# Variant Ranger


<div class='classTable wide'>
##### The Ranger
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Deft Explorer (Canny), Favored Foe | ─ | ─ | ─ | ─ | ─ |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | ─ | ─ | ─ | ─ |
| 3rd | +2 | Ranger Archetype, Watchful Gaze | 3 | ─ | ─ | ─ | ─ |
| 4th | +2 | Ability Score Improvement, Martial Versatility | 3 | ─ | ─ | ─ | ─ |
| 5th | +3 | Extra Attack | 4 | 2 | ─ | ─ | ─ |
| 6th | +3 | Deft Explorer (Roving), Improved Favored Foe | 4 | 2 | ─ | ─ | ─ |
| 7th | +3 | Ranger Archetype Feature | 4 | 3 | ─ | ─ | ─ |
| 8th | +3 | Ability Score Improvement, Land's Stride | 4 | 3 | ─ | ─ | ─ |
| 9th | +4 | ─ | 4 | 3 | 2 | ─ | ─ |
| 10th | +4 | Deft Explorer (Tireless), Nature's Veil | 4 | 3 | 2 | ─ | ─ |
| 11th | +4 | Ranger Archetype Feature | 4 | 3 | 3 | ─ | ─ |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | ─ | ─ |
| 13th | +5 | ─ | 4 | 3 | 3 | 1 | ─ |
| 14th | +5 | Relentless Pursuit | 4 | 3 | 3 | 1 | ─ |
| 15th | +5 | Ranger Archetype Feature | 4 | 3 | 3 | 2 | ─ |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | ─ |
| 17th | +6 | ─ | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Foresight | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Foe Slayer | 4 | 3 | 3 | 3 | 2 |
</div>



## Class Features
As a ranger, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per ranger level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st

#### Proficiencies
___
- **Armor:** Light armor, medium armor, shields
- **Weapons:** Simple weapons, martial weapons
- **Tools:** None

- **Saving Throws:** Dexterity, Intelligence
- **Skills:** Choose three from Acrobatics, 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)* any martial weapon, or *(b)* two short swords
- *(a)* a longbow and 20 arrows, or *(b)* a light crossbow and 20 bolts
- *(a)* a dungeoneer’s pack or *(b)* an explorer’s pack

### Deft Explorer
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

#### Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
Your knowledge of nature also provides the following benefits:

- You gain proficiency in the Nature skill, and you can use your Wisdom modifier instead of your Intelligence Modifier when making a skill check. If you already have proficiency, you can choose another skill from the ranger skill list or gain expertise in this skill.
- Plants are considered beasts for all your ranger spells.

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#### Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

#### Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

### Favored Foe
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored foe for 1 hour. Each time you hit the favored foe with an attack, including when you mark it, you can increase that damage by 1d4. Furthermore, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases by 1d4 when you reach 11th level (2d4) and 17th level (3d4).

### 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.
##### Blind Fighting
You have blindsight with a range of 10 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.
##### Defense
While you are wearing armor, you gain a +1 bonus to AC.
##### Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
##### 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.
##### Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
##### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

#### Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these ranger spells, 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 ranger 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 Wisdom 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, 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 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

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

#### Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws upon 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

#### Ritual Casting
You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

#### Spellcasting Focus

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

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### Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

### Watchful Gaze
At 3rd level, you no longer need to hit a creature to mark it as your favored foe. Instead you can mark any creature you have seen within the past hour.

Having observed your favored foe, your intuition tells you when to attack, making strikes against your target especially deadly. As a result, when you make a weapon attack against your favored foe you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. Furthermore, you can add your Wisdom modifier to the damage you deal with any cantrip learnt through the Druidic Warrior Fighting Style.

### Ability Score Improvement
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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

### Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

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


### Improved Favored Foe
Starting at 6th level the duration of your favored foe increases from 1hr to until your next long rest.

When you make a successful Intelligence (Nature) check to recall knowledge about your favored foe you can recall any condition and damage immunities in addition to any resistances and vulnerabilities. The DC of this check is equal to half the targets Challenge Rating plus its Proficiency Bonus rounded up.

### Land’s Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against terrain that is magically created or manipulated to impede movement, such that created by the **entangle** spell.

### Nature’s Veil
You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, for 1 minute. The effect ends early if you attack or cast a spell.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Relentless Pursuit
Starting at 14th level, you can track your favored foes beyond natural limits. Whenever you mark a creature as your favored foe it no longer benefits from being hidden or unseen from you. As a result, you gain the following benefits:
- Your favored foe does not gain advantage against you if it is invisible, and your inability to see it doesn’t impose disadvantage on your attack rolls against it
- You can sense the location of your favored foe if it is within 60ft of you
- You can track a creature across planes of existence as long as it is marked as your favored foe.

### Foresight
At 18th level, you become attuned to hunting your favored foe, allowing you to predict its moves. Your favored foe cannot gain advantage on attack rolls against you, and you have advantage on saving throws against your target.

### Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier to attack rolls against your favored foe. Furthermore, you can now use your Favored Foe feature unlimited times and its effects last indefinitely.

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## Spell List


<div class='spellList'>

##### 1st Level 
- Absorb Elements
- Animal Friendship
- Beast Bond
- Comprehend Languages
- Detect Magic
- Disguise Self
- Earth Tremor
- Ensnaring Strike
- Entangle
- Fog Cloud
- Feather Fall
- Goodberry
- Healing Word
- Longstrider
- Purify Food and Drink
- Speak with Animals
- Zephyr Strike
  
##### 2nd Level 
- Aid
- Beast Sense
- Blindness/Deafness
- Blur
- Continual Flame
- Cordon of Arrows
- Darkvision
- Enhance Ability
- Gust of Wind
- Healing Spirit
- Invisibility
- Misty Step
- Pass Without Trace
- Protection from Evil and Good
- Protection from Poison
- See Invisibility
- Silence
- Spider Climb
- Spike Growth

  
##### 3rd Level 
- Conjure Animals
- Create Food and Water
- Daylight
- Elemental Weapon
- Erupting Earth
- Lightning Arrow
- Magic Circle
- Nondetection
- Plant Growth
- Protection from Energy
- Revivify
- Sleet Storm
- Speak with Plants
- Water Breathing
 
##### 4th Level 
- Control Water
- Elemental Bane
- Freedom of Movement
- Giant Insect
- Greater Invisibility
- Guardian of Nature
- Locate Creature
- Stoneshape
- Stoneskin
- Watery Sphere
 
##### 5th Level 
- Banishing Smite
- Commune with Nature
- Conjure Volley
- Steel Wind Strike
- Swift Quiver
- Transmute Rock
- Tree Stride
- Wall of Stone
- Wrath of Nature
</div>



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