The ranger is the survivalist, someone who seeks mastery over himself and his surroundings, and who hones his instincts to serve him. A ranger seeks to be the hunter, the one who strikes first, and the one who aims true. In order to achieve this, the ranger not only equips themself with various skills and tools for the task, but also the focus and dedication needed to overcome whatever problem may come their way.
Level / Proficiency / Features
1 / 2 / Sense danger, focus
1 / 2 / prep, triage, ability score improvement
3 / 2 /Ranger training
4 / 3 / 1st archetype
5 / 3 / ability score improvement
6 / 3 / -
7 / 4 / 2nd archetype
8 / 4 / ability score improvement
9 / 8 / -
10 / 5 / 3rd archetype
11 / 5 / ability score improvement
12 / 5 / -
Hit dice: 1d8
Armor: Light armor, light shields
Weapons: Simple weapons, 1 martial weapon group of choice.
Tools: Choose 1 from: Herbalism kit, Climber's kit, Cook's utensils, Leatherworker's tools, Cartographer's tools
Saving throws: Dexterity, Wisdom
Skills: Choose three from: Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
(a) Leather armor or (b) Padded armor and a light shield
(a) Two simple melee weapons or (b) Longbow and a quiver with 20 arrows
(a) two daggers or (b) a simple one-handed weapon.
(a) a dungeoneer’s pack or (b) an explorer’s pack
At 1st level, you can act in the surprise round.
At 1st level, you can spend 1 rest dice as a free action to gain 1d4 rounds of focus. While under the effects of focus you gain the following effects:
Attack rolls have a +1d4 bonus to hit.
Your dexterity and wisdom checks have advantage.
When you reach 2nd level, and again at 5th, 8th, and 11th level, increase one ability score by 2, or two ability scores by 1. Alternatively, gain a feat.
Also, whenever you would gain an ability score increase, also gain one of the following:
Gain proficiency with a martial weapon group of choice.
Gain proficiency with medium armor
Gain proficiency with heavy armor if already proficient with medium armor
Gain proficiency with heavy shields.
Gain a +1 bonus to a save of your choice.
Gain a +1 bonus to a skill of your choice.
At 2nd level, during a short rest you can spend 1 rest dice to use one of the following abilities:
Ready arms - If you have access to materials(such as fire, poison, acid, metal, chains, alchemists tools, or similar. Subjecto to GM) you may do one of the following 1d3 times:
prepare ammunition - prepare 2d3 pieces of ammunition that is particularly deadly to a particular type of target (armored, undead, goblinoid, beasts, etc. Subject to GM. If the player can reasonably explain how the available materials would work, their reasoning should be accepted.) the ammunition deals an additional 1d12 damage of a type adequate to the chosen target, and has its attacks crit range increased by 1.
prepare weapon - modify a weapon to deal 1d4 extra damage to a particular type of target (same as prepare ammunition) and one of the weapons maneuvers is modifier to not require an extra bonus action to perform. This lasts until rest. The same weapon cannot be modified more than once.
Plan - Gain a +1d4 bonus to a skill you are proficient with until your next rest. Can only plan one skill at a time.
Ranger alchemy - if you have access to adequate materials and either a set of alchemists tools, herbalists tools, or brewers tools(same reasoning as the "prepare ammunition" option.) you gain 1d3 alchemy points(AP), which can be used to make one of the following:
Healing elixir(2AP) - Can be consumed to heal 1d10 + wisdom bonus points of health and when administered to a dying creature, it heals 1 failed death save.
Venom extraction(1 AP) - Extract a venomous or poisonous substance from an item in your possession into a flask, allowing you to apply it as an action to a weapon, lasting for 1d4 attacks, or to apply it to 1d4 pieces of ammunition. The extracted flask deals 1d3 to 1d12 poison(or acid) damage based on the potency of its source, but may also apply additional conditions based on what kind of toxin is being extracted (Subject to GM.)
At 3rd level, choose 3 upgrades from the list below:
Beast lore - You gain a +3 bonus to all checks made to detect, identify, track, train, and communicate with beasts and animals.
Enhanced focus - The duration of your focus is increased by 1 turn. Can be taken twice.
Folklore knowledge - Gain proficiency with history. When using prep for an intelligence or wisdom skill, make a DC 18 wisdom check. On a success, the prep rest dice are refunded.
Keen will - Gain a +1 bonus to wisdom saves. Gain proficiency with insight. If already proficient, gain expertise. If already expert, Increase your maximum rest dice by 1.
Loadbearing - Ignore 1 bulk. This increases to 2 bulk at 7th ranger level.
Monster lore - You gain a +3 bonus to all checks made to detect, identify, or inspect the lairs of beasts and monsters (Subject to GM.)
Novice alchemy - you use ranger alchemy, you may also make the following:
Cats eye potion(1 AP) - Potion that grants darkvision at a range of 90 feet and a +1 bonus to dexterity saves for 3 hours.
Ranger bomb(1 AP) - A flammable potion that can be thrown at a target at a range of 30/60ft, dealing 1d6 + your ranger level + your wisdom bonus fire damage to the target. It cannot be blocked.
Warding stone(2AP) - A tool that can be thrown. If it is exposed to a magical area or aura, it begins to shimmer and fizzle harmlessly until it slowly dissolves away. This process lasts an hour.
Occult hunter - Learn an occult cantrip. You can use wisdom or dexterity as the casting modifier. The cantrip costs 1d3-1 health to cast (Same as having a 1d3 HP component cost) if it does not already have an associated HP cost.
Quick hands - Gain the dual wielding feat if you do not have it, but do not gain the ability score increase from it. Swapping and drawing weapons can be done as a free action. Gain advantage on saves vs disarm abilities.
Quick step - When moving, your first 5 feet of movement do not provoke attacks of opportunity.
Sudden focus - If you roll a nat 1 on your focus duration die, you regain 1 rest dice.
Sure step - You can ignore 5 feet of difficult terrain up to as many times as your wisdom bonus per turn. Can be taken twice, and if done so, applies to the first 15 ft and increases movement speed by 5ft.
Tactical step - On a successful block attempt, you can spend a reaction to move 5 feet per dexterity bonus(min 1.) This movement does not provoke attacks of opportunity.
Tactician - When you choose to plan during prep, you may plan up to as many skills as your intelligence bonus. The bonus to skills is increased to 1d6.
Thinking fast - You have an extra reaction. Gain a +1 bonus to initiative.
Warding signs - Learn a mystic or oath cantrip. Use wisdom or dextrity as the casting modifier.
Weapon maintenance - When using prep to ready arms, the ammunition amount is increased to 2d4 and the weapon bonus damage is increased by 1. When applying toxins from extracted venom or poison from ranger alchemy, the amount of ammunition and the number of attacks that it applies to are increased by 2.
At 4th level, choose your 1st ranger archetype:
At 7th level, choose your 2nd ranger archetype
At 10th level, choose your 3rd ranger archetype