u/thinger's Alternative Ranger
Level Proficiency Bonus Features Hunter's Mark Spells Known 1st 2nd 3rd 4th 5th
1st +2 Hunter's Mark, Natural Explorer 1d4
2nd +2 Fighting Style, Spellcasting 1d4 2 2
3rd +2 Ranger Conclave, Primeval Awareness 1d4 3 3
4th +2 ASI 1d4 3 3
5th +3 Ranger Conclave Feature 1d6 4 4 2
6th +3 Sharp Senses 1d6 4 4 2
7th +3 Ranger Conclave Feature 1d6 5 4 3
8th +3 ASI 1d6 5 4 3
9th +4 1d8 6 4 3 2
10th +4 Fleet of Foot 1d8 6 4 3 2
11th +4 Ranger Conclave Feature 1d8 7 4 3 3
12th +4 ASI 1d8 7 4 3 3
13th +5 1d10 8 4 3 3 1
14th +5 Tenacious Hunter 1d10 8 4 3 3 1
15th +5 Ranger Convlave Feature 1d10 9 4 3 3 2
16th +5 ASI 1d10 9 4 3 3 2
17th +6 1d12 10 4 3 3 3 1
18th +6 Raw Intuition 1d12 10 4 3 3 3 1
19th +6 ASI 1d12 11 4 3 3 3 2
20th +6 Master of the Wild 1d12 11 4 3 3 3 2

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Class Features

As a Ranger, you gain the following class features

Hit Points

  • Hit Dice: 1d10 per Ranger Level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapon
  • (a) A dungeoneer's pack or (b) an explorer's pack
  • a longbow and a quiver of 20 arrows
    
    
Adjustments to the Ranger's Spell List

The Hunter's Mark class feature is intended to replace the spell of the same name from the Ranger's spell list. If you intend to use this variant, it is recommended that you remove this spell from the Ranger's spell list.

Hunter's Mark

Beginning at the 1st level you can use your experience as hunter and frontiersman to critically wound a creature or exploit an unforeseen weakness in thier defense.

When you hit a creature with a weapon attack you can choose to "mark" the creature leaving it more vulnerable to your attacks. For 1 minute, the first time you deal damage to this creature on your turn they take an additional 1d4 damage.

You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses of this feature upon completing a short or long rest.

The amount of additional damage increases as you gain levels in this class as shown in the Hunter's Mark Column in the Ranger class table.

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore non magical difficult terrain.
  • You have advantage on initiative rolls.
  • You have advantage on Wisdom (Survival) and Intelligence (Nature) checks made to navigate, track creatures, or forage for food.

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 if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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Spellcasting

By the time you reach 2nd level, you have immersed yourself in the majesty of the wild to such an extent that you have become attuned to the natural energies that surround you. This grants you the ability to manipulate these energies as you see fit.

Refer to chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spellslots

The Ranger table shows how many spell slots you have to cast your pells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell lots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st level 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 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, 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.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting 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

Primeval Awareness

Beginning at the 3rd level you gain a preternatural instinct that grants you the ability to sense unnatural elements from great distances and greatly improves your tracking abilities.

By spending 10 minutes to concentrate on your surroundings and communing with the forces of nature, you can determine if there are any man-made structures or settlements within 5 miles. You then know the general direction and location of these structures.

Additionally you can use this method in combination with you Hunter's Mark class feature to track down elusive foes. By maintaining concentration, as if you were casting a spell, you focus on a single creature that has been under the effect of your Hunter's Mark class feature in the past 8 hours. You know their general direction, and if they are within 1 mile you know their general distance from you. `

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Ability Score Ability

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.

Sharp Senses

At the 6th level you learn to mimic the sharpened senses of beasts. You have advantage on Wisdom (Perception) checks that rely on hearing and smell.

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Fleet of Foot

Beginning at the 10th level you can use your bonus action to use the dodge action. You can use this feature a number of times equal to your wisdom modifier. You regain any expended uses of this ability upon completing a long rest.

Tenacious Hunter

At the 14th level when you roll for initiative and have no uses of your Hunter's Mark left, you regain one use.

Raw Intuition

At the 18th level your natural instincts are heightened, allowing you to sense what might normally be left unseen. You gain a +5 bonus to your passive perception.

Master of the Wild

At the 20th level your experience in the wilderness has given you the capabilities to thrive in any environment. You can add your wisdom modifier to any attack roll, skill check, or any Strength, Dexterity, or Constitution saving throw. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Once you use this feature you must complete a short or long rest before you can use it again.

Ranger Conclaves

At the 3rd level You emulate the training and ideals of a Ranger Conclaves. Ranger conclaves are gatherings of capable rangers in a concerted effort to protect the wild and its inhabitants from those who would despoil it. These conclaves are unified, either through loose association or through shared philosophies, and as such the conclave you choose will influence how you approach your journey.

Hunter Conclave

Ranger's of the Hunter Conclave seek to hunt down the most dangerous creatures who pose a threat to the peaceful inhabitants of the world. To this end, these Rangers learn specialized techniques in order to hunt and rid the world of their Favored Enemies.

Hunter Magic

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 spell for you, but it doesn’t count against the number of ranger spells you know.

Hunter Spells
Ranger Level Spell
3rd Ensaring Strike
5th Silence
9th Haste
13th Banishment
17th Hold Monster

Favored Enemy

At the 3rd level you gain significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose two types of favored enemy: beasts, constructs, elementals, fey, monstrosities, oozes, plants, or undead. You have advantage on any Intelligence checks when recalling information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Additionally, when you deal extra damage from you Hunter's mark class feature to one of your favored enemies, you can roll one additional damage dice from that feature and add it to the damage total.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hunter's Sense

At 7th level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and What they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of of this feature upon completing a long rest.

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Greater Favored Enemy

At the 11th level At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, dragons, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language.

Additionally, you have advantage on saving throws against the spells and abilities used by your favored enemies and greater favored enemies.

Foe Slayer

At the 15th level you can strike your favored enemies with unmatched lethality. When you hit one of your favored enemies or greater favored enemies with a weapon attack you can choose to treat the attack as a critical hit. Once you use this feature you must complete a long rest before you can use it again.

Beast Master Conclave

Beast Masters use their connection with the natural world to form a kinship with the beasts that inhabit it. Ranger's of this conclave work in unison with their animal companion, traveling and fighting together to defend both the wild and civilized worlds.

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 Animal Friendship
5th Beast Sense
9th Conjure Animals
13th Conjure Woodland Beings
17th Awaken

Animal Companion

At the 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

You can choose to create this bond with an animal called forth from the wild using 50gp worth of rare herbs and fine food or a creature you are already familiar and friendly with. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. If you choose to summon a creature from the wild your DM may pick a creature for you based on the terrain what would logically be present in the area.

You must spend 8 hours creating this magical bond with this. At the end of this 8 hours your animal companion gains all the benefits of your Companion's Bond ability.

You can only have one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25gp of rare herbs and fine food you call forth your companion's spirit and use your magic create a new a body for it. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replace by the restored companion.

Companion's Bond

Your bond with your animal comapanion grants it enhanced capabilities and various benefits.

In the process of being tamed, your companion loses some of its natural ferocity. You animal companion loses its multiattack feature, if it has one.

Your companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated you companion acts on its own.

Your animal companion has abilities and game statistics determined in part by your level. In addition to areas where it normally adds its proficiency bonus, it also adds its proficiency bonus to its AC.

Your animal companion gains proficiency in two skills and one saving throw of your choosing.

Every level after the 3rd your animal companion gains an additional hitdice and increases its maximum hitpoints accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion improves alongside you. Your companion can choose to increase one ability score by 2, or two ability scores by 1. As normal your companion cannot increase an ability score above 20 using this feature unless specifically stated otherwise.

Hunting Companion

At the 5th level, your companion learns to take advantage of your Hunter's Mark.

The first time you animal companion attacks and hits a creature under the effect of your Hunter's Mark class feature that creature takes an additional 1d6 damage. The amount of additional increases as you gain levels in this class as seen in the Hunter's Mark column in the Ranger class table.

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Companion Commands

At the 5th level you can issue commands to your animal companion to improve its capabilities. You can use your bonus action to issue one of these special commands, provided that you are capable of communicating. To properly receive a command your animal companion must be within 30 feet and able to see and hear you. You initially learn one of the following commands:

  • Sic. Select one creature within 60 ft. of you can see. Until the start of your next turn, your companion has advantage on attack rolls made against that creature.
  • Run. Until the start of your next turn your animal companion can use its bonus action to take the Dash or the Disengage action.
  • Defend Until the start of your next turn your animal companion adds +2 to its AC
  • Recover Until the start of your next turn your animal companion can use its action to rest and lick its wounds. In doing so it regains hit points equal to 1d8 + your ranger class level.

You learn one additional command at the 7th, 10th, and 15th level.

You are able to issue commands a number of times equal to your Wisdom modifier. You regain all expended uses of this feature upon completing a long rest.

Bestial Might

At the 7th level your animal companion's attacks are considered magical for the purpose of overcoming resistance.

Additionally, your animal companion adds a bonus +1 to all attack and damage rolls. This bonus becomes +2 at the 10th level and +3 at the 15th level.

Exceptional Training

At the 11th level your animal companion gains proficiency in two additional skills and one saving throw of your choosing.

Inseverable Bond

At the 15th level the bond you have formed with your animal companion has deepened to an extent as to be spiritually intertwined. You can now understand and verbally communicate with your animal companion.

You are always aware of your animal companion's state of mind as well as their general direction and distance from you, so long as they are on the same plane of existence as you.

Warden Conclave

Rangers who take up the mantle of Warden swear themselves as protectors of the land and its inhabitants. Wardens train to defend the weak and innocent from the vile and wicked, steeling themselves as shields against the evils that would undo the splendor of the world.

Warden Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Warden Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.


Warden Spells
Ranger Level Spell
3rd Shield of Faith
5th Zone of Truth
9th Protection from Energy
13th Guardian of Nature
17th Circle of Power

Bonus Proficency

At the 3rd level you gain proficency with heavy armor.

Debilitating Strike

At the 3rd level you learn to further exploit your Hunter's Mark to cripple your enemies. When you attack a creature under the effect of your Hunter's Mark you can use your reaction to impose one of the following effects on that creature until the start of your next turn:

  • Weakened. when this creature hits another creature with an attack, any damage inflicted is halved.
  • Disoriented. This creature has disadvantage on attack rolls.
  • Halted. This creature's speed is reduced to 0.

A creature can only be affected by one of this class feature's effects at a time.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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Emboldened

At the 7th level you can steel your resolve and fight with renewed vitality. You can use your bonus action to gain temporary hitpoints equal to your ranger level + your Constitution modifier. Additionally, while you have temporary hitpoints granted by this feature you have advantage on Constitution saving throws.

Once you use this feature you cannot use it again until you finish a long rest. You can use this feature twice before you must long rest once you reach the 11th level, and three times at the 15th.

Iron Mind

By 11th level, you have honed your ability to resist the mind-altering powers of your foes. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Emboldening Presence

At the 15th level your enduring tenacity is enough to inspire your allies. Whenever you use your Emboldened class feature you may select up to five friendly creatures within 60 ft. that you can see. These creatures gain temporary hitpoints equal to half your ranger level + your constitution modifier. While they have temporary hitpoints granted by this feature they have advantage on Constitution saving throws.

Stalker Conclave

Stalkers aim to become the perfect unseen predator, utilizing darkness as both a tool and weapon. They strike down their foes with lethal precision, from the comfort of shadows that most would not approach. Stalkers thrive in the abyss of deep caverns, the dimness of alleyways, and the shade of primordial forests.

Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

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Stalker Spells
Ranger Level Spell
3rd Disguise Self
5th Pass Without Trace
9th Fear
13th Greater Invisibility
17th Seeming

Shadowy Dodge

Beginning at the third level you learn to take advantage your marked enemies' crippled state to better evade their attacks. Whenever a creature under the effect of your Hunter's Mark class feature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to treat their attack as a miss regardless of their roll. You must use this feature before you know the outcome of the attack roll.

Umbral sight

At 3rd level, you gain darkvision out to a range of 30 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dread Ambusher

At the 7th level your predatorial training grants you an adavantage in getting the upper hand on your foes. You may choose to add your Wisdom modifier to any Dexterity (Stealth) check or any initiative roll.

Once you use this feature you must complete a short or long rest before you can use it again.

Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same attack.

Lethal Strike

At the 15th level, you are trained to take advantage of any opportunity to quickly finish off your targets. If you have advantage on an attack and you hit with that attack you can choose to add your wisdom modifier to the damage roll.

You can use this feature a number of times equal to your Wisdom modifier. You regain any expended uses of this feature upon completing a short or long rest.

Nomad Conclave

Those that take the path of the Nomad Conclave strive to explore the untouched reaches of the world, gathering and sharing the knowledge from these far-distant corners of the world. Nomadic Rangers are amongst the world's greatest travelers, ever seeking new heights and the unseen majesty of the wild.

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Nomad Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Nomad Spells
Ranger Level Spell
3rd Comprehend Languages
5th Enhance Ability
9th Tongues
13th Freedom of Movement
17th Legend Lore

Student of a Thousand Steps

Beginning at 3rd level you cultivate the experience from your travels to foster skills and techniques that improve your ability to thrive in any environment. You gain the following benefits:

  • Your swim and climbing speed is now equal to your speed
  • When traveling for more than an hour non-magical difficult terrain doesn't slow your group's travel.
  • 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 number, their sizes, and how long ago they passed through the area.

Furthermore, these techniques and skills grant you the ability to focus on survival and movement in combat.

All opportunity attacks made against you are made with disadvantage. Additionally whenever a creature under the effect of your Hunter's Mark class feature, you can use your reaction to impose disadvantage on that attack. If the attack misses you can choose to move up to half your speed away from the creature. This movement does not provoke opportunity attacks.

Taste of Cultures

At the 3rd level you immerse yourself in the history and cultures of the various inhabitants of the world.

When you gain the class feature, you learn two languages of your choice. You learn one additional language at the 7th, 11th, and 15th levels.


You also become proficient with the Herbalism kit, as well as the History and Religion skills.

Your proficiency bonus is doubled for any ability check you make that uses those skills/tools.

Crippling Mark

When you attack a creature under the effect of your Hunter's Mark class feature, you can use your bonus action to subject that creature to a Constitution saving throw (DC = 8 + your proficiancy modifier + your Wisdom modifier). On a failed save all attack rolls against that creature are made with advantage until the start of your next turn.

Natural Majesty

At the 7th level you are able to help other creatures attune themselves to the natural energies around them granting them enhanced abilities.

You can spend ten minutes meditating, maintaining concentration as if you were casting a spell. At the end of this meditation you can select up to five other creatures that you can see. They are bestowed with renewed vigor and are treated as being under the effect of this class feature for one hour.

A creature under the effect of this class feature gains a bonus of +1 to their initiative. If the creature makes a skill check or saving throw, before they know the result of their roll, the creature can choose to end this effect early and gain advantage to their roll.

Once you use this feature you must complete a short or long rest before you can use it again.

Free Soul

At the 11th level you are capable of magically awakening a creatures inner beastial essence in order to stir them from a precarious situation. When you or a creature within 30 ft. of you that you can see is charmed, frightened, or stunned, you can use your reaction to immediately end one of those effects on that creature.

You can use this feature a number of times equal to your wisdom modifier. You regain any expended uses of this feature upon completing a long rest.

Master of a Thousand Miles

At the 15th level the knowledge and experience you've gained in your travels has shaped you into an unparalled pioneer, granting you unheard of fortitude and resilience.

When you gain this class feature you choose two of the following damage types; acid, cold, fire, lightning, poison, necrotic, thunder, radiant. You gain resistance to those damage types.

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ChangeLog

  • Primeval Awareness: Changed Hunter's Mark interaction. Now requires concentration and reveals target's general direction and distance when within a mile. Additionally the timeframe in which this effect can be triggered has been reduced to 8 hours (down from 24).

Author's Notes: This change was prompted by a redundency regarding Primeval Awareness' interaction with Hunter's Mark and the Natural Explorer class feature. However the ability became significantly more powerful after the change so I felt a nerf to the possible timeframe was justified.

  • Master of the Wild: Now recharges on short rests as well as long rests.

Author's Notes: After some feedback, this ability wasn't too exceedingly powerful and as a capstone meant for level 20 play I saw no reason why this couldn't recharge on short rests.

  • Umbral Sight: Darkvision granted reduce to 30 feet (from 60 feet).

Author's Notes: I want to hold off on more severe nerfs until I can playtest this subclass myself, but for now I feel this adjustment I think it is fair to adjust this ability so that it doesn't overshadow racial abilities and the Darkvision spell.

  • Nomad Conclave: Removed extra attack class feature. Replaced with Crippling Mark (Warden Conclave ability of the same name renamed Debilitating Strike).

Author's Notes: The nomad conclave is my personal addition to the Ranger class. Where as every other sublass borrows or is heavily inspired from pre-exisiting material, I wanted the Nomad subclass to be completely original as a face/support subclass for the Ranger. Some feedback encouraged me to go further into the thematics of this subclass and because of that and the fact that this class naturally puts out less damage than other subclasses I replaced their extra attack with a powerful support ability. I am a bit worried about the powerful combos this may open up, but I do feel this ability is more in line with the initial intentions i had when making this subclass.

  • Natural Majesty: Removed capability to put the effect of this class feature on oneself. +5 bonus to save/skill check changed to advantage on roll. Now recharges on short rest

Author's Notes: The Ranger already gets a bonus to initiative and has access to a fair amount of skill proficiencies, so being able to put this ability on themselves was a bit much. Also after a fairly significant buff in the form of Crippling Mark I felt the subclass could stand to lose a bit of power so I reduced the +5 bonus to advantage. After these nerfs however this feature no longer felt powerful enough to be a long rest ability and was adjusted accordingly.