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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.
~watTHE 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.THIS DOCUMENT WAS LOVINGLY CREATED
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