Fighter
Base Class: Fighter

Until we come up with a better name I needed to avoid the copyright.

 

Anyone who has been a fan of the D&D series and played through multiple editions has seen constant iterations of the Ranger Class come up short. Don't get me wrong. The Ranger is an -ok- class in its current form especially in the first 5 levels of the game. But the after that the way the class plateus is staggering. I'm almost 100% sure a ranger comes out ahead by multi-classing after level 5 to a Rogue.

Rather than go indepth into the many pitfalls of this class I've opted to take a look at the Ranger through the lense of a fighter subclass beginning with features unlocking at level 3 and adding more at levels 7, 10, 15 and 18.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ranger Spellcasting table.

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid 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 druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 9th-level Fighter, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 18, your list of prepared spells can include seven 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 druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Expanded Spell List

The Ranger subclass lets you choose from an expanded list of spells when you learn a druid spell. The following spells are added to the druid spell list for you.

These spells are added from the expanded spell list for druid expected in Tasha’s Caldron of Everything based off last released UA Class Feature Variants. Ranger spells that were missing were then added to the list.

Ranger Expanded Spells

Spell Level

Spells

Cantrip Acid splash
1st alarm, ceremony, ensnaring strike, hail of thorns, hunters mark, protection from good and evil, searing smite, zephyr strike
2nd aid, augury, continual flame, cordon of arrows, enlarge/reduce, magic weapon, silence, warding bond
3rd aura of vitality, blinding smite, conjure barrage, elemental weapon, lightning arrow, revivify, thunder step, tongues, wall of sand
4th death ward, divination, fire shield

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and 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 druid 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 druid 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 druid spells

Ranger Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Attuned to Nature

When you choose this archetype at 3rd level your strengthened connection with the natural world begins to manifest. You gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. You have advantage on these checks when traveling in the wilderness.

If you are not wearing any metal, you can use any weapon you are proficient with as a spellcasting focus for your druid spells.

Skilled Survivalist

Beginning at level 7 your mastery of survival skills improves. You gain proficiency in Dexterity(Stealth) and Wisdom(Perception) checks. If you are already proficient in a given skill, you gain expertise instead. Lastly, you may make any one of these checks or a Wisdom(Survival) check using a bonus action.

Hide in Plain Sight

Starting at 10th level, while you are in the wilderness, after spending 1 minute preparing and donning camouflage derived from your surroundings you may attempt to hide even when only lightly obscured. You may also attempt to hide by pressing yourself against a natural surface remaining motionless. You cannot begin to make this second kind of attempt while observed by an enemy. If your natural surroundings change substantially, you must spend another minute on a new set of camouflage. Like if you were to transition from the woods to a cave.

This feature improves at level 15 allowing you to attempt hiding even while being observed by an Enemy.

Feral Senses

By level 15 your senses have improved to superhuman levels, either out of extreme training or a supernatural development from constant exposure to the natural world, enhancing your body.

  • You can see up to 1 mile away with no difficulty, able to discern fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom(Perception) checks.

  • You gain 30 ft of blindsight. Your hearing allows you to discern the location of any creature within 30ft of you, suffering no disadvantage to attack rolls against them even while hidden or invisible, so long as they have a heartbeat.

  • Your sense of smell becomes so keen, even poisons designed to be odourless and tasteless are quite obvious. A creature's personal scent can even be acquired by your keen nose. As an action you can pick up the scent of a creature by interacting with them or one of their personal items (clothing, hair brush, favourite doll) or a bodily excretion (like blood, sweat or feces). After doing so you immediately know the creature's type, and when applicable, race, sex, and relative age. In some cases you can even discern the relative health and well being of the creature (like if it's been poisoned or is diseased). Knowing the smell of a creature allows you to track its trail effortlessly if it's less than a week old as well as the creature's physical interactions with objects and people, the more exposure, the longer scent remains.


These abilities are not considered magical.

Foe Slayer

After reaching 18th level, when using the attack action on your turn against a creature from which you are hidden, you may make all attacks part of that action at advantage instead of just the first.

Also, you cannot be tracked by non-magical means unless you choose to leave a trail.

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