Legendary Classes

Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible!

Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes.

Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class.

Why?

Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones.

  • It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D.

  • This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless.

  • It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play.

Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way.

For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley!


Legendary Player Characters

As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 127 page document below!

Google Drive

Homebrewery

It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document!

Encounters

When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level.

I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly)

If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

Legendary Ranger
Level Proficiency
Bonus
Features Trophy
Slots
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Mark Prey, Primal Retrofit, Semi Proficiencies
2nd +2 Prized Trophies, Spellcasting 2 2
3rd +2 Ranger Conclave, Hunters Way 2 3
4th +2 Ability Score Improvement 2 4 2
5th +3 Extra Attack 3 4 2
6th +3 Conclave Feature 3 4 3
7th +3 Legendary Ability Score Improvement 3 4 3
8th +3 Ability Score Improvement 3 4 3 2
9th +4 Hunters Way (2) 3 4 3 3
10th +4 Conclave Feature 3 4 3 3
11th +4 Mass Hunt (2 Prey) 3 4 3 3 1
12th +4 Ability Score Improvement 4 4 3 3 2
13th +5 Decorated Equipment (2 Retrofits) 4 4 3 3 2
14th +5 Conclave Feature 4 4 3 3 3 1
15th +5 Hunters Way (3), Legendary Ability Score Improvement 4 4 3 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 3 2
17th +6 Extra Attack (2) 4 4 3 3 3 2 1
18th +6 Conclave Feature 4 4 3 3 3 2 1
19th +6 Feral Senses 5 4 3 3 3 2 1
20th +6 Ability Score Improvement 5 4 3 3 3 2 1 1
21st +7 Hunters Way (4) 5 4 3 3 3 2 1 1
22nd +7 Predators Mark 5 4 3 3 3 2 1 1
23rd +7 Legendary Ability Score Improvement, Mass Hunt (3 Prey) 5 4 3 3 3 2 1 1 1
24th +7 Ability Score Improvement 5 4 3 3 3 2 1 1 1
25th +8 Decorated Equipment (3 Retrofits) 5 4 3 3 3 2 1 1 1
26th +8 Conclave Feature 6 4 3 3 3 2 1 1 1 1
27th +8 Hunters Way (5) 6 4 3 3 3 3 1 1 1 1
28th +8 Ability Score Improvement 6 4 3 3 3 3 1 1 1 1
29th +9 Extra Attack (3) 6 4 3 3 3 3 2 1 1 1
30th +9 Apex Predator 6 4 3 3 3 3 2 2 1 1
Ranger Ability Score

Upon gaining this class, you must select your Ranger Ability Score. This score can be either Intelligence or Wisdom.

Ranger Modifier

If something refers to your Ranger Modifier, then that means it is referring to the modifier of your Ranger Ability Score.

For example if your Ranger Ability Score was Wisdom and your Wisdom score was 17, your Ranger Modifier would be +3.

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 2d10
  • Hit Points at 1st Level: 20 + two times your Constitution modifier
  • Hit Points at Higher Levels: 2d10 (11) + two times your Constitution modifier per Ranger level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Strength/Intelligence (Choose 1), Dexterity/Wisdom (Choose 1)
  • Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Survival

Mark Prey

When you choose this class at 1st level, you have learned how to mark creatures as your prey. As a bonus action, you may mark a creature you can see as your Prey. A creature remains your prey until you mark another creature or until the marked creature dies.

You gain the following benefits against your prey:

  • Whenever you hit your prey with a weapon attack, your attack deals 1d4 additional damage, this damage is the same as the weapons damage type.

  • Whenever you make a Perception or Survival check to locate or track your prey, you may roll 1d4 and add it to the checks result.

  • You cannot be surprised by your prey.

You may mark a creature as your prey a number of times equal to your proficiency bonus, you regain all expended uses upon completing a long rest. If you have no uses remaining, you may expend a spell slot of 1st level or higher to use this feature anyway.

At certain levels, the die rolled for determining your damage bonus and skill check bonuses against your prey increases.

At 5th level it increases to 1d6.

At 11th level it increases to 1d8.

At 17th level it increases to 1d10.

At 23rd level it increases to 1d12.

At 29th level it increases to 2d6.


Equipment

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

  • (a) Scale Male or (b) Leather Armor
  • (a) A Simple/Martial weapon and a shield or (b) 2 Simple/Martial weapons
  • (a) A light crossbow and 20 bolts or (b) 2 Simple weapons with the light property
  • (a) A dungeoneer's pack or (b) An explorer's pack

Primal Retrofit

Also at 1st level, you have discovered how to make use of your slain foes. Over the course of a short rest, you may apply a Primal Retrofit to a weapon, suit of armor or shield within your reach throughout the rest. The primal retrofits you can apply are described later in this document.

An item can only have one primal retrofit, however there is no limit to the number of items you can apply your retrofits to (You could have twenty different swords all with the same retrofit if you so wished) No creature other than yourself can beneft from an items primal retrofits, for any other creature, the item is considered as if it didn't have any retrofits.

However, in order to apply a retrofit, you must meet its Harvest requirements. In order to meet its harvest requirements, you must have killed the appropriate creature and spent at least a minute harvesting the necessary parts from it. You cannot harvest from a creature you did not personally kill.

For example, Monster Teeth Lining requires harvesting it from a Monstrosity of CR 1 or higher. If you killed a valid monstrosity, you could then spend a minute harvesting its teeth to later retrofit onto a weapon when you take a short rest.

A single creature is only good for one primal retrofit (Using the previous example, you could only retrofit one weapon using the slain monster. If you wish to retrofit another weapon, you need to kill a new monster)

Over the course of a short rest, you may remove a retrofit you put on an item off of said item. You may then reuse the materials and apply them to a new item as apart of a future short rest if you so wish.

Semi Proficiencies

Finally at 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (3 as a Ranger) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them.

Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw.

If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type.

You only gain this feature if Ranger is the first class you choose. You can not have two instances of this feature from separate classes.

Prized Trophies

Beginning at 2nd level, you have realized that monsters have valuable parts beyond what you can retrofit. Over the course of 10 minutes, you may fashion a Prized Trophy out of the corpse of a creature you personally killed.

The list of trophies you can fashion can be found later in this document, much like primal retrofits, you must fashion specific trophies out of specific monsters. There is no limit to the number of trophies you can have made.

Despite you having made these trophies however, you can't benefit from all of them at the same time. Similar to attuning to magic items, you must attune to your trophies in order to benefit from them... This special attunement does not use your normal attunement slots however, it instead uses your Trophy Slots.

You start with 2 trophy slots, and you gain more as you reach certain levels in this class, as shown in the Trophy Slots column of the Ranger class table.

At the end of a long rest, you may target any of your trophies within 30-feet of you and link yourself to them, causing that trophy to take up one of your trophy slots. You cannot link to more trophies than you have trophy slots. While linked, you can use the trophies powers as described in its section.

This link lasts until you complete a long rest, upon which you may choose to relink to a trophy, or link to a new one.

Other creatures cannot link to or benefit from your trophies in any way. In a similar sense, you cannot use another rangers trophies.

Spellcasting

Additionally at 2nd level, you have learned to draw on natural energies to wield nature magic just as a druid does.

Preparing and Casting Spells

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

You prepare the list of range spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Ranger modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14 (And that being your Ranger ability score) Your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent calling upon nature: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability

Your spellcasting ability is the same as your Ranger Ability Score.


Spell save DC = 8 + your proficiency bonus +
your Ranger modifier

Spell attack modifier = your proficiency bonus +
your Ranger modifier

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells.

Ranger Conclave

Upon reaching 3rd level, you have sworn yourself to a conclave that emulates your style, the options for which are listed later in the document. Your choice grants you features now and again at levels 6, 10, 14, 18 and 26.

Hunters Way

Additionally at 3rd level, you have begun to adapt the ways of a true hunter. You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite, in order to choose that feature, you must have at least that many levels in the Ranger class.

Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 9th level, 15th level, 21st level and 27th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 20th, 24th and 28th 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. Alternatively, you can choose a feat.

When you reach 7th level and again at levels 15 and 23, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document.

Extra Attack

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

When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 17th level (3 attacks) and at 29th level (4 attacks)

Mass Hunt

Upon reaching 11th level, you are no longer limited to hunting merely one creature at a time. You may now have up to two creatures marked at a time as your prey, gaining the benefits of your Mark Prey feature against both of them.

When you use Mark Prey to mark a creature, you can mark two using a single usage, instead of just one. If using this feature would cause you to have more than two creatures marked as your prey, you choose which creatures are no longer your prey.

Beginning at 23rd level, you may now have up to three creatures marked at a time as your prey. When you use Mark Prey to mark a creature, you can mark three using a single usage, instead of just two. If using this feature would cause you to have more than three creatures marked as your prey, you choose which creatures are no longer your prey.


Decorated Equipment

Beginning at 13th level, your equipment is adorned with more of your conquests. You may now apply up to two Primal Retrofits to a single piece of equipment. You may apply the same retrofit twice to a single piece of equipment, but they must have come from different creatures.

At 25th level, you may now apply up to three Primal Retrofits to a single piece of equipment. You may apply the same retrofit thrice to a single piece of equipment, but they must have come from different creatures.

Feral Senses

Once you reach 19th level, your senses have honed to be like that of a monsters. You are aware of the exact location of invisible creatures within 30-feet of you provided you aren't blinded or deafened. When you attack a creature, your inability to see it does not impose disadvantage on your attack roll.

Finally, you cannot have disadvantage on attack rolls against creatures marked as your prey. Disadvantage will still cancel out any advantage you had however.

Predators Mark

Beginning at 22nd level, your prey are never safe from you. You may now use Mark Prey as many times as you wish between rests.

Apex Predator

Finally at 30th level, you are at the top of the food chain. You gain the following benefits:

  • Against creatures marked as your prey, you may add your Ranger modifier (Minimum of 1) to your weapons attack and damage rolls.

  • You gain a +1 bonus to all ability checks for each one of your trophies you are linked to.

  • When you hit a creature with a weapon attack, you may end your link to one of your trophies to deal maximum damage to that creature instead of rolling.

Beast Master Conclave

Sometimes, it's not the best move to fight alone. Rangers of this conclave have formed an unbreakable bond with a mighty bestial spirit, this bond goes just beyond mere friendship. The ranger and beast are connected on a spiritual level.

Primal Companion

Beginning at 3rd level, you have forged a bond with a beast of the wild. At the end of a long rest, you may call forth a Beast of the Land, Beast of the Sea, or Beast of the Sky (The statblocks for which can be found on the page after this one) You determine what kind of animal it is based on its statblock.

The beast uses your proficiency bonus. In combat, the beast acts on your turn and obeys all of your spoken orders. If given no orders, it prioritizes defending you over itself. The beast has its own action which it can use to take the attack, dash, disengage, dodge or help action. It also can move and use its reaction as if it were a separate creature from you.

If the beast has died within the past hour, you can touch it and expend a spell slot of 1st level or higher to cause it to revive after a number of minutes equal to 10 - the spell slots level (Minimum of 1 minute)

When you finish a long rest, your beast automatically returns to life if it was dead. If you choose to summon a new beast, your previous one vanishes.

Beast Keeper

Additionally at 3rd level, you are well versed in the tongue of beasts. You gain proficiency in the Animal Handling skill, if you already have this proficiency you instead gain expertise.

Additionally, you can commune with beasts as if you shared a language. You decide what form this communication takes, whether it be body movement, spoken language, or something else.

Magically Enhanced

At 6th level, your beast has begun to absorb some of your primal magics. Whenever you cast a spell that targets only yourself (Such as Cure Wounds or Longstrider) you may also grant your beast hte benefits of that spell.

If the spell requires concentration, you both lose its benefits once you lose concentration.

Additionally, your beasts attacks now count as magical for the purposes of overcoming immunity and resistance to damage.


Beast Attack

Beginning at 10th level, your beast is ready for the brawl. Whenever your beast takes the attack action, it can make two attacks instead of one. Starting at 26th level, it can make three attacks instead of two.

Bestial Hide

Once you reach 14th level, your beasts hide thickens and can withstand mighty strikes. Your beast has resistance to nonmagical bludgeoning, piercing and slashing damage. At 26th level, it gains resistance to magical bludgeoning, piercing and slashing damage.

Protect the Master

Upon reaching 18th level, your beast defends you with eternal devotion. Whenever you would be attacked while your beast is within 5-feet of you and not incapacitated, you can choose to have the attack target your beast instead.

Additionally, whenever you make an attack against a creature within 5-feet of your beast, your beast can make an attack against that creature as a reaction.


Beast of the Land

Medium Beast, Unaligned


  • Armor Class 13 + PB
  • Hit Points 7 Times your Ranger level (Has a number of D12 hit die equal to your Ranger level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (0)

  • Senses darkvision 60 ft, passive Perception 12

Charge. If your beast moves at least 20-feet towards a target then hits with a Maul attack on the same turn, the target suffers a number of d6's equal to half your proficiency bonus (Rounded up) in slashing damage, in addition to the attacks normal damage.

If the target is large or smaller, they must succeed on a Strength saving throw or fall prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that your beast makes.

Actions

Maul. Melee Weapon Attack: your Spell Attack modifier to hit, reach 5ft., one target. Hit 5 1d8 + 2 + your Ranger modifier piercing or slashing damage (Your choice)

Talking Beast

You may notice the statblocks don't contain a section for languages... That's because it should be up to you and your DM.

The beast can either understand the languages you speak, or it can speak a language of your choice itself. This is a special magical beast after all.



Beast of the Sea

Medium Beast, Unaligned


  • Armor Class 13 + PB
  • Hit Points 7 Times your Ranger level (Has a number of D12 hit die equal to your Ranger level)
  • Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (0)

  • Senses darkvision 60 ft, passive Perception 12

Amphibious. Your beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that your beast makes.

Actions

Binding Strike. Melee Weapon Attack: your Spell Attack modifier to hit, reach 5ft., one target. Hit 5 1d6 + 2 + your Ranger modifier bludgeoning or piercing damage (Your choice), and the target is grappled (escape DC equal to your Ranger DC). Until this grapple ends, your beast can't use this attack on another target.


Beast of the Sky

Small Beast, Unaligned


  • Armor Class 13 + PB
  • Hit Points 5 Times your Ranger level (Has a number of D8 hit die equal to your Ranger level)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (0)

  • Senses darkvision 60 ft, passive Perception 12

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that your beast makes.

Actions

Shred. Melee Weapon Attack: your Spell Attack modifier to hit, reach 5ft., one target. Hit 5 1d4 + 3 + your Ranger modifier piercing or slashing damage (Your choice)

Drake Warden Conclave

Your connection to the primal forces of nature has manifested in a small drake companion. As you grow stronger, so does your companion. Blossoming from an overgrown lizard to a mighty dragon.

Drake Companion

Beginning at 3rd level, you have learned how to call upon a draconic ally. At the end of a long rest, you may call forth a Drake Companion (The statblock for which is on the next page) When you summon your drake, choose a damage type for its Draconic Essence trait.

The drake uses your proficiency bonus. In combat, the drake acts on your turn and obeys all of your spoken orders. If given no orders, it prioritizes defending you over itself. The drake has its own action which it can use to take the attack, dash, disengage, dodge or help action. It also can move and use its reaction as if it were a separate creature from you.

If the drake has died within the past hour, you can touch it and expend a spell slot of 1st level or higher to cause it to revive after a number of minutes equal to 10 - the spell slots level (Minimum of 1 minute)

When you finish a long rest, your drake automatically returns to life if it was dead. If you call upon a new drake at the end of a long rest, your previous one vanishes.

Draconic Gift

Additionally at 3rd level, you learn one cantrip of your choice. It is considered a ranger spell for you. You also learn the draconic language if you do not know it.

Bond of Fang and Scale

Once you reach 6th level, your bond deepens. You gain the following benefits:

  • Your drake grows to medium size and gains a flying speed equal to its walking speed. If you are medium or smaller, you may ride your drake as a mount. If you do so, it cannot fly.

  • Your drakes bite attack deals 1d6 bonus damage on hit, this damage is the same type as its Draconic Essence. Every 6 levels after you gain this feature (12, 18, 24, 30, ect) this is increased by 1d6.

  • You gain resistance to your drakes Draconic Essence damage type. It must be summoned and alive for you to have this resistance.


Drake Breath

Beginning at 10th level, you can command your drake to exhale destructive energy. Provided your drake has not taken the attack action this turn, you may use your bonus action to command it to exhale.

In order for the drake to exhale, you must expend a spell slot of 1st level or higher.

Each creature within a 30-foot cone of the drake must succeed on a Dexterity saving throw (Constitution if Cold or Poison damage) On a failed saving throw, a creature suffers 2d8 damage per level of the expended spell slot. This damage is of the same type as your drakes Draconic Essence.

After exhaling its breath weapon, your drake cannot attack this turn, but it can still use its action to perform something else.

Superior Bond

Once you reach 14th level, your bond grows even deeper with your drake. You gain the following benefits:

  • Your drake grows to large size. It may now use its flying speed while you are mounted on it.

  • The damage die of Drake Breath increases from d8's to d10's.

  • You gain immunity to your drakes Draconic Essence damage type. It must be summoned and alive for you to have this immunity.

Destructive Soul

Beginning at 18th level, your drakes soul yearns to unleash its breath. You may now use Drake Breath without expending a spell slot, if you do so, you are considered to have expended a spell slot of a level equal to your proficiency bonus.

Perfected Bond

Finally at 26th level, the bond between you and your drake has become perfected. You gain the following benefits:

  • Your drake grows to huge size, and its flying speed is now equal to twice its walking speed.

  • The damage die of Drake Breath increases from d10's to d12's.

  • When you or your drake suffers damage and you are both within 30-feet of each other, you may use your reaction to reduce the damage you or your drake took to 0. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.



Drake Companion

Small Dragon, Unaligned


  • Armor Class 14 + PB
  • Hit Points 7 Times your Ranger level (Has a number of D12 hit die equal to your Ranger level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 8 (-1)

  • Damage Immunities Determined by the Drakes Draconic Essence trait
  • Senses darkvision 60 ft, passive Perception 12

Draconic Bond. You can add your proficiency bonus to any ability check or saving throw that your drake makes.

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity and the damage of its Infused Strikes trait.

Actions

Bite. Melee Weapon Attack: your Spell Attack modifier to hit, reach 5ft., one target. Hit 5 1d6 + your Ranger modifier piercing damage

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence. The target suffers a number of d6's equal to half your proficiency bonus (Rounded up) in damage of a same type as the drakes Draconic Essence, in addition to the attacks normal damage.

Fey Wanderer Conclave

Through some wondrous event, you have garnered a fair amount of magic from the feywild. You are now known as a fey wanderer, one who represents both the mortal and fey realms. Your presence is joyful to your allies, and fearsome to your foes.

Faerie Smite

Upon choosing this conclave at 3rd level, you have learned how to imbue your strikes with fae magic. Whenever you hit a target with a weapon attack, you may expend a spell slot of any level to deal 2d8 bonus psychic damage to the target.

For each spell slot level beyond 1st, you deal an additional 1d8 bonus psychic damage.

When you use this feature, you may choose to imbue it with the power of the Seelie or Unseelie court (You do not need to however)

Seelie. After rolling for the smites damage, you may choose to reduce the damage by any amount. You restore hit points to the amount reduced.

Unseelie. After rolling for the smites damage, you may choose to reduce the damage by any amount. A target (Other than the one struck) of your choice within 30-feet of you suffers psychic damage equal to the amount reduced.


Otherworldly Glamour

Additionally at 3rd level, you project a constant visage of the fey magic you wield. You gain a bonus to all Charisma checks you make equal to your Ranger modifier (Minimum of 1)

You also learn the Sylvan language if you do not know it, and gain proficiency in your choice of Deception, Performance or Persuasion.

Beguiling Twist

Once you reach 6th level, the feywild protects your mind. You have advantage on saving throws against being Charmed or Frightened.

Additionally, whenever you or a creature you can see within 120-feet of you succeeds on a saving throw against being Charmed or Frightened, you can use your reaction to force a different creature you can see within 120-feet of you to make a Wisdom saving throw.

On a failed saving throw, the target is Charmed or Frightened by you (Your choice) for 1 minute. The target can repeat this saving throw at the end of each of their turns, ending the effect on a successful saving throw.

Fey Retainer

At 10th level, you have been blessed with a fey ally. At the end of each long rest, you may cast the Summon Fey spell without requiring any components or expending a spell slot. You need not have the spell prepared to do so.

If you do, the spell is cast at a level equal to your proficiency bonus and it does not require concentration. The summoned fey remains until it is reduced to 0 HP or until you finish a long rest.

True Wielder

Beginning at 14th level, the fey magic you wield has come to you more naturally. You may now use Faerie Smite once per turn without expending a spell slot. If you do so, it is considered to have had a 1st level spell slot expended for it.

When you use this feature, you cannot align this smite with either court.

Mist Wanderer

Once you reach 18th level, you are able to slip through the hidden paths of the fey. As a bonus action, you may teleport to an unoccupied space within 30-feet of you. If there is a willing creature within 5-feet of you, you can bring them along with this teleport. The creature arriving within 5-feet of your destination in an unoccupied space.

Whenever you use this feature, you may expend a spell slot of 1st level or higher. If you do so, the distance you can teleport is increased by 15-feet times the spell slots level.

Ultimate Protection

Finally at 26th level, your mind is unbreakable. You automatically succeed on saving throws against being charmed or frightened (You can still use Beguiling Twist)





















Gloom Stalker Conclave

The darkness can be a fearsome place, many dangerous creatures lurk within those shadows... Gloom Stalkers do not fear it however, they are one of those dangerous creatures within the darkness. Embracing darkness, these rangers hunt their prey under the cover of shadows.

Dread Ambusher

Upon choosing this conclave at 3rd level, you are most prepared for combat at the beginning of it. You may add your Ranger modifier (Minimum of 1) to initiative checks.

Additionally, during your first turn in combat you gain the following benefits:

  • Your walking speed increases by an amount equal to 5 times your proficiency bonus.

  • If you take the attack action, you may make one additional attack as apart of that action.

  • Your weapon attacks deal additional damage equal to the die used for your Mark Prey feature. This damage is the same type as the weapons.

Umbral Sight

Additionally at 3rd level, the darkness is where you belong. You can see in dim light as if it were bright light, and darkness as if it were dim light. You cannot discern color in darkness, only shades of grey... Unlike most darkvision, there is no range limit on this, so long as you can see a location, it benefits from this darkvision.

Also, provided you are fully covered in darkness, you are invisible to any creature that would rely on darkvision to see you.






















Traceless Path

Once you reach 6th level, your steps are one with shadows. You gain a bonus to stealth checks equal to your Ranger modifier (Minimum of 1). Additionally, you can't be tracked except by magical means. You leave behind no tracks or other traces of your passage unless you choose to.

Stalkers Flurry

Beginning at 10th level, you strike with such speed that even attacks that would normally miss can become hits. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as apart of the same action.

Superior Ambush

When you reach 14th level, your ambushes grow in potency. You gain an additional action during your first turn of combat. This action can only be used to make a single weapon attack, take the dash, disengage, dodge or hide action, or to cast a cantrip (If you know any)

Shadowy Dodge

Starting at 18th level, wisps of shadow swirl around you to protect you. When a creature makes an attack roll aginst you and doesn't have advantage on that roll, you can use your reaction to impose disadvantage on it.

If you are in darkness, you can use this feature once per turn without expending your reaction.

Constant Ambush

Finally at 26th level, you can somehow ambush people a second time immediately after already ambushing them. You gain the benefits of Dread Ambusher and Superior Ambush during your second turn of combat as well.


Horizon Walker Conclave

Rangers who seek to protect the balance of the multiverse claim this as their conclave. They seek out planar portals and watch over them, making sure nothing threatening slips through either side of it.

Planar Warrior

When you choose this conclave at 3rd level, you can call upon the multiverse to fuel your strikes. Once per turn when you hit a target with a weapon attack, you can choose to convert all of the attacks damage into force damage. If you do so, the attack deals an additional 1d8 force damage.

Portal Detection

Additionally at 3rd level, you are always aware of holes in your reality. You are aware of whether or not there is a planar portal within 1 mile of you.

If there is a planar portal, you do not learn its exact location, but you know what direction it is in.

Distant Strike

Beginning at 6th level, you phase in and out of reality as you strike. Whenever you would make an attack, you can teleport to an unoccupied space within 10-feet of you before or after the attack.

Phasing Strike

At 10th level, your attacks begin to grow unstable and phase through reality. When you take the attack action, you may make an additional attack as apart of that action. This additional attack has all of its damage converted to force damage, and you have disadvantage on its attack roll.

Disruption Aura

Once you reach 14th level, you project an aura that thwarts planar travel. Whenever a creature within 60-feet of you attempts to teleport, you can force them to make a Charisma saving throw. On a failed saving throw, their teleport fails, wasting their action (The spell slot/usage of the teleport is also still expended)

Each time you gain a level in this class after gaining this feature, the range of this aura increases by 5-feet.

Realm Walker

Beginning at 18th level, nothing can stop your journey. You can cast the Etherealness spell at will without expending a spell slot or requiring somatic or verbal components.

When you cast this spell using this feature, it has no maximum duration, meaning it lasts until you choose to end it.

Planar Champion

Finally at 26th level, you are a champion of the multiverse. You may now use Planar Warrior as many times as you wish per turn. You also no longer have disadvantage on the additional attack gained from Phasing Strike.

Monster Hunter Conclave

Every ranger is a monster hunter in some way, they base themselves around hunting creatures and then using pieces from those creatures to improve their gear... But these rangers take it a step further, honing their basic abilities to near perfection in order to cut down all foes in their path.

Prey of the Slayer

Beginning at 3rd level, those marked as your prey are in no envious position. When you hit your prey with a weapon attack (As per your Mark Prey feature) that creature suffers additional damage of the weapons damage type equal to your proficiency bonus.

Additionally, you may now use Mark Prey once per turn without requiring any actions. You still need to expend a usage to use it however.

Hunters Sense

Additionally at 3rd level, your foes cannot hide their faults from you. As a bonus action, you may target a creature within 60-feet of you that you can see and immediately learn all of its vulnerabilities, resistances and immunities (If any)

This feature also identifies any other basic weaknesses it may have (DM discretion, good examples would include sunlight sensitivity however)

This feature fails to learn any informaton about creatures protected from divination magic.

Predators Defense

Once you reach 6th level, your prey can't even touch you. Whenever a creature marked as your prey (As per your Mark Prey feature) forces you to make a saving throw, you may roll 1d6 and add it to your saving throws result. This also applies to any checks you make to escape their grapples.

Whenever your Mark Prey die increases, this increases as well (So 1d8 at 11th level, 1d10 at 17th level, 1d12 at 23rd level, and 2d6 at 29th level)

Trophy Keeper

Beginning at 10th level, you harbor more trophies than most other Rangers. You gain an additional Trophy Slot.

At 18th and 26th level, you gain another additional trophy slot (For two extra ones at 18th level, and three extra ones at 26th level)

Sense Weakness

At 14th level, creatures are even more incapable of hiding their weakness from you. You may now use Hunters Sense without expending a bonus action, you may do so a number of times per turn up to half your Ranger modifier (Minimum of 1, rounded down)

Primal Retrofits

Over the course of 1 minute you may harvest a Primal Retrofit from the list below out of a creature you personally killed (DM discretion, but you can't just lurk around a battlefield and harvest retrofits from other peoples kills)

After a retrofit has been harvested, you may spend one minute attaching it to an appropriate piece of equipment. An individual piece of equipment can only have one retrofit attached to it (You can attach 2 at 13th level, and 3 at 25th level)

You can remove a retrofit from an item over the course of a short rest, as apart of that same short rest you may apply the removed retrofit to a new item.

You can attach the same retrofit to the same piece of equipment multiple times, but they must have been harvested from different monsters (For example you could attach two different sets of Monster Teeth Lining to an individual weapon, provided both sets were taken from different monsters)

Amorphous Coating

You coat your armor with amorphous slime to allow you to squeeze through spaces much more easily.

Harvest. A creature with the amorphous trait (Such as most oozes)

Retrofit. A suit of armor

You can move through spaces large enough for creatures one size smaller than you without squeezing.

Armanite Claws

You adorn your weapon with the claws of an armanite, charging it with electrical energy.

Harvest. An Armanite

Retrofit. A melee or ranged weapon

Whenever you hit with an attack using the retrofitted weapon, the attack deals an additional 1d6 lightning damage.

As an action, you may release a bolt of lightning that is 60-feet long and 5-feet wide. All creatures within the line must succeed on a Dexterity saving throw, suffering lightning damage equal to a number of D8's equal to twice your proficiency bonus on a failed saving throw, or half as much on a successful one.

Once you release a lightning bolt with this feature, you cannot do so again until you complete a long rest. While you don't have the lightning bolt available, your weapon no longer deals bonus lightning damage.


Custom Retrofits/Trophies

I have tried to give a good amount of options to harvest from creatures... But the fact of the matter is there is so many creatures, especially when accounting for homebrew.

As a DM you should be prepared to make custom Retrofits and Trophies for your Ranger PC so you don't need to worry about them feeling cheaped out on if something they try to harvest from doesn't have an applicable retrofit or trophy.

Barbed Armor

You line barbs over your armor, harming both those who attempt to grapple onto you, and creatures whom you grapple.

Harvest. A Barbed Devil or any other creature with Barbed hide

Retrofit. A suit of armor

When a creature initiates a grapple against you, they suffer 1d10 piercing damage. They suffer this damage again at the start of each of their turns so long as they are grappling you.

Whenever you initiate a grapple against a creature, that creature suffers 1d10 piercing damage. They suffer this damage again at the start of each of your turns so long as you are grappling them.

Beard Barbs

You wrap the barbed beard of a bearded devila round your weapon, imbuing it with hellish power.

Harvest. A bearded devil

Retrofit. A melee weapon

When you hit a creature with this weapon, it must succeed on a Constitution saving throw, becoming Poisoned until the start of your next turn on a failed saving throw. While poisoned from this feature, a creature can't regain hit points.

Chain Wrappings

You wrap the chains a chain devil once wore itself around you.

Harvest. A chain devil

Retrofit. Your unarmed strikes (So arms or legs)

You unarmed strikes have their reach increased by 10-feet, and they deal slashing damage instead of whatever damage type they'd normally deal. Their damage die becomes 2d6 if they were not already higher.

When you hit a creature with an unarmed strike attack, you can choose to grapple them, causing the chains to surround them (Escape DC is the same as your Ranger DC) until the grapple ends, the grappled creature suffers 1d6 piercing damage at the start of each of its turns.

Corrosive Coating

You coat your armor in a corrosive layer of ooze slime, carefully applying it so the sizzling slime doesn't affect your armor.

Harvest. An ooze of any CR

Retrofit. A suit of armor

The first time a creature touches you or hits you with a melee weapon attack on its turn, it suffers acid damage equal to the harvested creatures CR (Minimum of 1)

Draconic Serration

You serrate your weapon with draconic energy by lining it with dragon claws or teeth.

Harvest. An Abishai, True Dragon or True Dragonkin (Such as a Half-Dragon) of any CR

Retrofit. A melee weapon

When you hit with your weapon, it deals +1 bonus damage. This is increased by +1 for every 2 CR the harvested creature had.

This damage is the same type as the dragons associated typing (Such as fire for Red dragons or psychic for Emerald Dragons)

Dragonscale Plating

You harden your armor or shield by lining it with dragon scales.

Harvest. An Abishai, True Dragon or True Dragonkin (Such as a Half-Dragon) of any CR

Retrofit. A suit of armor or shield

Whenever you suffer damage of the dragons associated typing (Such as fire for Red dragons or psychic for Emerald Dragons) You reduce the damage taken by the harvested creatures CR. This reduction is applied before resistances.

Additionally, whenever an Abishai, True Dragon or True Dragonkin forces you to make a saving throw, you gain a bonus to the saving throw equal to one fifth of the harvested creatures CR (Minimum of 0)

Ectoplasm Coating

You coat your armor with the ectoplasm of an incorporeal undead.

Harvest. A spectre, ghost or some other incorporeal undead.

Retrofit. A suit of armor

As an action, you may touch a wall and phase through it, appearing on the other side of the wall. If the wall is more than 1 foot thick, this feature fails and your action is wasted.

Essence of Change

You imbue your armor with the essence of a creature who could alter their form.

Harvest. A creature with the shapechanging property (Such as a mimic or doppelganger)

Retrofit. A suit of armor

As an action, you may transform your armors appearance, causing it to take on an appearance of your choice. It could look like normal clothing, or a different kind of armor entirely.

Regardless of its new form, it retains its original statistics.


Fetid Lining

You adorn your armor with the hide of a creature that smelled horrible, granting your armor the same quality.

Harvest. A creature with the Stench property (Such as a Ghast, Troglodyte, or Stench Cow)

Retrofit. A suit of armor

When a creature starts its turn within 5-feet of you, they must succeed on a Constitution saving throw or become poisoned until the start of their next turn. On a successful saving throw, a creature is immune to this effect for 24 hours.

Creatures that cannot smell automatically succeed on this saving throw.

Lingering Spores

You surround your armor in special spores harvested from a creature that could once produce them.

Harvest. A creature that can produce spores (Such as a Myconid or Vrock)

Retrofit. A suit of armor

As an action while wearing this armor, you can send out a wave of spores around you. All creatures within 15-feet of you must succeed on a Constitution saving throw or become Poisoned.

While poisoned from this feature, a creature suffers poison damage equal to the harvested creatures CR (Minimum of 1) at the start of each of their turns. They may repeat this saving throw at the end of each of their turns, ending the effect on a success.

Monster Teeth Lining

You line your weapon wtih the teeth of a powerful monster, causing it to pierce into the targets it strikes whenever you attack with it.

Harvest. A monstrosity of CR 1 or greater

Retrofit. A melee weapon

Whenever you hit with an attack using the retrofitted weapon, the attack deals bonus piercing damage depending on the CR of monster used.

CR 1-5 = 1d4

CR 6-10 = 1d6

CR 11-15 = 1d8

CR 16-20 = 1d10

CR 21+ = 1d12

Mummy Wraps

You wrap the cloth of a mummy around your fists, empowering your unarmed strikes.

Harvest. A mummy or mummy lord of any CR

Retrofit. Your unarmed strikes (So arms or legs)

While you have these bandage wraps on, your unarmed strikes deal an additional 1d6 necrotic damage on a hit, and they are considered magical for the purposes of overcoming immunity and resistance to damage.

If you harvested this from a mummy lord, this is increased to 2d6.

If a creature suffers any of the necrotic damage from these wraps, they cannot regain hit points until the end of their next turn.

Oblex Slime

You coat your weapon with the slime of an oblex, granting it some of the Oblex's memory draining properties.

Harvest. An adult or elder oblex

Retrofit. A melee weapon

Once per turn when you hit a creatue with the coated weapon, you may force them to make an Intelligence saving throw. On a failed saving throw, that creature must subtract 1d4 from all ability checks and attack rolls it makes until the end of your next turn.

If harvested from an elder oblex, this die is instead 1d6.

Shadow Essence

You coat your armor in the shadowy essence of a creature of the night, allowing you to walk through shadows much more easily.

Harvest. A Shadow demon or another creature that gains benefits to Stealth checks while hiding within darkness.

Retrofit. A suit of armor

While in dim light or darkness, you gain a bonus to stealth checks equal to the harvested creatures CR. This bonus cannot exceed your proficiency bonus.

Additionally, if your armor normally provokes disadvantage on stealth checks, it no longer does provided you are in dim light or darkness.

Shoosuva Stinger Shot

You add an attachment to your weapon that allows you to coat a single shot in the dangerous venom of a shoosuva.

Harvest. A Shoosuva

Retrofit. A ranged weapon

When you make a ranged weapon attack, you can infuse the ammunition with shoosuva venom. On a hit, the target must succeed on a Constitution saving throw or become poisoned. While poisoned this way, the creature is also Paralyzed. They may repeat this saving throw at the end of each of their turns, ending this effect on a successful saving throw.

Once you use this feature, you cannot do so again until an hour has passed.

Silk Strengthening

You enhance your bowstring or whip with the hair of a korred, or the string from a powerful arachnid creature.

Harvest. A Korred or Spider of CR 1 or greater

Retrofit. A bow or whip

If the retrofitted item was a bow, its short range is increased by 10-feet times the harvested creatures CR, and its long range is increased by 40-feet times the harvested creatures CR.

If the retrofitted item was a whip, it gains a +1 bonus to its damage rolls, increased by another +1 for every 2 CR the creature had.


Slowing Feathers

You adorn your armor in feathers and overall make it more capable of surviving long falls.

Harvest. A creature with wings

Retrofit. A suit of armor

All falling damage you suffer is reduced by an amount equal to twice the harvested creatures CR.

Tarrasque Plating

You have adorned your armor in the hide of the mighty tarrasque, rendering you immune to many magics.

Harvest. A tarrasque

Retrofit. A suit of armor

You are immune to the Magic Missiles spell. You are also immune to all line spells and any spell that requires a ranged attack roll.

Vampire Fangs

You line the fangs of a vampire on your weapon, imbuing it with their life draining property.

Harvest. A vampire spawn or true vampire.

Retrofit. A melee weapon

Once per turn when you hit with an attack using the retrofitted weapon, the struck target loses maximum HP equal to the damage the attack dealt. This reduction lasts until they finish a long rest, they die if their hit point maximum becomes 0.

If you harvested this from a true vampire, you may use it up to two times per turn.

Prized Trophies

Over the course of 10 minutes you may fashion a Prized Trophy from the list below out of a creature you personally killed (DM discretion, but you can't just lurk around a battlefield and harvest trophies from other peoples kills)

You can have as many trophies made at a time as you wish, however you can only benefit from a certain number of them at a time. This is represented by your Trophy Slots, at the end of a long rest you may link yourself to a number of trophies up to your trophy slots maximum.

Unless a trophy states you can be linked to multiple at a time, you cannot link to multiple of the same trophy (For example, while you can have multiple Poison Producer trophies made, you cannot be linked to more than one at a time)

Babau Head

You have harvested the head of a Babau of any CR.

You carry around the severed head of of a Babau in order to use its gaze that drains the strength from others. You must have a free hand to hold and use this.

Weaken. As an action or by expending 2 legendary actions at the end of another creatures turn, you can hold out the head and direct its gaze to a creature within 20-feet of you. That creature must succeed on a Constitution saving throw.

On a failed saving throw, that creature deals only half damage with weapon attacks using strength for the next minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a successful one.

Cranal Trophy

You have harvested a piece of the brain of a creature of any CR that possesses the creature sense trait, such as an Ulitharid, Elder Brain or Brain in a Jar.

You have preserved and bare the piece of brain matter in a way of your choice, such as it being on a ring or necklace.

Sense Creature. As a bonus action or by using one legendary action at the end of another creatures turn, you may send out a wave of psionic energy that senses mental activity. You are of the exact location of every creature within a number of feet of you equal to 30 times the harvested creatures CR.

Creatures with an Intelligence score of 2 or less cannot be detected by this effect, nor can a creature under the effects of the Mind Blank spell or similar magic.


Decay and Stacking

Many of these trophies are things that would naturally rot or decay. Such trophies do not rot or decay so long as you are alive, as your natural magic sustains them.

Some trophies offer passive benefits (Such as the Supernatural Pelt or Rust Antenna) These trophies do not stack if you are linked to multiple-you only use the strongest version of the trophy.

Decaying Head

You have harvested the head of a creature with a decaying gaze, such as a Bodak.

You have removed the head of an applicable creature and use it to wield its decaying powers.

Decay. As an action or by expending 2 legendary actions at the end of another creatures turn, you may present the head to a creature you can see within 60-feet of you. That creature must succeed on a Constitution saving throw, suffering 3d10 necrotic damage on a failed saving throw, or half as much on a successful one.

For every 6 CR the harvested creature had, this deals an additional 1d10 necrotic damage (4d10 at CR 6, 5d10 at CR 12, 6d10 at CR 18, ect)

Displacement Pelt

You have harvested the pelt from a Displacer Beast.

The pelt takes on an appearance of your choice, whether that be boots, a cloak or gloves.

Displace. As an action, you may activate your pelts special abilities. While the pelt is active, all attack rolls have disadvantage against you. This effect ends once you are hit by an attack, and you must reactivate it.

This effect also ends if your speed becomes 0.

Eye of the Beholder

You have harvested the eye of a Beholder of any CR that possesses the antimagic cone trait.

You have inlaid the eye into a necklace or amulet that you can use to briefly wield the antimagic powers the eye once had. You wear this around your neck.

Erasure. As an action, you may project a cone of antimagic in a 30-foot cone. All magic within the cone is immediately dispelled, and any creatures concentrating on spells immediately have their concentration ended.

Magic items caught within the cone lose all function until the end of your next turn.

Once you use this feature, you cannot do so again until an hour has passed.

Fomorian Eye

You have harvested this from a Fomorian

You have taken the enlarged eye from a fomorian and turned it into a useful trinket that you can use to mimic its evil eye trait.

Evil Eye. As an action you can force a creature you can see within 60-feet of you to make a Charisma saving throw, suffering 6d8 psychic damage on a failed saving throw or half as much on a successful one.

True Curse. When you use Evil Eye, before the creature makes its saving throw, you can declare this to be a cursing eye. If the creature fails their saving throw, they suffer magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.

The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. You can only use this ability once per long rest.

Frightening Mask

You have harvested this from a creature of any CR with the horrifying visage trait or a similar ability based on a terrifying appearance (Such as a Banshee or Sea Hag)

You have created a mask that captures the essence of the horrific appearance your prey once held.

Unsettle. As an action or by expending 2 legendary actions at the end of another creatures turn, you may force a creature that can see you within 60-feet of you to make a Wisdom saving throw. On a failed saving throw, they become Frightened, which lasts until they can no longer see you.

A creature may repeat this saving throw at the end of the each of their turns, ending the effect on a successful one. Once a creature succeeds on their saving throw against this effect, they become immune to it for 24 hours.

If you harvested this from a creature of CR 9 or greater, you may use this ability as a bonus action instead, and you only need to expend 1 legendary action to use it.

Giant Trinket

You have harvested this from a giant within the ordning (Hill Giant, Stone Giant, Frost Giant, Fire Giant, Cloud Giant or Storm Giant)

You have adorned yourself with a special trinket that grants you superior physical abilities. You can link yourself to as many Giant Trinket trophies at a time as you wish (Provided you are still within your Trophy Limit)

Bulk Up. You gain a +1 bonus to athletics checks you make, this bonus is increased by +1 for every 2 CR the harvested creature had.

Superior Lift. Your carrying capacity increases by an amount equal to ten times the harvested creatures CR.


Kraken Staff

You have harvested this from a kraken.

You have turned part of a kraken into a mighty staff that you can use to produce dangerous bolts of lightning.

Lightning Blast. Whenever you would make an attack while holding the staff in one of your hands, you can instead force a creature within 120-feet of you that you can see to make a Dexterity saving throw. A target suffers 4d10 lightning damage on a failed saving throw, or half as much on a successful one.

Lamia Hand

You have harvested this from a lamia of any CR.

You have preserved the hand of a lamia and are capable of using it to mimic the powers the touch held when attached to the lamia.

Intoxicating Touch. You may make a weapon attack using the hand, you are proficient in this attack and you use your Strength or Dexterity for it (Your choice) on a hit, instead of dealing damage, the target becomes cursed for 1 hour.

While cursed, the creature has disadvantage on all Wisdom saving throws and all ability checks.

Magic Ward

You have harvested this from a creature of any CR that possesses the Magic Resistance trait.

You have adorned yourself with a special trinket that acts as a ward against any harmful magic that may attempt to inflict itself upon you. You can link yourself to as many Magic Ward trophies at a time as you wish (Provided you are still within your Trophy Limit)

Magic Defense. You gain a +1 bonus to saving throws made against spells and other magical effects. For every 7 CR the creature had, this bonus is increased by +1 (+2 at CR 7, +3 at CR 14, +4 at CR 21, ect)

Mind-Breaker Skull

You have harvested the head of a Mind Flayer of any CR (This also includes Alhoons and Ulitharids)

You have torn off the head of a mind flayer and use it to project its mind rending blast. You must have a free hand to hold and use this.

Mind Blast. As an action, you may cause the head to emit psychic energy in a 30-foot cone. All creatures within the cone must succeed on an Intelligence saving throw, suffering psychic damage on a failed saving throw, or half as much on a successful one. Creatures who fail their saving throw are Stunned until the end of your next turn.

The damage this deals is equal to 1d8+1 for every point of your Ranger modifier (Minimum of 1d8+1) for example, if your Ranger modifier was +4, this would deal 4d8+4 psychic damage.

Monster Lasso

You have harvested the hair from a Korred or a Spider creature of CR 7 or higher (Such as a Bebilith)

By gathering the hair/silk from the harvested creature, you have managed to weave together a lasso that's nearly unbreakable. You must have both hands free to properly use it.

Drag. In place of an attack, you can throw the lasso at a creature within 30-feet of you and force them to make a Strength saving throw. If the creature is one or two size categories larger than you they make this saving throw at advantage. If the creature is three or more size categories larger than you they automatically succeed.

On a failed saving throw, the creature is pulled to an unoccupied space within 5-feet of you.

Nereids Mantle

You have harvested this mantle from a Nereid of any CR.

You have taken the mantle that Nereids value over their own life. The mantle serves as a cloak you can wear.

Amphibious. You can breathe both air and water, and you gain a swimming speed equal to your walking speed.

Water Lash. As an action or in place of two attacks, you can target a 5-foot cube of water within 60-feet of you and cause it to take a shape of your choice. A creature within 5-feet of this cube must then succeed on a Dexterity saving throw, suffering 4d6 + Your Ranger modifier in bludgeoning damage on a failed saving throw.

Obscuring Pelt

You have harvested this pelt from a creature that cannot be detected by divination magic or perceived via magical scrying sensors, such as a Crag Cat.

You decide the appearance of this pelt, it could take the form of a pair of boots, gloves, or even a full on cloak.

Nondetection. You cannot be targeted nor detected by any divination magic or perceived through magical scrying sensors provided you are wearing the pelt.

Petrifying Eyes

You have harvested the eyes from a creature that has a petrifying gae. Such as a Medusa or Basilisk.

You have taken the eyes of a creature whose gaze turns people to stone. Whether they are still attached to the head or removed is up to you.

Petrify. As an action you may force a creature who can see you within 60-feet of you to make a Constituton saving throw. On a failed saving throw, their speed is halved until the end of your next turn, as they begin to turn to stone.

If a creature fails its saving throw against this effect three times within a minute, it instead becomes Petrified as it is turned to stone. It remains petrified until freed by greater restoration or similar magic.


Poison Producer

You have harvested a venom sac or stinger from a creature that naturally produces poison. Such as an Imp, Wyvern or Purple Worm.

Using this poison producer, you are able to coat your weapons in the fetid slaughter water.

Coat Weapon. As an action, you may coat one of your weapons or up to three pieces of ammunition in the poison of the creature this was harvested from. The poison lasts for 1 hour until it dries. On a hit with the weapon or ammunition, the target must succeed on a Constitution saving throw, suffering poison damage on a failed saving throw, or half as much on a successful one.

The poison damage this deals is the same that the harvested creature would've dealt (For example, harvested from an Imp this would deal 3d6, while harvested from a Wyvern this would deal 7d6)

This poison doesn't have any additional properties that the creatures poison may've had, it only deals damage.

Limited Producer. You may only use this item to produce poison a number of times equal to half your proficiency bonus (Rounded down) After the item has not been used to produce poison for 8 hours, it regains one usage.

Regenerating Jerky

You have harvested and cured the flesh of a creature of any CR with the regeneration trait, such as a troll.

This jerky takes on an appearance of your choice, it is safe for you to eat and harbors no diseases, but it is up to you to improve its taste.

Emergency Provisions. As an action or by expending 2 legendary actions at the end of another creatures turn, you may take a bite of this jerky and swallow it. You regain hit points equal to the harvested creatures CR + the harvested creature Constitution modifier.

You may use this action a number of times equal to your Ranger modifier (Minimum of 1) After the jerky has gone 4 hours without being bitten, it regains one expended usage.

Rusting Antenna

You have harvested the antenna from a rust monster, and use it to dampen the effects of metal around you.

These antenna are kept as a trinket, whether they are hidden in your pockets, worn on your head or kept as a necklace.

Metal Decay. All armor, shields and weapons made of metal within 5-feet of you (Including your own equipment) suffer a -1 penalty to their AC if it is armor or a shield, or a -1 penalty to its attack and damage rolls if it is a weapon.

These detriments only apply so long as the equipment is within 5-feet of the antenna.

Skull Crown

You have harvested and fashioned a crown from the skull of a powerful undead that leads other undead, such as a Lich or Skull Lord.

You decide the appearance of the crown, it is mostly made from bone matter.

Recognize Authority. Undead of a CR equal to or lower than your proficiency bonus see you neutrally, they will not attack you unless you attack them first.

Undead Thralls. You have the spells Animate Dead and Create Undead always prepared, and they are considered ranger spells for you. If you are ever not linked to the crown, all undead created from your castings of those spells immediately become hostile.

Supernatural Pelt

You have harvested and fashioned a garment of clothing from the pelt of a Devil or Therianthrope of any CR

You decide the appearance of this pelt, it could take the form of a pair of boots, gloves, or even a full on cloak.

Moons Defense. At the start of each of your turns, you may choose either Bludgeoning, Piercing or Slashing damage. You gain resistance to the chosen damage type until the start of your next turn. This resistance only applies to nonmagical damage of the chosen type. If a weapon is silvered, it also ignores this resistance.

If you made this using the pelt of a devil or therianthrope that is CR 13 or higher, you instead gain immunity to the chosen damage type (Magical and Silvered damage still ignores it however)


Totem of the Undying

You have harvested and fashioned a totem from a creature of CR 15 or higher who has a powerful way to cheat death. Such as a Lich with their phylactery or a Mummy Lord with their heart.

You carve a totem out of the harvested creature, you decide its appearance but it is a small object made from parts of the harvested creature.

Lay Totem. As an action, you may place the totem in an unoccupied space within 5-feet of you and have it activate. While the totem is activated, you remain linked to it even if you complete a long rest (It still takes up one of your trophy slots as normal)

You cannot unlink to the totem while it is activated, you can unactivate it as an action (Regardless of distance from the totem)

While the totem is activated, if it suffers any damage, it is immediately destroyed, and you must fashion a new one from a new creature.

Return from Death. While the totem is activated, if you would be reduced to 0 HP or die, you can choose to trigger this ability. Your body and all of your equipment immediately disintegrate. 24 Hours later, you return to life in an unoccupied space within 5-feet of the totem, having all of your equipment and having gained the benefits of a long rest.

Your body is in the same state it was in when you initially laid the totem (Any limbs you were missing when you laid it are still missing, but you regain any limbs you have lost since laying it)

Once this feature activates, it cannot activate again until a number of weeks have passed equal to 60 - the harvested creatures CR. This timer only counts down while you are linked to the totem.

Yugoloth Organ

You have harvested this organ from a Yugoloth that has the teleport action of any CR.

This special trophy allows you to use a Yugoloths power of teleportation provided it is on your person.

Teleport. As an action, you may teleport to an unoccupied space you can see within 15-feet of you. This teleportation distance is increased by 5 times the harvested creatures CR.

You may also use this ability at the end of another creatures turn by expending 3 legendary actions.

Combat Traits

Below you will find the features you are able to select from your Hunters Way feature at levels 3, 9, 15, 21 and 27.

Canny

Choose one skill. If you lack proficiency in the chosen skill, you gain proficiency in it. If you have proficiency in the chosen skill, you gain expertise in it.

Additionally, you learn two languages of your choice.

You may select this trait multiple times.

Colossus Toppler

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.

Do No Evil

Prerequisite: You do not have "Speak No Evil"

Ranger spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components.

Druidic Warrior

You learn 2 cantrips of your choice from the druid spell list. They count as Ranger spells for you, and whenever you gain a level in this class, you may exchange one of these cantrips for another from the druid spell list.

Additionally, when you take the attack action on your turn, you may substitute one of these attacks for casting a cantrip learned from this feature. The cantrip chosen cannot deal damage if cast through this feature.

Dual Wielder

When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack.

Additionally, you may add your ability modifier to your offhand attack if you were not already.

Duelist

When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to that weapons damage rolls equal to half your proficiency bonus (Rounded up)

Favored Foe

Upon choosing this combat trait, you may declare your favored foe. You may declare your favored foe from the following options:

  • Any creature type aside from humanoid, such as Fiends.

  • Any two subtypes, such as Shapechangers and Demons (DM discretion as to what classifies as a subtype)

  • Any three races of humanoids, such as Humans, Elves and Gnolls.

Whenever you hit your favored with with a weapon attack with which you are proficient in, you may add your proficiency bonus to the damage roll.

Forceful Shot

When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier.

When attacking with a bow while using this feature, you have a -1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them.

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.

Offensive Shields

You gain proficiency with shields as a martial melee weapon, which deals 1d6 bludgeoning damage on a hit. If a shield has a magical bonus to its AC, that bonus is also applied to its attack and damage rolls.

On a successful hit with a shield, instead of dealing damage you may push them up to 5-feet away from you.

Poison Harvester

You gain proficiency in Poisoner Kits if you lack it. Additionally, you automatically succeed on checks made to harvest poison from a deceased or incapacitated creature.

Resilient Body

Your HP maximum increases by an amount equal to four times your level in this class. Everytime you gain a Ranger level, your maximum HP increases by an additional 4 HP.

You may select this trait multiple times.

Roving

You gain a climbing speed and swimming speed equal to your walking speed.

Additionally, your movement speed is increased by 5-feet.

Sightless Warrior

You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't 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.

Skirmisher

When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.

Speak No Evil

Prerequisite: You do not have "Do No Evil"

Ranger spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components.

Unarmed Hunter

The damage die for your unarmed strikes is 1d6 if it was not already higher. If you attack with two free hands, this die becomes 1d8.


























Weapon Juggler

You can draw a weapon that has the thrown property as apart of the attack you make with the weapon.

Additionally, if you hit an attack made with the thrown property of a weapon and the target is within your weapons short range, you may cause it to bounce off the target and return to your hand.

Wild Companion

You learn the Find Familiar spell, it is considered a ranger spell for you but does not count against your spells known. You may cast it without expending material components or spell slots, once you do you cannot do so again until you complete a long rest.

When summoning a familiar from this feature, you may choose for it to be a Fey as opposed to its normal creature type.

Brutal Critical

Prerequisite: 9th Level

Whenever you score a critical hit with a weapon attack, you can roll an additional die for determining the damage of the critical hit.

If you have at least 21 levels in this class, you may select this feature a second time, rolling another die for your critical hits.

Evasion

Prerequisite: 9th Level

When you are subjected to an effect 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 if you fail.

If you have at least 21 levels in this class, you may select this feature again. If you do so, it applies to all saving throws, not just Dexterity ones.


























Fleeting Footwork

Prerequisite: 9th Level

You can take the Dash or Hide actions as a bonus action.

Critical Improvement

Prerequisite: 15th Level

Your critical hit range for weapon attacks is increased by 1 (From 20 to 19-20 for example)

If you have at least 27 levels in this class, you may take this feature a second time, increasing your critical range for weapon attacks further (From 19-20 to 18-20 for example)

Slayers Counter

Prerequisite: 15th Level

When a creature marked as your prey as per your Mark Prey feature forces you to make a saving throw, you can use your reaction to make a weapon attack against that creature (They must be within your weapons reach)

You make this attack immediately before making the saving throw. If your attack hits, your saving throw automatically succeeds, in addition to the attack's normal effects.

Unseen Hunter

Prerequisite: 15th Level

You cannot be tracked by nonmagical nor magical means, unless you choose to be.

Additionally, as a bonus action or be expending 2 legendary actions, you can magically become invisible until the end of your next turn. You may do so a number of times equal to your Ranger modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Ranger Spell List

1st Level
  • Absorb Elements
  • Alarm
  • Animal Friendship
  • Beast Bond
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Entangle
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Jump
  • Longstrider
  • Searing Smite
  • Snare
  • Speak with Animals
  • Zephyr Strike
2nd Level
  • Aid
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Cordon of Arrows
  • Darkvision
  • Enhance Ability
  • Find Traps
  • Gust of Wind
  • Healing Spirit
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Weapon
  • Pass without Trace
  • Protection from Poison
  • Silence
  • Spike Growth
  • Summon Beast
3rd Level
  • Ashardalon's Stride
  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Elemental Weapon
  • Flame Arrows
  • Lightning Arrow
  • Meld into Stone
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Speak with Plants
  • Summon Fey
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Blight
  • Conjure Woodland Beings
  • Control Water
  • Dominate Beast
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Guardian of Nature
  • Locate Creature
  • Stoneskin
  • Storm Sphere
  • Summon Elemental
5th Level
  • Antilife Shell
  • Awaken
  • Commune with Nature
  • Conjure Volley
  • Control Winds
  • Greater Restoration
  • Reincarnate
  • Steel Wind Strike
  • Swift Quiver
  • Transmute Rock
  • Tree Stride
  • Wrath of Nature
6th Level
  • Blade Barrier
  • Bones of the Earth
  • Conjure Fey
  • Druid Grove
  • Find the Path
  • Heroes' Feast
  • Move Earth
  • Primordial Ward
  • Sunbeam
  • Transport via Plants
  • Wall of Thorns
  • Wind Walk
7th Level
  • Dream of the Blue Veil
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Tether Essence
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Animal Shapes
  • Control Weather
  • Earthquake
  • Mind Blank
  • Sunburst
  • Tsunami
9th Level
  • Foresight
  • Imprisonment
  • Invulnerability
  • Shapechange
  • Storm of Vengeance

Legendary Actions

Here you will find the Legendary actions that only a Ranger of the appropriate level can learn (If a Ranger specific Legendary action requires 2 actions, you must be a level 11 Ranger to know it for example)

Register Prey

Cost: 1 Action

You use your Mark Prey feature, expending a usage as per normal.

Swap Out

Cost: 1 Action

You sheathe an item you are holding. You may choose to immediately draw a new item if you so wish.

True Detection

Cost: 1 Action

You make a perception check, creatures have disadvantage on stealth checks made to hide from this check.


Leveling Beyond 30

Here you can find what the Legendary Ranger gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing.

  • Every 4 levels beyond 30 (34, 38, ect) a legendary ranger gains a regular ASI.

  • Every third ASI a legendary ranger would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI.

  • Every level you gain 1 Primal Essence. Whenever you would expend a Ranger spell slot of 9th level or lower, you may instead expend an equal amount of Primal Essence. You recover all Primal Essence upon completing a long rest.

  • Starting at level 33 and every 7 levels afterwards (40, 47, 54, ect) You gain one Trophy Slot.

  • Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice.

  • Your HP increases as per normal.

  • Your new ability score maximums for Strength, Dexterity and your Ranger ability score is equal to your Bard level if they were not already higher.

Changelog

Version 1.0 (June 15th 2023)

The fourteenth overall legendary class and the first release of Ranger

  • Released with 6 Subclasses: Beast Master, Drake Warden, Fey Wanderer, Gloom Stalker, Horizon Walker and Monster Hunter.

  • Released with 21 Primal Retrofits

  • Released with 23 Prized Trophies

  • Released with 25 Combat Traits

  • Released with 3 Legendary Actions

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

  • Cover Art by Denilve on Artstation!

  • Art on Prized Trophies/Hunters Way page by @m1ne0h on Twitter!

  • Art on Ability Score Improvement/Apex Predator page by WHO . on Artstation!

  • Art on the Beast Master Conclave page by Kevin Sidharta on Artstation!

  • Art on the Beast Master Statblock page by JS Park on Artstation!

  • Art on the Drake Warden Conclave page by Gun Gunawan on Artstation!

  • Art on the Fey Wanderer Conclave page by Anndr Pazyniuk on Artstation!

  • Art on the Gloom Stalker Conclave page by Stu Harrington on Artstation!

  • Art on the Horizon Walker Conclave page by Vladimir Matyukhin FT on Artstation!

  • Art on the Monster Hunter Conclave page by Nero Gen on Artstation!

  • Art on 3rd Primal Retrofits page by Kudos Productions on Artstation!

  • Art on 4th Prized Trophies page by Zhong Yang on Artstation!

  • Art on 2nd Combat Traits page by Suji Ye on Artstation!

Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT

Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

  • Living Legend: Kiphea

  • Living Legend: O-5

  • Living Legend: Trains

  • Savior: Xabbu

  • Renowned Hero: Cynical Sorcerer

  • Renowned Hero: InsaneInsanity

  • Mercenary: Deathknight

  • Folk Hero: Nate Meyer