, Investigation, Nature, Perception, Stealth, and
Survival

EQUIPMENT
You start with the following equipment, in addition to
Far from the bustle of cities and towns, past the the equipment granted by your background:
hedges that shelter the most distant farms from the  (a) scale mail or (b) leather armor
terrors of the wild, amid the dense-packed trees of  (a) two shortswords or (b) two simple melee
trackless forests and across wide and empty plains, weapons
rangers keep their unending watch.
 (a) a dungeoneer's pack or (b) an explorer's pack
 A longbow and a quiver of 20 arrows

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THE RANGER
Proficiency Favored Foe
Level Features Ranger Boons
Bonus Damage

1st +2 Fighting Style, Natural Explorer ─ ─

2nd +2 Ranger Boons, Favored Foes 2 1d4

3rd +2 Ranger Conclave 2 1d4

4th +2 Ability Score Improvement 2 1d4

5th +3 Extra Attack 3 1d4

Natural Explorer and Favored Foe


6th +3 3 1d6
Improvement

7th +3 Ranger Conclave Feature 4 1d6

8th +3 Ability Score Improvement 4 1d6

9th +4 Endurance (1) 5 1d6

Natural Explorer and Favored Foe


10th +4 5 1d8
Improvement

11th +4 Ranger Conclave Feature 5 1d8

12th +4 Ability Score Improvement 6 1d8

13th +5 Endurance (2) 6 1d8

Natural Explorer and Favored Foe


14th +5 6 1d10
Improvement

15th +5 Ranger Conclave Feature 7 1d10

16th +5 Ability Score Improvement 7 1d10

17th +6 Endurance (3) 7 1d10

18th +6 Feral Senses 8 1d10

19th +6 Ability Score Improvement 8 1d10

20th +6 Foe Slayer 8 1d10

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In addition, when you hit with a ranged attack using a
FIGHTING STYLE thrown weapon, you gain a +2 bonus to the damage roll.
You adopt a particular style of fighting as your specialty.
TWO-WEAPON FIGHTING
Choose one of the following options. You can't take a
Fighting Style option more than once, even if you later When you engage in two-weapon fighting, you can add
get to choose again. your ability modifier to the damage of the second attack.

ARCHERY NATURAL EXPLORER


You gain a +2 bonus to attack rolls you make with Also at 1st level, you are particularly familiar with one
ranged weapons. type of natural environment and are adept at traveling
and surviving in such regions. Choose one type of
BLIND FIGHTING favored terrain: arctic, coast, desert, forest, grassland,
You have blind sight with a range of 10 feet. Within that mountain, swamp, or the Underdark. When you make an
range, you can effectively see anything that isn't behind Intelligence or Wisdom check related to your favored
total cover, even if you're blinded or in darkness. terrain, your proficiency bonus is doubled if you are
Moreover, you can see an invisible creature within that using a skill that you’re proficient in.
range, unless the creature successfully hides from you. While traveling for an hour or more in your favored
terrain, you gain the following benefits:
DEFENSE
 Difficult terrain doesn’t slow your group’s travel.
While you are wearing armor, you gain a +1 bonus to
AC.  Your group can’t become lost except by magical
means.
DRUIDIC WARRIOR  Even when you are engaged in another activity
You learn two cantrips of your choice from the Druid while traveling (such as foraging, navigating, or
spell list. They count as ranger spells for you, and tracking), you remain alert to danger.
Wisdom is your spellcasting ability for them. Whenever  If you are traveling alone, you can move stealthily
you gain a level in this class, you can replace one of at a normal pace.
these cantrips with another cantrip from the Druid spell
 When you forage, you find twice as much food as
list.
you normally would.

DUELING  While tracking other creatures, you also learn their


When you are wielding a melee weapon in one hand and exact number, their sizes, and how long ago they
no other weapons, you gain a +2 bonus to damage rolls passed through the area.
with that weapon. You choose additional favored terrain types at 6th, 10th
and 14th level.
THROWN WEAPON FIGHTING
You can draw a weapon that has the thrown property as
part of the attack you make with the weapon.

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RANGER BOONS CANNY
Choose one of your skill proficiencies. Your proficiency
At 2nd level, your draw to the natural world unlocks
bonus is doubled for any ability check you make using
special abilities of nature in which you can draw from.
the chosen skill.
You gain two Ranger Boons of your choice. Your boon
You can also speak, read, and write 2 additional
options are detailed below. When you gain certain
languages of your choice.
ranger levels, you gain additional boons of your choice,
as shown in the Ranger Boons column of the Ranger
EXPERT TRACKER
table.
Prerequisite: Level 9 Ranger
Additionally, when you gain a level in this class, you
You are a master tracker. You can track using scent, and
can choose one of the boons you know and replace it
you can track a creature moving under the influence of
with another boon that you could learn at that level. If a
the pass without trace spell or similar effect, ignoring
boon has a prerequisite, you must meet them in order to
the normal bonus that character would receive. In
learn it. You can learn the boon at the same time as you
addition, because of your advanced scent, you can
meet the prerequisite. A level prerequisite refers to your
pinpoint the location of any creature within 30 feet that
level in this class.
is not at their maximum hit point value.
ANIMAL EMPATHY
EXPLORER
You can use Deception, Intimidation, and Persuasion on
Select 2 languages of your choice, you can speak those
beasts just as well as you can on humanoid creatures.
languages.
BEASTFRIEND
EXTRA ATTACK
You can cast animal friendship at will, without requiring
Prerequisite: Level 12 Ranger
a spell slot.
Whenever you take the attack action, you can attack
BEASTPACT three times instead of twice.
You can cast the find familiar spell as a ritual.
FEROCITY
BEASTSPEECH You can go into a rage just like a barbarian. You are
You can cast speak with animals at will, without treated as a 1st level barbarian when using this rage.
requiring a spell slot. You can use this feature once, then you require a long
rest before it can be used again.
BEASTSENSE
Prerequisite: Level 9 Ranger, Beastfriend GREENWOOD RANGER
You can cast the entangle spell once without needing a
You can cast the beast sense spell at will, without
spell slot. Once you use this feature, you cannot use it
requiring a spell slot.
again until you’ve finished a short or long rest. Wisdom
is your spellcasting ability for this boon.

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HIDE IN PLAIN SIGHT NATURE’S ALLY
Prerequisite: Level 9 Ranger Prerequisite: 13th level Ranger, Beastfriend
You can spend 1 minute creating camouflage for When you are in an area of your favored terrain, you
yourself. You must have access to fresh mud, dirt, plants, can call natural creatures from that terrain to fight on
soot, and other naturally occurring materials with which your behalf, using your attunement to the natural world
to create your camouflage. Once you are camouflaged in to convince them to aid you. The DM chooses beasts
this way, you can try to hide by pressing yourself up appropriate to the terrain to come to your aid from
against a solid surface, such as a tree or wall, that is at among those that could hear you and that are within 1
least as tall and wide as you are. You gain a +10 bonus mile of you, in one of the following groups:
to Dexterity (Stealth) checks as long as you remain there  One beast of challenge rating 2 or lower
without moving or taking actions. Once you move or  Two beasts of challenge rating 1 or lower
take an action or a reaction, you must camouflage
 Four beasts of challenge rating 1/2 or lower
yourself again to gain this benefit.
 Eight beasts of challenge rating 1/4 or lower
LAND'S STRIDE These beasts approach you from their current location,
Prerequisite: Level 5 Ranger and will fight alongside you, attacking any creatures that
Moving through nonmagical difficult terrain costs you are hostile to you. They are friendly to you and your
no extra movement. You can also pass through comrades, and you roll initiative for the called creatures
nonmagical plants without being slowed by them and as a group, which takes its own turns. The DM has the
without taking damage from them if they have thorns, creatures’ statistics.
spines, or a similar hazard. In addition, you have After 1 hour, these beasts return to their previous
advantage on saving throws against plants that are location. Once you use this feature, you cannot use it
magically created or manipulated to impede movement, again in the same general area for 24 hours, since the
such those created by the entangle spell. same animals will not repeatedly heed your call.

MASTER TRACKER NATURE’S POULTICE


Prerequisite: Level 18 Ranger, Expert Tracker Prerequisite: Level 5 Ranger
You can cast the freedom of movement and locate You can create special herbal poultices that have healing
creature spells without needing a spell slot and without power comparable to some potions. You can spend 1
spell components. Wisdom is your spellcasting ability hour gathering herbs and preparing herbal poultices
for these spells. You can use each spell once, then you using treated bandages to create a number of such
require a long rest before they can be used again. poultices equal to your Wisdom modifier (minimum 1).
You can carry a number of poultices at one time equal
MOUNTAIN’S TOUGHNESS to your Wisdom modifier (minimum 1).
You gain additional hit points equal to your ranger level The poultices you create cannot be applied by anyone
and each time you gain a ranger level after taking this but you. After 24 hours, any poultices that you have not
boon, you receive an additional hit point. used lose their potency. If you spend 1 minute applying

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one of your poultices to a wounded humanoid creature, Your walking speed increases by 5, and you gain a
thereby expending its use, that creature regains 1d6 hit climbing speed and a swimming speed equal to your
points for every two ranger levels you have (rounded walking speed.
up).
SPELLCASTING
NATURE’S RESISTANCE You have learned to use the magical essence of nature to
You have resistance to poison damage and have cast spells, much as a druid does.
advantage on all saving throws against poison and Spell Slots. The Ranger table shows how many spell
disease. slots you have to cast your spells of 1st level and higher.
To cast one of these spells, you must expend a slot of
NATURE’S SHADOW
the spell's level or higher. You regain all expended spell
You have advantage on all checks made to hide and slots when you finish a long rest.
move silently when you are in your favored terrain.
For example, if you know the 1st-level spell Animal
PRIMEVAL AWARENESS Friendship and have a 1st-level and a 2nd-level spell slot
available, you can cast Animal Friendship using either
You can focus your awareness through the
slot.
interconnections of nature: you learn spells when you
reach certain levels in this class if you don't already Preparing and Casting Spells. The Spellcasting table
know them, as shown in the Primal Awareness Spells below shows how many spell slots you have to cast your
table. You can cast each spell once without needing a spells of 1st level. To cast one of these ranger spells,
spell slot, then you require a long rest before you can you must expend a slot of the spell's level or higher.
cast them again without spell slot. You regain all expended spell slots when you finish a
long rest.
Ranger
Spell You prepare the list of ranger spells that are available
Level
for you to cast, choosing from the ranger spell list.
3rd Speak with Animals
When you do so, choose a number of ranger spells equal
5th Beast Sense
to your Wisdom modifier + your Ranger level
9th Speak with Plants (minimum of one spell). The spells must be of a level
13th Locate Creature for which you have spell slots.
17th Commune with Nature You can also change your list of prepared spells when
you finish a long rest. Preparing a new list of ranger
spells requires time spent in prayer and meditation: at
RELENTLESS least 1 minute per spell level for each spell on your list.
So long as you’re not wearing heavy armor, you walking Spellcasting Ability. Wisdom is your spellcasting ability
speed increases by 10 feet. for your ranger spells, since your magic draws on your
attunement to nature. You use your Wisdom whenever a
ROVING spell refers to your spellcasting ability. In addition, you
Prerequisite. Level 5 use your Wisdom modifier when setting the saving

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throw DC for a ranger spell you cast and when making Ranger Spellslots
an attack roll with one. Level Available

Spell save DC = 8 + your proficiency bonus + your 9th 2


Wisdom modifier 11th 3
Spell attack modifier = your proficiency bonus + your
Wisdom modifier SPELLCASTING (4)
Spellcasting Focus. You can use a druidic focus as a Prerequisite. Spellcasting (3), Level 13 Ranger
spellcasting focus for your ranger spells. A druidic focus You have learned to prepare and channel ranger spells
might be a sprig of mistletoe or holly, a wand or rod of 4th level. The table below shows the number of spell
made of yew or another special wood, a staff drawn slots you available of 4th level. Follow all other
whole from a living tree, or an object incorporating spellcasting rules laid out in the Spellcasting feature.
feathers, fur, bones, and teeth from sacred animals. Ranger Spellslots
Ranger Spellslots Level Available
Level Available 13th 1
2nd 2 15th 2
3rd 3 17th 3
5th 4
SPELLCASTING (5)
SPELLCASTING (2) Prerequisite. Spellcasting (4), Level 17 Ranger
Prerequisite. Spellcasting, Level 5 Ranger You have learned to prepare and channel ranger spells
You have learned to prepare and channel ranger spells of 5th level. The table below shows the number of spell
of 2nd level. The table below shows the number of spell slots you available of 5th level. Follow all other
slots you available of 2nd level. Follow all other spellcasting rules laid out in the Spellcasting feature.
spellcasting rules laid out in the Spellcasting feature.
STALK
Ranger Spellslots
Level Available Prerequisite. Level 9 Ranger

5th 2 If you spend a day stalking a foe before attacking, that


foe gains 1 level of exhaustion. If you spend three days,
7th 3
the foe gains another level of exhaustion (+2 total). If
SPELLCASTING (3) you spend a week, the foe suffers a third additional level
of exhaustion (+3 total). This is in addition to any
Prerequisite. Spellcasting (2), Level 9 Ranger
exhaustion levels otherwise accrued by the foe.
You have learned to prepare and channel ranger spells
of 3rd level. The table below shows the number of spell
slots you available of 3rd level. Follow all other
spellcasting rules laid out in the Spellcasting feature.

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Alternatively, you can select two races of humanoid
TIRELESS
(such as gnolls and orcs) as favored enemies.
Prerequisite. Level 9 Ranger
You have advantage on Wisdom (Survival) checks to
As an action, you can give yourself a number of track your favored enemies, as well as on Intelligence
temporary hit points equal to 1d8 + your Wisdom checks to recall information about them.
modifier (minimum of 1 temporary hit point). You can
When you gain this feature, you also learn one language
use this action a number of times equal to your
of your choice that is spoken by your favored enemies,
proficiency bonus, and you regain all expended uses
if they speak one at all.
when you finish a long rest.
You choose one additional favored enemy, as well as an
In addition, whenever you finish a short rest, your
associated language, at 6th, 10th, and 14th level. As you
exhaustion level, if any, is decreased by 1.
gain levels, your choices should reflect the types of
VANISH monsters you have encountered on your adventures.

Prerequisite. Level 12 Ranger Also, when you hit a creature with an attack roll, you
can call on your mystical bond with nature to mark the
You can use the Hide action as a bonus action on your
target as your favored enemy for 1 minute or until you
turn. Also, you can’t be tracked by nonmagical means,
lose your concentration (as if you were concentrating on
unless you choose to leave a trail.
a spell).
WAYFINDER The first time on each of your turns that you hit the
Prerequisite. Level 18 Ranger favored enemy and deal damage to it, including when
You can cast the find the path spell without needing you mark it, you increase that damage by 1d4.
material components. Once you use this boon, you You can use this feature to mark a favored enemy a
cannot use it against until you’ve finished a long rest. number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.
FAVORED FOES This feature's extra damage increases when you reach
Beginning at 2nd level, you have significant experience certain levels in this class: to 1d6 at 6th level and to 1d8
studying, tracking, hunting, and even talking to a certain at 10th level and 1d10 at 14th level.
type of enemy.
Choose a type of favored enemy: aberrations, beasts,
RANGER CONCLAVE
celestials, constructs, dragons, elementals, fey, fiends, At 3rd level, you choose to emulate the ideals and
giants, monstrosities, oozes, plants, or undead. training of a ranger conclave. Your choice grants you
features at 3rd level and again at 7th, 11th, and 15th
level.

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At 13th level, your exhaustion level is always treated as
RANGER
SOURCE 1 level less than your present exhaustion level.
CONCLAVE
Finally, at 17th level, your exhaustion level is always
Beast Master Player’s Handbook treated as 2 levels less than your present exhaustion
level.
Fey Wanderer Tasha’s Cauldron of Everything

FERAL SENSES
Forsaker Homebrew (See End of Class Features)
At 18th level, you gain preternatural senses that help
Gloom Stalker Xanthar’s Guide to Everything
you fight creatures you can’t see. When you attack a
creature you can’t see, your inability to see it doesn’t
Horizon Walker Xanthar’s Guide to Everything impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible
Hunter Player’s Handbook
creature within 30 feet of you, provided that the creature
isn’t hidden from you and you aren’t blinded or deafened.
Monster Slayer Xanthar’s Guide to Everything

FOE SLAYER
Sentry Homebrew (See End of Class Features)
At 20th level, you become an unparalleled hunter of
Swarmkeeper Tasha’s Cauldron of Everything your enemies. Once on each of your turns, you can add
+5 to the attack roll or the damage roll of an attack you
Tempest Homebrew (See End of Class Features) make against one of your favored enemies. You can
choose to use this feature before or after the roll, but
ABILITY SCORE IMPROVEMENT before any effects of the roll are applied.

When you reach 4th level, and again at 8th, 12th, 16th,
ADDITIONAL RANGER
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores CONCLAVES
of your choice by 1. As normal, you can't increase an The following are additional Paladin Sacred Oaths, play-
ability score above 20 using this feature. tested and ready for adventure.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

ENDURANCE
Beginning at 9th level, you are unflagging when
travelling and never seem to get tired. You have
advantage on all saving throws to resist exhaustion.

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THE FORSAKER FORSAKEN HEALING
At 3rd level when you select this archetype, you have a
pool of healing which you can use to heal yourself
whenever you are in need. With that pool, you can
restore a total number of hit points equal to your ranger
level × 5. As an action, you can draw power from the
pool to restore a number of hit points to yourself, up to
the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your
pool of healing to cure yourself of one disease or
neutralize one poison affecting you. You can cure
multiple diseases and neutralize multiple poisons with a
single use of Forsaken Healing, expending hit points
separately for each one.

FORSAKEN TOUGHNESS
Also at 3rd level, you gain 3 hit points and you gain an
additional hit point each time you gain a ranger level.

SHATTER MAGICAL DEFENSES


At 7th level, your hatred of magic shines through. You
can take a bonus action to curse at a mage, priest or
other user of magic. If you do, all your attacks bypass
any damage resistance the creature might have for 1
Magic is evil. Magic tempts. Magic perverts. Magic
minute.
corrupts. Anyone who cannot embrace these truths has
no business considering the path of the forsaker.
FORSAKEN PROTECTION
Forsaker fight against magic at all costs and develop
their skills to stay alive even without magical assistance. At 11th level, you’ve trained to protect yourself. If you
choose not to wear armor, you AC cannot be less than
NON-MAGICAL ABILITIES 12 + your Constitution modifier.

At 3rd level when you select this conclave, you cannot


FORSAKEN RESISTANCE
select any Ranger Boon that provides you capability to
cast spells. Starting at 15th level, you have advantage on saving
throws against spells. Furthermore, you have resistance
against the damage of spells.

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THE SENTRY RANGER
SPELL
LEVEL

3rd Alarm

5th Alter Self

9th Blink

13th Mordenkainen’s Faithful Hound

17th Passwall

EYES OF THE EAGLE


At 3rd level when you select this archetype, if you do
not already have Wisdom (Perception) as a skill, you
gain a skill proficiency in it. In addition, you can use
twice your proficiency bonus when using Wisdom
(Perception). You also gain advantage on Wisdom
(Perception) checks made when using sight.

SCOUT’S REFLEXES
Also at 3rd level, you have advantage on all Initiative
The sentry is the essence of attention to detail. They
checks.
have excellent vision and often see things that others
cannot see. Sentries are a mainstay in any army for they QUICKENED STRIDE
can see and track others before they can ambush you.
At 7th level, your base speed increases by 10-ft. Your
SENTRY MAGIC speed increases by an additional 5 feet at 11th and 15th
levels.
Starting at 3rd level, you learn spells when you reach
certain levels in this class, as shown in the Sentry Spells SKIRMISH
table below. Wisdom is your spellcasting modifier for
At 11th level, whenever you finish a Dash action, you
these spells and each spell can be cast once per long rest
can make a ranged attack as a bonus action. In addition,
unless you have the spellcasting ranger option, in which
if you hit with the attack, you deal half your ranger level
case these spells are always prepared for you.
in damage.

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IMPROVED SKIRMISH  You gain an additional melee weapon attack each
turn when you use the attack action.
Starting at 15th level, whenever you use your Skirmish
Once you use this feature, you must finish a short or
feature, you add your proficiency bonus to your AC
long rest before it can be used again.
until the start of your next turn.

TWO-WEAPON DEFENSE
THE TEMPEST
At 7th level, your ability to twirl your weapons into a
defensive action can give you an edge. Your AC
increases by 1 as long as you wield a weapon in each
hand. In addition, whenever you take the Dodge action,
your AC increases by 2.

ONE THE RUN


At 11th level, you may use your attack action to give up
your normal attacks and instead attack all creatures that
are within 5 feet of you, then choose to move and attack
any creature that comes into your reach. Each attack roll
must be made separately.

OFF-HAND STRIKE
Not just anyone has the capability to fight with both
At 17th level, whenever you use your bonus action to
hands as if they were one. Those that can sometimes go
make an off-hand attack, you may make two attacks
into whirling attacks and defenses making them an
with your off-hand instead of just one.
exotic and difficult style to fight against.

WHIRLWIND OF WEAPONS
At 3rd level, you can enter a state of whirling frenzy,
your weapons almost seeming to work independently of
you. If you wield a weapon in each hand, you can use a
bonus action to go into a Whirlwind of Blades for one
minute. While in this state you gain the following
benefits:
 You can use the Dash or Dodge action as a bonus
action.
 Your movement does not provoke opportunity
attacks

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