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Ranger Class Rework Overview

2024

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Justin Runge
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0% found this document useful (0 votes)
10 views4 pages

Ranger Class Rework Overview

2024

Uploaded by

Justin Runge
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Ranger Reworked

Level 1: Favored Enemy


Choose two types of Favored Enemy: aberrations, celestials,
constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes,
plants, or undead. Alternatively, you can select two races of humanoid per
choice as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored


enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn two languages of your
choice that are spoken by your favored enemies, if they speak one at all.

In addition, you have the Hunter’s Mark spell always prepared. You can
cast it twice without expending a spell slot. with the number of castings
increasing as shown on your ranger chart.

You choose one additional enemy, as well as an associated language at 6 th,


10th, 14th, and 18th level.

Level 1: Natural Explorer


Choose one type of Favored Terrain: arctic, coast, desert, forest,
grassland, mountain, swamp, or the Underdark. Double your proficiency
bonus for any Wisdom or Intelligence checks you make related to your
Favored Terrain in which you are proficient.

While traveling for an hour or more in your favored terrain, you gain
the following benefits:

 Difficult Terrain doesn’t slow your group’s travel.


 Your group can’t become lost except by magical means.
 Even when you are engaged in another activity while traveling (such as
foraging, navigating, or tracking), you remain alert to danger.
 If you are traveling alone, you can move stealthily at a normal pace.
 When you forage, you find twice as much food as you normally would.
 While tracking other creatures, you also learn their exact numbers,
their sizes, and how long ago they passed through the area

You choose additional terrain types at 5th, 9th, 13th, and 17th level.
Level 1: Weapon Mastery
You can use the mastery properties of two weapons you are proficient
with. Whenever you finish a Long Rest, you can change the kinds of weapons
you chose.

Level 2: Fighting Style


You gain a Fighting Style feat of your choice, or the Druidic Warrior
option.

Level 2: Swift Strikes


You can use your Dexterity modifier for attack and damage rolls with
weapons that lack the heavy property.

Level 3: Ranger Subclass


Choose your Ranger Subclass.

Level 3 Primeval Awareness


You can use your action and expend one ranger spell slot to focus your
awareness on the region around you. For 1 minute per level of the spell sot
you expend, you can sense whether the following types of creatures are
present within 1 mile of you (or 6 miles if in your favored terrain):
aberrations, celestials, dragons, elementals, fey, fiends, and undead. This
feature doesn’t reveal the creatures’ location or number.

Level 4: Ability Score Improvement


You gain the Ability Score Improvement feat, or another feat for which you
qualify.

Level 5: Extra Attack


You can attack twice instead of once whenever you take the Attack
action on your turn.
In addition, when you hit an enemy with an attack, you can deal
additional damage to a Favored Enemy equal to your proficiency bonus once
per turn.

Level 6: Wandering Warden


Starting at 6th level, you gain a stronger understanding of the land and
the evils that inhabit them. You may use an action to study one creature you
have as a Favored Enemy that is within 60 feet of you. You can discern
whether they are inferior, equal, or superior to you in any one of the
following categories:

 Strength Score
 Dexterity Score
 Armor Class

Your Speed increases by 10 feet while you aren’t wearing Heavy armor
and are in your Favored Terrain. You also have a Climb Speed and Swim
Speed equal to your speed.

In addition, moving through nonmagical difficult terrain cost you no


extra movement. You also have advantage against plants that are magically
created or manipulated to impede movement.

Level 9: Survivalist
You may spend 1 minute creating camouflage for yourself, given
appropriate natural materials are present. While camouflaged, you gain a
+10 to Dexterity (Stealth) checks so long as you don’t move (or move only
up to half your speed in your Favored Terrain), don’t take any actions, and
the disguise continues to match your surroundings.

Level 10: Tireless


As a bonus action, you can give yourself a number of Temporary Hit
Points equal to 1d8 plus your Wisdom Modifier (minimum of 1). You can use
this action a number of times equal to your Wisdom modifier (minimum of
once), and you regain all expended uses when you finish a Long Rest.

Whenever you finish a Short Rest, your exhaustion Level, if any,


decreases by 1.
Level 13: Relentless Hunter
Taking damage can’t break concentration on your Hunter’s Mark or one
other ranger spell. You can change the spell affected whenever you finish a
Long Rest.

Level 14: Nature’s Veil


You can use the hide action as a bonus action as long as you are lightly
or heavily obscured, or behind cover. If you are in your Favored Terrain, you
can choose to turn invisible until the start of your next turn a number of
times equal to your wisdom modifier, regaining all expended uses at the end
of a Long Rest.

Level 17: Precise Hunter


You have advantage on attack rolls against creatures you currently
have marked by your Hunter’s Mark as well as any Favored Enemy.

Level 18: Feral Senses


You have blindsight out to a range of 30 feet.

Level 19: Epic Boon Feat


You gain an Epic Boon feat or another feat for which you qualify.

Level 20: Foe Slayer


The damage die of your Hunter’s Mark becomes a d12, and the spell
no longer requires concentration. Once on each of your turns, you may add
your wisdom modifier to either an attack or damage roll. You may use this
feature before or after the roll, but before they take any effect.

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