Ranger's Course (Fixing The Ranger) Image
Prerequisite: Ranger class
 

You've studied things related to the wild, anatomy of many creatures, and magic. You gain the following benefits:

  • You gain a +1 ability score increase to either DEX or WIS. Your choice on which. 
  • You learn Hunter's Mark, and if you already have it, you can pick an additional 1st level spell. You don't need to concentrate on Hunter's Mark to keep it's effects but the effects will end after your wisdom modifier+proficiency hours if you're tracking a specific creature(s) that you placed your Hunter's Mark on. Hunter's Mark does not count as your learnt spells. You still can't use Hunter's Mark on multiple creatures at the same time.
  • You can cast Hunter's Mark without consuming a spell slot a number of times equal to your proficiency. You recover it's uses this way after taking a long rest.


    PREREQUISITE: 15 WIS:
    You are able to utilize the knowledge you gain, and gaining additional benefits from them.

  • You gain 1st level spell slots equal to half your wisdom modifier rounded down.
  • You can pick one additional favored foe every three levels in Ranger. You do not learn their languages this way.
  • You have an advantage on stabilizing a creature, and if you roll a 17 or above in stabilizing them, they additionally regain a 1d(half your proficiency rounded down)+Your wisdom modifier, with the total rounded down to an even dice.   
  • If you have Hunter's Mark on a creature, you don't have disadvantage on attacks made on that creature due to it being invisible or hiding/stealth. 

    PREREQUISITE 18 DEX:
    Your fast reflexes allow you to quickly make decisions related to the creatures you're most familiar with.

  • While surprised, you don't have disadvantage on saving throws made by your favored enemy attacking you, nor do they have advantage from the result of surprising you. They can still have advantage from other ways.
  • If you perform an acrobatics check against your favored enemy, you have advantage on that roll.

    PREREQUISITE: Gloomstalker subclass:
  • Your Umbral sight grants you 120ft darkvision instead of the 60ft, and if you already had dark vision, you gain an additional 60ft instead.
  • Your Dread Ambusher you can choose to gain +3 on your initiative regardless of your wisdom modifier instead of the bonus Dread Ambusher grants you.
  • At 5th level ranger, you learn Misty step. It does not count towards your learnt spells. It still requires a spell slot to use.

    PREREQUISITE Beast master subclass:
  • Ranger's companion. You don't need to use an action to command your beast to attack. Additionally your beast rolls it's own initiative. You can have two beasts without restriction, one from Ranger's companion and one from Find familiar.
  • You learn Find Familiar. This does not count as your learnt spells. You can only cast it once per long rest this way. Additionally, your find familiar's beast can attack normally.

     

    PREREQUISITE Fey Wanderer subclass:
  • Otherworldly glamour. Additionally, you can add your wisdom modifier or a minimum of +1 to checks you make related to INT rolls.
  • Dreadful strikes. You deal a 2d4 damage to creatures charmed by you instead of the 1d4 that Dreadful strikes gives you.

    PREREQUISITE Hunter subclass:
  • Hunter's prey. If you have Hunter's mark on a creature, the effects are upgraded as following:
    1. Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per action.

    2. Giant Killer. 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. Additionally, the damage of Hunter's Mark on the creature turns into a 2d6.

    3. 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.
    -If you're using a heavy two handed melee weapon, you can make the first of the two creatures you attack with this effect roll a DEX saving throw with a DC of 7+(half your ranger's level rounded down)+your strength modifier or fall prone if they fail.
    -If the weapon you use is light or finesse and you make a melee attack with it, and your main target is one with your Hunter's Mark active on it, your attack becomes a multi attack, making a separate attack roll on the other creature as a part of the same attack, the creature rolls a DEX saving throw equal to 6+(half your ranger's level rounded down)+Your DEX modifier, if they fail, they take half damage of a single die roll of your weapon+Hunter's Mark otherwise  they take half damage to one die roll without the hunter's mark damage. 


  • At 11th level, you gain both Hunter's Volley and Whirlwind attack instead of only gaining one.
  • When you use Hunter's Volley, the area you can make attacks in is increased from 10ft  of a point, and add Your WIS modifier+DEX modifier+Your proficiency down up to 5's to a minimum of 5ft (Meaning rounded down to 5ft or 10ft, or 15ft etc..) You can use this effect this way only once per long rest.
  • When you use Whirlwind attack , you instead can choose to attack with a disadvantage to try and make the creatures you attack fall prone if they are the same size as you or smaller. They roll either a STR or DEX saving throw, whichever is higher with a DC save of Your STR modifier+Your DEX modifier+Your WIS modifier+ Half your Ranger level rounded down.

    PREREQUISITE Monster slayer subclass:
  • When you use Hunter's sense, you additionally have advantage on your next attack roll made on that creature. Additionally the range is increased from 60ft to 120ft.
  • Slayer's prey. The damage die added is now per action instead of only the first time you hit that creature on each of your turns.

    PREREQUISITE Swarmkeeper subclass:
  • Gathered swarm. As a bonus action, you can attack using your swarm 1d20+WIS+PROF dealing 2d6+WIS piercing damage. Additionally, the attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. At 11th level, the die becomes 2d8, and if the creature fails on the saving throw, you could additionally make the target prone if possible. 
  • Mighty swarm. Additionally when your swarm moves you, you can additionally increase your movement this way by 5ft. Applies on Swarming dispersal with the 5ft increase to the distance teleported.

    PREREQUISITE Drakewarden: 
  • Drake companion. Your drake companion rolls for it's own initiative. Additionally, when it attacks, you don't need to use a bonus aciton. Additionally, you can add half of your saving throw modifier rounded down to any of it's saving throws. For each size the drake grows larger, it additionally gets ability score increases equal to a fifth of yours rounded down. Additionally, it's max hitpoints is increased by it's half it's constitution ability scorexEach size it grows after the first size.
Ranger's Course (Fixing The Ranger) Image

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