# Ranger/Slayer (Homebrew Ranger Class) **By Over the Moon D&D** *A wilderness warrior who hunts monsters with supernatural skill and primal magic* --- ## Class Features As a Ranger, you gain the following class features. ### Hit Points **Hit Dice:** 1d10 per Ranger level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Ranger level after 1st ### Proficiencies **Armor:** Light armor, medium armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** None **Saving Throws:** Reflex **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival ### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) scale mail or (b) leather armor - (a) two shortswords or (b) two simple melee weapons - (a) a dungeoneer's pack or (b) an explorer's pack - A longbow and a quiver of 20 arrows - A druidic focus Alternatively, you can purchase your starting equipment with 125 gp. ## Multiclassing If your group uses the optional multiclassing rules, here's what you need to know if you choose Ranger as one of your classes. ### Ability Score Minimum To qualify for a new class, you must have scores of at least 13 in the primary abilities of both your current class and your new class, as shown in the Multiclassing Prerequisites table. | Class | Ability Score Minimum | |------|----------------------| | Ranger | Dexterity 13 and Wisdom 13 | ### Proficiencies Gained If Ranger isn't your initial class, here are the proficiencies you gain when you take your first level as a Ranger: **Armor:** Light armor, medium armor, shields **Weapons:** Simple weapons, martial weapons **Skills:** Choose one from the Ranger's skill list --- ## The Ranger | Level | Proficiency Bonus | Features | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | Quarry Damage | |-----|-----------------|---------|---------------|---:|---|---| ---|---|-------------| | 1st | +2 | Spellcasting, Monster Grimoire, Hunter's Quarry | 2 | 2 | — | — | — | — | 1d6 | | 2nd | +2 | Weapon Mastery, Studied Response | 3 | 2 | — | — | — | — | 1d6 | | 3rd | +2 | Ranger Subclass | 4 | 3 | — | — | — | — | 1d6 | | 4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | 1d6 | | 5th | +3 | Extra Attack | 6 | 4 | 2 | — | — | — | 1d8 | | 6th | +3 | Roving, Improved Grimoire | 6 | 4 | 2 | — | — | — | 1d8 | | 7th | +3 | Subclass Feature | 7 | 4 | 3 | — | — | — | 1d8 | | 8th | +3 | Land's Stride, Ability Score Improvement | 7 | 4 | 3 | — | — | — | 1d8 | | 9th | +4 | Deft Explorer, Expertise | 9 | 4 | 3 | 2 | — | — | 1d8 | | 10th | +4 | Tireless | 9 | 4 | 3 | 2 | — | — | 1d8 | | 11th | +4 | Improved Quarry, Extra Reaction, Subclass Feature | 10 | 4 | 3 | 3 | — | — | 2d6 | | 12th | +4 | Ability Score Improvement | 10 | 4 | 3 | 3 | — | — | 2d6 | | 13th | +5 | Nature's Veil | 11 | 4 | 3 | 3 | 1 | — | 2d6 | | 14th | +5 | Final Grimoire, Lair Sense | 11 | 4 | 3 | 3 | 1 | — | 2d6 | | 15th | +5 | Subclass Feature | 12 | 4 | 3 | 3 | 2 | — | 2d6 | | 16th | +5 | Ability Score Improvement | 12 | 4 | 3 | 3 | 2 | — | 2d6 | | 17th | +6 | Superior Quarry, Precise Hunter | 14 | 4 | 3 | 3 | 3 | 1 | 2d8 | | 18th | +6 | Feral Senses | 14 | 4 | 3 | 3 | 3 | 1 | 2d8 | | 19th | +6 | Ability Score Improvement | 15 | 4 | 3 | 3 | 3 | 2 | 2d8 | | 20th | +6 | Apex Predator | 15 | 4 | 3 | 3 | 3 | 2 | 2d8 | --- ## Spellcasting *1st-level Ranger feature* You have learned to channel the magical essence of nature to cast spells. See [chapter 7](https://5e.tools/book.html#xphb,7) for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the [Ranger spell list](https://5e.tools/spells.html#blankhash,flstclass:ranger=1) later in the class's description. ***Spell Slots.*** The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a [Long Rest](https://5e.tools/variantrules.html#long%20rest_xphb). ***Prepared Spells of Level 1+.*** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two [level 1 Ranger spells](https://5e.tools/spells.html#blankhash,flstclass:ranger=1,flstlevel:1=1). [Cure Wounds](https://5e.tools/spells.html#cure%20wounds_xphb) and [Ensnaring Strike](https://5e.tools/spells.html#ensnaring%20strike_xphb) are recommended. The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination. If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. ***Changing Your Prepared Spells.*** Whenever you finish a [Long Rest](https://5e.tools/variantrules.html#long%20rest_xphb), you can replace one spell on your list with another Ranger spell for which you have spell slots. ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your Ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Ranger spell you cast and when making an attack roll with one. <center><b>Spell save DC</b> = 8 + your proficiency bonus + your Wisdom modifier</center> <center><b>Spell attack modifier</b> = your proficiency bonus + your Wisdom modifier</center> ***Spellcasting Focus.*** You can use a [Druidic Focus](https://5e.tools/items.html#druidic%20focus_xphb) as a [Spellcasting Focus](https://5e.tools/variantrules.html#spellcasting%20focus_xphb) for your Ranger spells. ***Ritual Casting.*** You can cast a Ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared. --- ## Monster Grimoire *1st-level Ranger feature* You create or inherit a repository of knowledge known as a Monster Grimoire. Each Ranger carries a grimoire, a manual on dangerous creatures. A Ranger's grimoire is an object entirely unique to them. It may be a leather tome recovered from a dusty library with notes made in the margins, a set of blood-stained scrolls inherited from a previous hunter, or a precious stone with a communing spirit held within. If a Ranger ever loses a grimoire, they have retained enough knowledge to not suffer immediate drawbacks. However, they can't add to the grimoire until it is restored and therefore can't take another Ranger level until a lost grimoire has been replaced. A grimoire can be recreated by spending 8 hours and 50 GP worth of materials such as books, scrolls, and ink. In your grimoire, you maintain a detailed record of creatures you have studied and hunted, learning their weaknesses, behaviors, and habitats. The creatures (and the collections of knowledge surrounding them) are organized into five broad classification groups: 1. **Eternals:** Celestials, Fiends 2. **Nightmares:** Aberrations, Monstrosities 3. **Primordials:** Dragons, Giants, Elementals 4. **Naturals:** Beasts, Plants 5. **Unnaturals:** Undead, Constructs, Oozes ### Grimoire Benefits For each creature group in your Monster Grimoire, you gain the following benefits: - You add your [Proficiency Bonus](https://5e.tools/variantrules.html#proficiency_xphb) to Intelligence and Wisdom checks you make that relate to the creature types in your grimoire. For example, if Undead are in your grimoire, you add your [Proficiency Bonus](https://5e.tools/variantrules.html#proficiency_xphb) to an Intelligence (History) check to recall lore about an Undead creature you're investigating or a Wisdom (Medicine) check to identify claw marks left on a corpse by an Undead creature. If you are already proficient in a skill when asked to make an Intelligence or Wisdom ability check relating to the monster types in your grimoire, you add double your [Proficiency Bonus](https://5e.tools/variantrules.html#proficiency_xphb) instead. - When you gain this feature, you also learn one language based on the chart below. (You can add languages to this chart based on your own campaign world.) | Monster Type | Languages | | --- | --- | | Aberration | Deep Speech or Undercommon | | Beast | Sylvan | | Celestial | Celestial | | Construct | Primordial | | Dragon | Draconic | | Elemental | Primordial | | Fey | Sylvan | | Fiend | Abyssal or Infernal | | Giant | Giant or Goblin | | Monstrosity | Deep Speech | | Ooze | Deep Speech or Undercommon | | Plant | Druidic | | Undead | Abyssal or Infernal | --- ## Hunter's Quarry *2nd-level Ranger feature* You can focus your hunting instincts on a specific creature, marking it for destruction. ### **Marking A Creature** You can mark a creature from one of your Monster Grimoire groups as your quarry: - **On your turn:** Use a **bonus action** to mark a creature you can see within 90 feet - **On another creature's turn:** Use your **reaction** to mark a creature you can see within 90 feet The mark lasts for 1 hour and doesn't require concentration. While marked, whenever you hit the creature with a weapon attack or Unarmed Strike, you deal extra damage to it according to the Hunter's Quarry Damage table below. | Ranger Level | Extra Damage | Duration | |--------------|--------------|--------------| | 1st-4th | +1d6 | 1 hour | | 5th-10th | +1d8 | 1 hour | | 11th-16th | +2d6 | 8 hours | | 17th-20th | +2d8 | 24 hours | ### **Transferring The Mark** If a creature marked by your Hunter's Quarry is reduced to 0 hit points or dies, you can: - **On your turn:** Use a **bonus action** to transfer the mark to a creature you can see within 90 feet - **On another creature's turn:** Use your **reaction** to transfer the mark to a creature you can see within 90 feet This transfer doesn't expend another use of this feature. ### **Swift Quiver Limitation** When you make attacks granted by the *swift quiver* spell or similar effects that grant bonus action ranged attacks, those attacks do **not** deal your Hunter's Quarry damage. Only attacks made as part of your Attack action or through Ranger class features deal Quarry damage. ### **Uses** You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. --- ## Weapon Mastery *2nd-level Ranger feature* Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a long rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Ranger levels, you gain the ability to use the Mastery properties of more kinds of weapons: two more at 7th level (for a total of five) and one more at 13th level (for a total of six). --- ## Studied Response *2nd-level Ranger feature* Your experience hunting dangerous creatures has honed your reflexes, allowing you to intercept attacks before they land. When a creature **from one of your Monster Grimoire groups** that you can see within 60 feet of you targets you or another creature with an attack, you can use your **reaction** before the attack roll is made to do one of the following: - **If it targets you:** Make one weapon attack or unarmed strike against that creature. You have a −2 penalty to this attack roll. - **If it targets another creature:** Impose a −2 penalty on the attacker's attack roll. You can use this feature **once per round**, even if you have multiple reactions available. ### **Regaining Your Reaction** - If you chose to make an attack and **you miss**, you regain the use of your reaction. - If you imposed a penalty and **the attack still hits** your ally, you regain the use of your reaction. You can use this feature **once per round** (even if you have multiple reactions available). --- ## Ranger Subclass *3rd-level Ranger feature* You choose a subclass that reflects your specialized techniques and approaches to ranging. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. --- ## Ability Score Improvement *4th-level Ranger feature* 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. Alternatively, you can take a feat you qualify for. --- ## Extra Attack *5th-level Ranger feature* You can attack twice, instead of once, whenever you take the Attack action on your turn. --- ## Roving *6th-level Ranger feature* Your walking speed increases by 5 feet. If you aren't wearing heavy armor, your walking speed instead increases by 10 feet. You also gain a climbing speed and a swimming speed equal to your walking speed. --- ## Improved Grimoire *6th-level Ranger feature* Choose a second creature group to add to your Monster Grimoire (see the 1st-level Monster Grimoire feature for group options and benefits). Additionally, you gain the following benefits when hunting creatures in your Grimoire: ### Hunter's Lore When you mark a creature with your Hunter's Quarry feature, you learn the following information about it: - Its current hit points - Its Armor Class - Any damage resistances, immunities, or vulnerabilities it has - Any condition immunities it has If the creature is hidden from divination magic (such as by a *nondetection* spell or similar effect), you sense that it is protected from divination but learn nothing else. --- ## Land's Stride *8th-level Ranger feature* Moving through nonmagical Difficult Terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have Advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the *entangle* spell. --- ## Expertise *9th-level Ranger feature* Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. --- ## Escape the Horde *9th-level Ranger feature* Opportunity attacks against you have Disadvantage. This represents your ability to dance through the battlefield, weaving between enemies with the grace of a predator evading its prey's desperate strikes. --- ## Tireless *10th-level Ranger feature* Primal forces now help fuel you on your journeys, granting you the following benefits. ### Temporary Hit Points As a bonus 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 bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Decrease Exhaustion Whenever you finish a short rest, your exhaustion level, if any, decreases by 1. --- ## Improved Quarry *11th-level Ranger feature* The extra damage from your Hunter's Quarry feature increases to 2d6 (see the Quarry Damage column of the Ranger table) and the duration increases to 8 hours. At 17th level, it increases again to 2d8. ### Improved Critical Strikes Your weapon attacks and unarmed strikes against creatures in your Monster Grimoire score a critical hit on a roll of 19 or 20 on the d20. --- ## Extra Reaction *11th-level Ranger feature* You can take two reactions per round instead of one, but you can take only one reaction per turn. These additional reactions can **only be used for Ranger class features or subclass features** (such as Studied Response, defensive reactions granted by your subclass, or opportunity attacks if a Ranger feature specifically grants them). They cannot be used for non-Ranger features like spells, feats, or multiclass abilities. --- ## Nature's Veil *13th-level Ranger feature* You invoke spirits of nature to magically hide yourself and obscure your trail. ### Invisibility As a bonus action, you can give yourself the invisible condition until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. ### Untrackable You cannot be tracked by nonmagical means unless you choose to leave a trail. Magical attempts to track you (such as through the *scrying* or *locate creature* spells) are made with disadvantage on any check or saving throw required. ### Hide in Plain Sight Implementing all the knowledge and insight from your time spent in the wild, you can cast the *tiny hut* spell at will. Your tiny hut will generate camouflaged, seemingly constructed out of materials from the surrounding environment. The hut and its inhabitants gain the benefits of your **Untrackable** feature. --- ## Final Grimoire *14th-level Ranger feature* Choose a third and final creature group to add to your Monster Grimoire (see the 1st-level Monster Grimoire feature for group options and benefits). You have now specialized in hunting three of the five major classifications of creatures, representing your career-long study of the world's most dangerous monsters. --- ## Lair Sense *14th-level Ranger feature* Your deep knowledge of monstrous behavior allows you to detect and resist the supernatural influence of powerful creatures. ### Detect Lairs You can spend 1 minute concentrating (as if concentrating on a spell) to detect the cardinal or intercardinal directions to any creatures from your Monster Grimoire groups within 5 miles of you. You learn the approximate number of such creatures (+- 20%) and the highest challenge rating among them. Once you use this ability, you can't use it again until you finish a long rest. ### **Lair Resistance** You have Advantage on saving throws against lair actions and regional effects caused by any creature. ### **Legendary Defense** When a creature uses a Legendary Action to make an attack against you, you can use your **reaction** to add your Wisdom modifier to your AC against that attack. You make this choice after seeing the attack roll but before knowing whether it hits. --- ## Superior Quarry *17th-level Ranger feature* The extra damage from your Hunter's Quarry feature increases to 2d8 (see the Quarry Damage column of the Ranger table) and the duration increases to 24 hours. --- ## Precise Hunter *17th-level Ranger feature* Your attacks against marked prey become devastatingly accurate. You gain a +3 bonus to attack rolls against any creature marked by your Hunter's Quarry feature. --- ## Feral Senses *18th-level Ranger feature* Your connection to nature and mastery of the hunt grant you preternatural awareness. You gain blindsight with a range of 30 feet. Additionally, if you can hear a creature, you don't have disadvantage on attack rolls against it if you can't see it. --- ## Apex Predator *20th-level Ranger feature* You have become the ultimate hunter, capable of tracking and eliminating even the mightiest creatures with supernatural precision. You gain the following benefits: ### Enhanced Critical Creatures marked by your Hunter's Quarry are now critically hit on a roll of 18, 19, or 20 on the d20 (instead of just 19 or 20). ### Exploding Quarry Dice If you critically hit a creature marked by your Hunter’s Quarry feature, your damage dice explode. If you roll the maximum number on any damage die, you can roll that die again and add it to the total damage. You can do this up to **3 times per die** (so a d8 could potentially become 8 + 8 + 8 = 24). ### Execution When you score a critical hit with exploding Quarry dice against a creature **that is below half its hit point maximum**, and you roll maximum damage on your **third (final) exploding die roll**, that creature must make a Constitution saving throw (DC = 10 + your Wisdom modifier). On a failed save, the creature takes additional damage equal to **the lower of the following:** - Half its current hit points - 100 damage If this damage reduces the creature to 0 hit points, it dies instantly. Death saving throws and features like Relentless Endurance don't prevent this death. **If Shared Fate splits this Execution damage to the other marked creature, it can also make the Constitution save separately.** --- And, you can choose **one** of the following features: ### Relentless Predator Your Hunter's Quarry feature no longer has a use limit and lasts until dispelled. You can mark creatures at will as a reaction or bonus action. Your quarry has disadvantage on Dexterity (Stealth) checks to hide from you. You can spend one hour to know the exact location of your quarry (if it is on the same plane as you) and you can provide a member of your party with the details to impose Disadvantage on its *scrying* spell saving throw. ### Persistent Predator You can maintain Hunter's Quarry on **two creatures simultaneously** instead of one. Both creatures must be from **different** Monster Grimoire groups (you cannot mark two creatures from the same group). You can use your bonus action or reaction to mark a second creature, and you can transfer either mark when a marked creature dies without expending another use. If both creatures marked by your Hunter’s Quarry die without transferring to another creature, you must spend a use of Hunter’s Quarry to mark another creature(s). **Shared Fate:** When you deal damage to one of your marked creatures, that damage is **split equally** between both marked creatures, regardless of which one you actually hit. For example, if you deal 50 damage (including Quarry damage) to Creature A, Creature A takes 25 damage and Creature B also takes 25 damage. The creature that was **not** directly attacked (Creature B in the example above) can make a **Wisdom saving throw** (DC = 10 + your Wisdom modifier) or half of the damage the creature would receive, whichever is higher, to take **half damage** from Shared Fate on a success. --- *Created by Over the Moon D&D*