One Of Them Rangers Image
Prerequisite: Ranger
 

Additional and alternative Ranger class features, giving more to do besides (and with!) Hunter's Mark, and some spicier options at Tier 3 and 4.

Level 1: Crafty

You know Common Sign Language, or another language of your choice. Choose one of the following additional sets of proficiencies and equipment:

  • Survivor. You gain proficiency in Medicine and Herbalism Kits. Add an Herbalism Kit and two doses of antitoxin to your starting equipment.
  • Stalker. You gain proficiency in Stealth and Poisoner’s Kits. Add a Poisoner’s Kit, a dose of basic poison, and a hunting trap to your starting equipment.

Level 1: Vigilant

Replaces Favored Enemy
You maintain a state of awareness that fuels your effectiveness as a hunter and warden. You can expend a use of Vigilant for one of the following effects:

  • You cast Hunter’s Mark without a spell slot.
  • When another creature that can see or hear you fails a Constitution or Wisdom saving throw, you can use your Reaction to add 1d6 to the result, possibly turning a failure into a success.

You always have Hunter’s Mark prepared. You start with two uses of Vigilant, which you regain after a Long Rest. You gain additional uses at higher levels.

Level 3: Magical Awareness

  • Your Spell Save DC increases by one for saving throws made by your Hunter’s Mark target.
  • As a Magic Action, you can recover a spell slot. Expend a number of uses of Vigilant equal to the spell slot level you recover.

Level 6: Constant Vigil

In addition to Roving

  • When you cast Hunter’s Mark, you may expend an additional use of Vigilant to do so without requiring your Concentration.
  • If you fail a Concentration check on any Ranger spell, you may expend a use of Vigilant to succeed instead.

Level 9: Always Sharp

In addition to Expertise

  • Once per turn when you hit with an attack, you deal additional force damage equal to your Wisdom modifier (minimum 1).

Level 10: Tireless

Replaces Tireless

  • As a Magic Action, you can gain an amount of Temporary Hit Points equal to 1d6 plus your Ranger level. You may do so a number of times equal to your Wisdom modifier (minimum 1) per Long Rest.
  • When you finish a Short Rest, regain one use of Vigilant and remove one level of Exhaustion.

Level 13: Common Enemy

Replaces Relentless Hunter

  • When you cast Hunter’s Mark, you may choose a number of allies that can see or hear you, up to your Wisdom modifier (minimum 1).
  • Once per turn until the spell ends, when the ally hits your target with an attack, they also deal an extra 1d6 force damage.
  • You may expend additional uses of Vigilant to include additional allies.

Level 14: Untraceable

In addition to Nature's Veil

  • You can expend a use of Vigilant to cast Pass Without Trace without a spell slot, and without Concentration..

Level 17: Perfect Shot

In addition to Precise Hunter

  • When you hit with a weapon attack or unarmed strike, you may expend a use of Vigilant to make it a critical hit.

Level 18: Always Watching

In addition to Feral Senses

  • When rolling Initiative, you and any allies that can see or hear you add your Wisdom modifier to the result.

Level 20: Natural Enemy

Replaces Foe Slayer

  • After you hit a creature with an attack, you can use a Reaction to point out its weakness to up to five allies who can see or hear you.
  • Until the end of your next turn, you and each ally can treat the creature’s Immunities as Resistances, ignore any other damage Resistances, and gain a +3 bonus to attack rolls against the creature.
  • You can use this Reaction once per Short or Long Rest.
One Of Them Rangers Image

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