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Tashas Ranger

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0% found this document useful (0 votes)
700 views7 pages

Tashas Ranger

Uploaded by

Leandro Jheison
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
TASHA'S RANGER ‘VERSION 5.2 Compiled and revised by DracoDruid [0° Format: DIN Ad CLass FEATURES ‘Asa ranger, you gain the following class features. Hr Ports Dice: 1410 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 Ist PROFICIENCIES ‘Armor: Light armor, medium armor ‘Weapons: Simple weapons, martial weapons Tools: Choose one type of artisan’ tools, one musical instrument, or the herbalism kit Languages: Two languages of your choice; check with your DM before choosing an exotic language ‘Saving Throws: Strength, Dext Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival EQuirMENT You start with the following equipment, in addition to the ‘equipment granted by your background: (@) leather armor, (6) chain shirt, or (2) scale mail (a) dungeoneer's pack or (b) an explorer's pack ‘two melee weapons ‘ranged weapon and a fitting container with 20 pieces ‘of ammunition Canny Explorer You have a natural talent to roam the world and safely guide others through its deep forests and forgotten ruins. You gain the following henefits: Canny. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill Forager. When you forage, you find twice as much food ‘and water as you normally would, Even ifyou fail, you still find enough food and water to sustain one person for one day. Look-out. You dont suffer the 5 penalty to your passive Wisdom (Perception) score while traveling ata fast pace, land even when you are engaged in another activity while traveling — such as foraging, navigating, or tracking — you remain alert to danger. Pathfinder. Difficult terrain doesn't slow your travel and you have advantage on Intelligence (Nature) checks to identify Wilderness and Dungeon Hazards (such as ‘Quicksand, Thin Ice, or Brown Mold). ‘Scout. You can move stealthy while traveling at a ‘normal pace: ‘Swift Tracker. You can track while traveling at a fast pace, and finding a tral only takes 1 minute in a confined area such as a dungeon, or 10 minutes outdoors, Guide. You can guide the travel for a group of up to six creatures. While guided by you, your group can move stealthily while traveling at a normal pace and difficult terrain doesnt slow your group's travel FAVORED FOE ‘When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your ‘concentration (as if you were concentrating on a spell) ‘The first time on each of your tums that you hit the favored enemy and deal damage toi, including when you mark it, you ean increase that damage by 1d You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest, This features extra damage increases when you reach certain levels inthis class: to 1d6 at 6th level and to 148 at 14th level ee DESIGN NOTES This compilation is based on the new optional feature from Tashats Cauldron of Everything. However, | took some of the community's comments into consideration as well as, addressing a few feature issues not touched by either Tasha's or previous UA revisions (2nd paragraph of Feral Senses, Foe Slayer being utterly underwhelming), and also merged Canny with my version of Natural Explorer instead of completely replacing it, as | still think that itis a great thematic feature (even ifrmany groups don't bother with travel) | also revised both Hunter and Beastmaster as they ae still missing archetype spells, and the new Primal Beast Companions basically gutted 7th level Exception Training. And to top it off, | added "4 PB" to the Primal Beast Companions’ passive Perception as it was clearly forgotten by WotC. Finally, made a few additions of myself here and there to round out the class ~ mainly starting proficiencies and equipment, as well as anew capstone feature. | didn't add feature enhancements such as Martial Versatility, as those should be included for all corresponding classes not just the ranger. ‘This is unofficial Fan Content permitted under the Fan Content Poles, Not approvediendorsed by Wizards, Portions ofthe materials ‘used are property of Wizards of the Coast, ©Wizards of the Coast LLC. ~wat THE FocuseD RANGER Proficiency Level Bonus Ast 42. 2nd "2 3rd 42 4th "2 Sth 8 6th 8 7th 8 8th 8 sth woo oth +4 With 4 12th 44 13th Vth 45 15th 45 Voth 45 Features Canny Explorer, Favored Foe Fighting Style, Foe Slayer, Spellcasting Ability Score Improvernent Extra Attack Roving Ranger Archetype feature Tireless Ranger Archetype feature Ability Score Improvement woo Vanish Ranger Archetype feature Ability Score Improvement Vth 46 18th +6 19th 46 20th +6 Feral Senses Ability Score Improvernent. Apex Predator FIGHTING STYLE At 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even ifyou later get to choose again, ARCHERY You gain a ~2 bonus to attack rolls you make with ranged ‘weapons. Bunp FIGHTING You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isnt behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. DEFENSE ‘While you are wearing armor, you gain a+ bonus to AC. Duetinc When you are wielding a melee weapon in one hand and no ‘other weapons, you gain a +2 bonus to damage rolls with that weapon, Primeval Awareness, Ranger Archetype Ability Score Improvernent, Land's Stride — Spell Slots per Spell Level — Spells 2nd 3rd Ath Known Ist Druric WarRIoR You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom 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 spel ist. ‘THROWN WEAPON FIGHTING You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain ~2 bonus to the damage roll ‘Two-WEAPON FIGHTING ‘When you engage in swo-weapon fighting, you can add your ability modifier to the damage of the second attack. On your turn, you can draw or stow an additional weapon. For SLAYER ‘At 2nd level.you have learned to spot and exploit ‘weaknesses in your enemy's defense. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack. you make. You can choose to use this feature before after the roll but before any effects of the roll are applied. ‘This is unofficial Fan Content permitted under the Fan Content Poles, Not approvedjendorsed by Wizards, Portions ofthe materials ‘used are property of Wizards of the Coast. © Wizards of the Coast LLC. SPELLCASTING RANGER ARCHETYPE By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 1] for the ranger spell list SrELL SLOTS ‘The Ranger table shows how many spell slots you have to ‘cast your spells of Ist level and higher. To cast one of these spells, you must expend a slot ofthe spell’s level or higher. You regain all expended spel slots when you finish a long rest For example, ifyou know the Istlevel spell animal friendship and have a Istevel and a 2nd-level spell slot Available, you can cast animal friendship using either slot SPELLS KNOWN OF 1ST LEVEL AND HIGHER: ‘You know two Istlevel spells of your choice from the ‘ranger spell lst. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be ofa level for which you have spell slots. For instance, when you reach Sth level in this class, you can learn one new spell of Ist or 2nd level. Additionally, when you gain a level in this class, you can ‘choose one of the ranger spells you know and repiace it ‘with another spell from the ranger spell list, which also ‘must be ofa level for which you have spell slots. SPELLCASTING ABILITY Wisdom is your spellcasting ability or your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spelicasting ability: In addition, you use your Wisdom, ‘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 Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier PRIMAL AWARENESS Beginning at 3rd level you can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels inthis class iffyou don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. PRIMAL AWARENESS SPELLS Ranger Level Spell 3rd speak with animals sth beast sense 9th speak with plants 13th locate creature Vth ‘commune with nature You can cast each of these spells once without expending spell slot. Once you cast a spell in this way, you cantt do so again until you finish a long rest. Also at 3rd level, you choose to emulate the ideals and. training of a ranger archetype. Many rangers of the same archetype form so called Conclaves, loose organizations ‘aimed to focus, guide, and further the knowledge and training of their shared philosophy. Your archetype choice grants you features at 3rd level and again at 7th, 11th, and 15th level Asrttty SCORE IMPROVEMENT ‘When you reach 4th level, and again at Sth, 12th, 16th, and 19th level you ean increase one ability score of your choice by 2, or you can increase two ability scores of your choice by LAs normal, you can't increase an ability score above 20, using this feature. Extra ATTACK Beginning at 5th level, you can attack twice, instead of, ‘once, whenever you take the Attack action on your turn, Rovinc At 6th level your walking speed increases by 5, and you «ain a climbing speed and a swimming speed equal to your walking speed. In addition, you can take the Dash or Disengage action ‘as a bonus action on your tura, Lanp's STRIDE ‘Starting at Sth level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell ‘TIRELESS ‘Starting at 10th level, you can use an action to give yourself ‘a number of temporary hit points equal to 148+ your Wisdom modifier (minimum of 1 temporary hit point) You ‘can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a ‘short rest, your exhaustion level, if any, is decreased by I. VANISH ‘Starting at 1th level, you can use the Hide action as a bonus action on your turn, Also, you can't be tracked by ‘nonmagical means, unless you choose to leave a trail In addition, as a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can do so a number of times equal to:your proficiency bonus, and you regain all expended uses when you finish a long rest Fan Content permitted under the Fan Content Policy. Not approvediendorsed by Wizards. Portions ofthe materials ‘used are property of Wizards of the Coast, Wizards of the Coast LLC. ~~ a Ferat SENSES At 18th level you gain preternatural senses that help you fight creatures you can't see. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isnt behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless, the creature successfully hides from you. APEX PREDATOR At 20th level you learned how to act with ineredible speed Once per round, after another creature has taken its turn, you can take a special action, You can use this special ‘action to move up (o half your movement speed and take cither the Attack (one weapon attack only} Dash, Disengage, Hide, or Use an Object action, Ifyou are surprised at the start of an encounter, you are not surprised but you do not gain this extra action in the first round of combat. RANGER ARCHETYPES ‘The ideal of the ranger has two classic expressions: the Hunter and the Beast Master, BErasT MASTER ‘The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike. Beast MASTER MAGIC Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Beast MASTER SPELLS Ranger Level Spell 3rd find familiar Sth healing spirit sth conjure animals 13th {guardian of nature th insect plague PRIMAL BEAST COMPANION Beginning at 3rd level. you can magically summon a primal beast, which draws strength from your bond with nature. ‘The beast is friendly to you and your companions and ‘obeys your commands. Choose its stat block — Beast ofthe Land, Beast of the Sea, or Beast of the Sky —which uses your proficiency bonus (PB) in several places. You also ‘determine the kind of animal the beast is, choosing a kind appropriate forthe stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. Itean move land use its reaction on its own, but the only action i takes is the Dodge action, unless you take a bonus action on your turn to command itto take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your altacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action ofits choice, not just Dodge. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of Ist level or higher. The beast returns to life after I minute with all ts hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. Ifyou already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die. Myruic Bonp Beginning at 7th level the beast’s attacks now count as magical for the purpose of overcoming resistance and, immunity to nonmagical attacks and damage. In addition, when you cast a spell targeting yourself, you can also affect your beast companion with the spell ifthe beast is within 30 feet of you. BEsTmaL Fury Starting at 11th level, when you command your beast ‘companion to take the Attack action, the beast can make two attacks, ‘Suprrtor BEAST DEFENSE At 15th level, whenever an attacker that your companion ‘can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. In addition, when the beast is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage ifit succeeds on the ‘saving throw, and only half damage if fails ‘This is unofficial Fan Content permitted under the Fan Content Poles, Not approvediendorsed by Wizards, Portions ofthe materials ‘used are property of Wizards of the Coast. © Wizards of the Coast LLC. BEAST OF THE LAND ‘Charge. Ifthe beast moves atleast 20 feet straight eee toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing ‘Armor Class 13 = PB (natural armor) cdarnage. Ifthe target is a creature, it must succeed on Hit Points 5 + five times your ranger level (the beast a Strength saving throw against your spell save DC or has a number of Hit Dice [d8s} equal to your ranger be knocked prone. level) Primal Bond, You can add your proficiency bonus to peeedio.f. clink, 40 any ability check or saving throw thatthe beast ne makes. STR DEX CON INT WIS CHA a 14(+2) 1442) 1462) 8¢1) 1442) 1140) Actions ————— Maul Melee Weapon Attack: your spell attack ‘Senses Darkvision 60 ft, passive Perception 12 + PB modifier to hit, ange 5 ft, one target. Hit: 18 +2 + PB slashing damage. guages understands the languages you speak iciency Bonus (PB) equals your bonus i ee BEAST OF THE SEA etiiions ihe Conte be etna ‘Medium beast ‘eer ee Primal Bond. You can add your proficiency bonus to IRrwor Css 13-7 PB (aturl aro) HitPoins 5+ five times yourrangerlevel (he beast 3" bility check or saving throw thatthe beast has a number of Hit Dice [d8s] equal to your ranger level) Speed 5 ft, swim 60 ft Actions ——_———__ ‘Strike. Melee Weapon Attack: your spell attack modifier to hit, teach 5 ft, one target. Hit: 146 SOO ee La 4+ 2.+ PB piercing or bludgeoning damage (your 14(42) 14(42) 14642) 8-1) 1442) 1140) choice), and the target is grappled (escape DC equals. ———— your spell save DC). Until this grapple ends, the beast Senses Darkvision 60 ft, passive Perception 12 + PB ‘can’t use this attack on another target Languages understands the languages you speck Proficiency Bonus (PB) equals your bonus BEAST OF THE SKY a ee Small beast when it flies out of an enemy's reach, Primal Bond, You can add your proficiency bonus to ‘Armor Class 13 + PB (natural armor) any ability check or saving throw that the beast Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [46s] equal to your ranger —‘akes. level) I Speed 10 ft, fly 60 ft Actions a ee ‘Shred. Melee Weapon Attack: your spell attack STR DEX CON INT Wis CHA modifier to hit, ange 5 fi, one target. Hit: 144 + 3 + PB slashing damage. 6 (2) 16 (43) 13 (1) 81) 1442) 1149) —— Senses Darkvision 60 ft, passive Perception 12 + PB Languages understands te languages you speak Proficiency Bonus (PB) equals your bors ‘This is unofficial Fan Content permitted under the Fan Content Poles: Not approvediendorsed by Wizards. Portions ofthe materials ‘used are property of Wizards of the Coast, Wizards of the Coast LLC. ~~ a Hunter ‘Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of| the wilderness, As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of ores to towering slants and terrifying dragons. Honrer Macic ‘Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table, The spell counts as a ranger spel for you, but itdoesn't count against the number of ranger spells you know. HUNTER SPELLS Ranger Level Spell 3rd heroism sth enhance ability sth protection from energy 13th death ward 17th greater restoration Honrer’s Prey ‘Ac 3rd level you gain one of the following features of your Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if i's below its hit point maximum, You can deal this extra damage only once per turn Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its Attack, provided that you can see the creature. Horde Breaker. Once on each of your turns when you ‘make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your ‘weapon, DEFENSIVE TACTICS ‘At Tth level. you gain one of the following features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage. ‘Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that ereature for the rest ofthe turn, ‘Steel Will You have advantage on saving throws against being charmed, frightened, or possessed. Muctiatrack At 11th level you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of point you can see within your weapon's range. You must have ‘ammunition for each target, 2s normal and you make a ‘separate attack roll for each target. Whirlwind Attack. You can use your action to make a ‘melee attack against any number of creatures within 5 feet ‘of you, with a separate attack roll for each target SUPERIOR HUNTER’S DEFENSE ‘Ac 15th level you gain one of the following features of your choice. 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 the saving throw, and only half damage ifyou 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. You regain your reaction if that attack misees, 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. ‘This is unofficial Fan Content permitted under the Fan Content Poles, Not approvediendarsed by Wizards, Portions ofthe materials ‘used are property of Wizards of the Coast. © Wizards of the Coast LLC. 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