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Half Caster 1D10

Ranger

Warriors of the wilderness, Rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

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 talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

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 of civilization from the ravages of monsters that press in from the wild. In some places, Rangers gather in secretive orders or join forces with druidic circles. Many Rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a Ranger might be the first—and possibly the last—line of defense. This fierce independence makes Rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath.

Quick Build

You can make a Ranger quickly by following these suggestions. First, make DEX your highest ability score, followed by WIS. (Some Rangers who focus on Two-Weapon Fighting make Strength higher than Dexterity.) Second, choose the Outlander Background.

Class Features

Hit Points

Hit Dice: 1D10 per Ranger level

At 1st level: 10 + Your CON Modifier

At higher levels: 1D10 or 6 if lower than 6, + CON Modifier

Proficiencies

Armor
Light Armor, Medium Armor, Shields
Weapons
All Weapons
Tools
Cartographer’s Tools
Saving Throws
STR, DEX
Skills
Choose three from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Spellcasting
WIS

Starting Equipment

  • 1. (a) scale mail or (b) leather armor
  • 2. (a) two shortswords or (b) two simple melee weapons
  • 3. (a) a dungeoneer’s pack or (b) an explorer’s pack
  • 4. A longbow and a quiver of 20 arrows

Ranger Table

Level 1st 2nd 3rd 4th 5th
1st2
2nd3
3rd42
4th43
5th432
6th43
7th431
8th432
9th431
10th432
11th432
12th432
13th432
14th432
15th432
16th432
17th432
18th43
19th43
20th43

Class Features

Lv 1

Spellcasting

WIS is your spellcasting ability for your Ranger spells. Your magic comes from channeling the essence of nature. You use your WIS whenever a spell refers to your spellcasting ability. In addition, you use your WIS modifier when setting the saving throw DC for a Ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your WIS modifier

Spell attack modifier = your Proficiency Bonus + your WIS modifier

Choose a number of Ranger spells equal to your WIS modifier (Minimum 1) + half your Ranger level, rounded down (Minimum 1). The spells must be of a level for which you have spell slots.

When you gain a level in this class, you can choose one of the Ranger spells you know and replace it with another spell from the Ranger spell list, which also must be of a level for which you have spell slots.

Favored Enemy

You are always ready to take on a foe that draws your attention. You always have the spell Hunter’s Mark prepared. You can cast it twice per long rest without expending a spell slot.

Weapon Mastery

Your training allows you to use the Weapon Mastery properties of any two weapons.

Lv 2

Fighting Style

You adopt a particular style of fighting as your specialty. You can't take the same Fighting Style option more than once, even if you later get to choose again. You can also choose from the following Fighting Style option

Druidic Warrior: You learn two cantrips of your choice from the Druid spell list. They count as Ranger spells for you, WIS is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

Ranger Companion

You gain a Beast companion that accompanies you on your adventures and is trained to fight alongside you. You can choose from the following Beasts

Bat, Cat, Crab, Frog, Hawk, Lizard, Octopus, Owl, Quipper, Rat, Raven, Sea Horse, Spider, Weasel, Blood Hawk, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Poisonous Snake, Axe Beak, Boar, Constrictor Snake, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Wolf

Add your Proficiency Bonus to the Beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your Ranger level, whichever is higher.

The Beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the Beast where to move (No action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the Beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the Beast to take the attack action.

If you are Incapacitated or absent, the Beast acts on its own, focusing on protecting you and itself. The Beast never requires your command to use its reaction, such as when making an opportunity attack.

If the Beast dies, you can obtain another one by spending 8 hours magically bonding with another Beast that isn’t hostile to you, either the same type of Beast as before or a different one.

Lv 3

Ranger Conclave

You take up a traditional Ranger style that grants you features at levels 3, 7, 11, and 15.

→ Choose your subclass below

Deft Explorer

You collect a variety of skills in your travels. You gain Expertise in a skill you are proficient in. You learn two languages.

Lv 4

Ability Score Increase

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.

Lv 5

Favored Enemy

You grow adept at facing foes. You can cast Hunter’s Mark three times per long rest without expending a spell slot.

Extra Attack

You can attack twice when you take the attack action from your hard training and diligence with your weapons.

Lv 6

Roving

Speed is a huge asset in a fight and survival and you have honed your abilities. Your speed is increased by 10 ft while you aren’t wearing Heavy armor. You have a Climbing and Swimming speed equal to your movement speed.

Lv 7

Exceptional Training

On any of your turns when your Ranger Companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the Beast’s attacks now count as magical for the purpose of overcoming Resistance and Immunity to non magical attacks and damage.

Lv 8

Ability Score Increase

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.

Lv 9

Favored Enemy

You excel at taking down one enemy at a time to whittle down numbers. You can cast Hunter’s Mark four times per long rest without expending a spell slot.

Expertise

You gain exceptional talent in a few areas. Choose two skills you are proficient in, you gain Expertise in those skills.

Lv 10

Tireless

You can push yourself beyond your limits. As an action you can give yourself temporary hit points equal to 1D10 + your WIS modifier (Minimum 1). You can use this feature a number of times equal to your WIS modifier (Minimum 1) per long rest.

Whenever you finish a short rest, if you have a level in Exhaustion you reduce your Exhaustion level by one.

Lv 11

Bestial Fury

When you command your Ranger Companion to take the Attack action, the Beast can make two attacks, or it can take the Multiattack action if it has that action.

Lv 12

Ability Score Increase

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.

Lv 13

Favored Enemy

You develop your hunting skills further. You can cast Hunter’s Mark five times per long rest without expending a spell slot.

Relentless Hunter

Your subconsciousness can keep tabs on those you hunt. Hunter’s Mark no longer requires concentration.

Lv 14

Nature’s Veil

You invoke the power of nature spirits to hide yourself. As a bonus action you can cause yourself to become Invisible until your next turn.

You can use this feature times per long rest equal to your WIS modifier (Minimum 1).

Lv 15

Share Spells

Your link with your companion has deepend. When you cast a spell targeting yourself, you can also affect your Ranger Companion with the spell if the Beast is within 30 ft of you.

Lv 16

Ability Score Increase

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.

Lv 17

Favored Enemy

You never let an enemy escape. You can cast Hunter’s Mark six times per long rest without expending a spell slot.

Precise Hunter

You hone in on specific targets to inflict devastating damage. You have advantage on attack rolls on targets marked with Hunter’s Mark.

Lv 18

Feral Senses

Your heightened senses give you Blindsight with a range of 30 ft.

Lv 19

Epic Boon

You gain an Epic Boon feat for which you qualify.

Lv 20

Foe Slayer

Your arcane and martial skills combine to slay your enemies. Your Hunter’s Mark damage die becomes 1D10.

Additional Extra Attack

Your skills in arms reach a masterful height that few warriors obtain. You can attack three times when you take the attack action.

Ranger Conclave

Ranger Subclasses (18)

Choose your subclass at the level indicated in the class table above.

Arachnid Warrior Trained in the Underdark, these Rangers have undergone a profane ritual by the Drow or an Etercap to gain spider-like powers. They use the might of insects to crush foes and perform acts of espionage. Their deadly… Bounty Hunter The Conclave of the Bounty Hunters is a divided one. Some serve the god Malar of the Hunt while others bargain with nature spirits or fiends for power. It is a sore point that most do not recognize the distinction and… Cursed Huntsman Sometimes a Ranger delves too deep and mysterious forces corrupt them. There is no single variety of Cursed Huntsman as many powers will corrupt those that meddle in their affairs. What they do have in common is that… Drakewarden Drakewarden Rangers become a champion to Drakes. While they lack the strength of true dragons, their close bond gives them great strength and they can call upon their friends for aid. They serve together to protect the… Dreamwalker An ancient and revered Conclave among Rangers and even among other holy and spiritual groups. Through meditation and certain herbs they gain the ability to commune with other planes, the dead, and others while they… Elite Archer Some wield a bow, Elite Archers are born to them, their bows are a part of them. Elite Archers are unrivaled in skills with the bow. While most aim for the bullseye, Elite Archers make patterns on their targets or split… Explorer Whether it be snatching golden idols, recovering lost artifacts, or crawling through a dungeon, the Explorer Enclave is the top choice for many employers. To most a trap spells trouble, to an Explorer Ranger it’s a… Fey Wanderer Fey Wanderer Rangers have received great power from an Archfey or a special location in the Feywild. The power reflects the mirth of the fey and their dreadful fury. They use these boons to brighten the lives of others… Flora Expert The secrets of the forest are laid bare before them. They use carefully collected and cultivated plants to heal and fight during combat. A Flora Expert guards nature zealously. They are both guardians of plants as well… Gloom Stalker They are at home in the darkest places. They channel magic from the Shadowfell to combat those that lurk in the darkness. They can be grizzled heroes or heinous villains. With time the Shadowfull tends to break down… Haunted Slayer The Haunted Slayers have taken killing to new heights. They are usually responsible for the extermination of an entire race in an area or similar acts of atrocity. Death has taken notice of them and their work. Spirits… Horizon Walker Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them. Hunter You stalk prey in all locations to use your abilities to hunt threats that would harm others. You are the force that protects nature and society alike. Hunters cull dangerous predators and poachers alike or become… Monster Slayer You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty,… Survivalist The Conclave of the Survivors is adept at adapting to any situation. They trained nearly every conceivable situation to stay alive and help others make it out alive as well. They live by the creed: you must first help… Tamer The Tamer Conclave holds secret arts to enable their members to tame beasts far above the capacity of even extraordinary people. Tamer Rangers fight alongside a tight knit group of Beasts. They are jealous defenders of… The Claimed When one spends too much time in an area, hunting the creatures of the area, taking its resources, sometimes the land can lay claim upon them. In the harshest areas this can lead to a Ranger becoming one of The Claimed… Wild Blade A loose Conclave that rarely meets, meeting exclusively to train new Wild Blades as they know the Wild Magic is new and frightening. These Rangers learn to channel Wild Magic into their swords to free their spellcasting…