This is for people who want to play a spell-less ranger, but don't like any of the already-existing options. I understand that it may be something of a niche product.
The Ranger
Level
Proficiency Bonus
Favored Enemy
Fleet of Foot
Features
1st
+2
+2
-
Favored Enemy, Natural Explorer
2nd
+2
+2
-
Deadly Hunter, Fighting Style
3rd
+2
+2
-
Primeval Awareness, Ranger Conclave
4th
+2
+2
-
Ability Score Improvement
5th
+3
+3
+5 ft.
Ranger Conclave feature, Fleet of Foot
6th
+3
+3
+5 ft.
Smell Fear
7th
+3
+3
+5 ft.
Ranger Conclave feature
8th
+3
+3
+10 ft.
Ability Score Improvement
9th
+4
+4
+10 ft.
Natural Durability
10th
+4
+4
+15 ft.
Hide in Plain Sight
11th
+4
+4
+15 ft.
Ranger Conclave feature
12th
+4
+4
+15 ft.
Ability Score Improvement
13th
+5
+5
+15 ft.
Feral Senses
14th
+5
+5
+15 ft.
Vanish
15th
+5
+5
+15 ft.
Ranger Conclave feature
16th
+5
+5
+15 ft.
Ability Score Improvement
17th
+6
+6
+15 ft.
Ranger Conclave feature
18th
+6
+6
+15 ft.
Improved Feral Senses
19th
+6
+6
+15 ft.
Ability Score Improvement
20th
+6
+6
+20 ft.
Foe Slayer
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
Equipment You start with the following equipment, in addition to the equipment granted by your background:
scale mail or (b) leather armor
two shortswords, (b) two scimitars, or (c) two simple melee weapons
a dungeoneer’s pack or (b) an explorer’s pack
A longbow and a quiver of 20 arrows
Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. This bonus increases as you gain levels, as shown in the Favored Enemy column of the Ranger table. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. Natural Explorer You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Deadly Hunter Starting at 2nd level, you can enter into a fighting trance as a bonus action. When you do so, choose one creature you can see. You deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. You can use a bonus action on a later turn to target a different creature, ending the effect on the previous target. The trance lasts for one hour. Once you have used this feature, you can’t use it again until you finish a short or long rest. 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. Defense While you are wearing armor, you gain a +1 bonus to AC. 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. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Primeval Awareness Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet instead. Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, 15th, and 17th level. 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. Fleet of Foot Beginning at 5th level, your speed increases by 5 feet while you aren’t wearing heavy armor. This bonus increases when you reach certain ranger levels, as shown in the Ranger table. Smell Fear At 6th level, your senses start to become more like those of a wild animal. You know when a creature within 30 feet of you is subject to the frightened condition, and which space that creature is in. If you can see it, you know which one it is. Additionally, you know when a creature you can see within 30 feet of you is frightened but not subject to the frightened condition, and which one it is. Natural Durability You are very hard to kill, starting at 9th level. As an action, you can heal an amount of damage equal to 1d8 + your Wisdom modifier + your ranger level. Once you use this ability, you can’t do so again until you finish a long rest. When you make a saving throw against disease or poison, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1). When you take poison damage, you can use your reaction to reduce that damage by an amount equal to your Wisdom modifier (minimum of 1). This reduction applies before vulnerability or resistance. You cannot reduce the damage taken below 1 in this way. Hide in Plain Sight Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. Feral Senses You have advantage on Wisdom (Perception) checks to detect traps and other hazards, such as quicksand, and you gain a bonus equal to your Wisdom modifier (minimum of +1) to Dexterity saving throws against effects you can see or otherwise perceive. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. Improved Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. Foe Slayer At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Conclaves Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.
Beast Conclave Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
Animal Companion At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. Companion’s Bond Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” Your animal companion gains the benefits of your Favored Enemy feature. It uses the favored enemy you selected for that feature. When you gain the Fleet of Foot feature, your animal companion gains the benefit of it as well.
d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.
Coordinated Attack Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. Beast’s Defense At 7th level, while your companion can see you, it has advantage on all saving throws. Storm of Claws and Fangs At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. Superior Beast’s Defense At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. Beast’s Fury Starting at 17th level, your animal companion can make two attacks whenever it attacks, except with Storm of Claws and Fangs.
Keeping Track of Proficiency When you gain your animal companion at 3rd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.
Why No Multiattack? Multiattack is a useful design tool that keeps monsters simple for the DM. It provides a boost in offense, but that boost is meant to make a beast threatening for one battle—a notion that doesn’t mesh well with a beast intended to fight with the party, rather than against it. Project Multiattack across an entire adventure, and an animal companion runs the risk of outclassing the fighters and barbarians in the party. So in story terms, your animal companion has traded in some of its ferocity (in the form of Multiattack) for better awareness and the ability to fight more effectively in concert with you.
Expanding Companion Options Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.
Hunter Conclave Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Hunter’s Prey At 3rd level, you gain one of the following features of your choice. 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 turn. 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. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 17th level in this class. Defensive Tactics At 7th level, you gain one of the following features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Steel Will. You have advantage on saving throws against being frightened. Multiattack At 11th level, you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Deep Stalker Conclave Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface. Underdark Scout At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a 10-foot bonus to your speed, and if you use the Attack action, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision. Deep Stalker Magic When you choose this conclave at 3rd level, the range of the darkvision or darkvision increase granted by your Primeval Awareness feature increases to 90 feet. You also learn a few magical tricks to supplement your other abilities. You learn the following spells at the ranger levels noted. Once you learn each spell, you can cast it once without using a spell slot and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is Wisdom and your spell save DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 17th level in this class. Iron Mind At 7th level, you gain proficiency in Wisdom saving throws. Stalker’s Flurry Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack. Stalker’s Dodge At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
You may be able to tell that I based it off of the UA Revised Ranger.
Nice spell-less ranger. Variant rangers are indeed a fun intellectual exercise. :)
I like the Deadly Hunter feature as a replacement for Hunters mark. I'd like to see it scale though. One of the big reasons I did not go with a spell-less ranger was because I couldn't come up with a good mechanic which felt like a equal replacement for spells. For your Deadly Hunter I would suggest scaling in a couple of directions. Increasing the amount of uses per short rest, increasing damage by another d6 at some point, and adding additional targets that can be affected at once.
Iron Mind is odd to me. Not sure it fits with a ranger theme but I suppose one could argue either way.
Fleet of foot is gained at a really late level (8th?!?). At a minimum I would switch with Iron Mind. Again it might be interesting to scale it with level. Maybe in 5' increments every 6 levels starting at 3rd level?
Really like Natural Durability but I would like more uses. Maybe one use per short rest instead of long? Not sure how that compares with Fighter.
Final note: there is a big part of me that expects a spell-less ranger to be closer to the fighter in a couple respects. I'd want to see extra attacks and ASI. Maybe a happy medium between a Fighter and a Rogue. My 2 cp
Nice spell-less ranger. Variant rangers are indeed a fun intellectual exercise. :)
I like the Deadly Hunter feature as a replacement for Hunters mark. I'd like to see it scale though. One of the big reasons I did not go with a spell-less ranger was because I couldn't come up with a good mechanic which felt like a equal replacement for spells. For your Deadly Hunter I would suggest scaling in a couple of directions. Increasing the amount of uses per short rest, increasing damage by another d6 at some point, and adding additional targets that can be affected at once.
Is that safe? I really don't want this to be too overpowered.
Iron Mind is odd to me. Not sure it fits with a ranger theme but I suppose one could argue either way.
Restored to its original place in the Stalker Conclave.
Fleet of foot is gained at a really late level (8th?!?). At a minimum I would switch with Iron Mind. Again it might be interesting to scale it with level. Maybe in 5' increments every 6 levels starting at 3rd level?
Moved to 5th and it now scales.
Really like Natural Durability but I would like more uses. Maybe one use per short rest instead of long? Not sure how that compares with Fighter.
It's now half Wis mod per long rest.
Final note: there is a big part of me that expects a spell-less ranger to be closer to the fighter in a couple respects. I'd want to see extra attacks and ASI. Maybe a happy medium between a Fighter and a Rogue. My 2 cp
The Hunter and Stalker Conclaves already got a second Extra Attack at 17th level.
This is for people who want to play a spell-less ranger, but don't like any of the already-existing options. I understand that it may be something of a niche product.
The Ranger
Level
Proficiency Bonus
Favored Enemy
Fleet of Foot
Features
1st
+2
+2
-
Favored Enemy, Natural Explorer
2nd
+2
+2
-
Deadly Hunter, Fighting Style
3rd
+2
+2
-
Primeval Awareness, Ranger Conclave
4th
+2
+2
-
Ability Score Improvement
5th
+3
+3
+5 ft.
Ranger Conclave feature, Fleet of Foot
6th
+3
+3
+5 ft.
Smell Fear
7th
+3
+3
+5 ft.
Ranger Conclave feature
8th
+3
+3
+10 ft.
Ability Score Improvement
9th
+4
+4
+10 ft.
Natural Durability
10th
+4
+4
+15 ft.
Hide in Plain Sight
11th
+4
+4
+15 ft.
Ranger Conclave feature
12th
+4
+4
+15 ft.
Ability Score Improvement
13th
+5
+5
+15 ft.
Feral Senses
14th
+5
+5
+15 ft.
Vanish
15th
+5
+5
+15 ft.
Ranger Conclave feature
16th
+5
+5
+15 ft.
Ability Score Improvement
17th
+6
+6
+15 ft.
Ranger Conclave feature
18th
+6
+6
+15 ft.
Improved Feral Senses
19th
+6
+6
+15 ft.
Ability Score Improvement
20th
+6
+6
+20 ft.
Foe Slayer
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: Strength, Dexterity
Skills: Choose three from 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:
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. This bonus increases as you gain levels, as shown in the Favored Enemy column of the Ranger table. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it.
However, you are free to pick any language you wish to learn.
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked.
This grants you the following benefits:
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
Deadly Hunter
Starting at 2nd level, you can enter into a fighting trance as a bonus action.
When you do so, choose one creature you can see. You deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. You can use a bonus action on a later turn to target a different creature, ending the effect on the previous target.
The trance lasts for one hour. Once you have used this feature, you can’t use it again until you finish a short or long rest.
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.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.
Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet instead.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 5th, 7th, 11th, 15th, and 17th level.
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.
Fleet of Foot
Beginning at 5th level, your speed increases by 5 feet while you aren’t wearing heavy armor. This bonus increases when you reach certain ranger levels, as shown in the Ranger table.
Smell Fear
At 6th level, your senses start to become more like those of a wild animal. You know when a creature within 30 feet of you is subject to the frightened condition, and which space that creature is in. If you can see it, you know which one it is.
Additionally, you know when a creature you can see within 30 feet of you is frightened but not subject to the frightened condition, and which one it is.
Natural Durability
You are very hard to kill, starting at 9th level.
As an action, you can heal an amount of damage equal to 1d8 + your Wisdom modifier + your ranger level. Once you use this ability, you can’t do so again until you finish a long rest.
When you make a saving throw against disease or poison, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).
When you take poison damage, you can use your reaction to reduce that damage by an amount equal to your Wisdom modifier (minimum of 1). This reduction applies before vulnerability or resistance. You cannot reduce the damage taken below 1 in this way.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.
You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Feral Senses
You have advantage on Wisdom (Perception) checks to detect traps and other hazards, such as quicksand, and you gain a bonus equal to your Wisdom modifier (minimum of +1) to Dexterity saving throws against effects you can see or otherwise perceive.
Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn.
Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Improved Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Conclaves
Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.
Beast Conclave
Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
Animal Companion
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf.
However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability.
You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Companion’s Bond
Your animal companion gains a variety of benefits while it is linked to you.
The animal companion loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on.
If you are incapacitated or absent, your companion acts on its own.
When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
Your animal companion gains the benefits of your Favored Enemy feature. It uses the favored enemy you selected for that feature.
When you gain the Fleet of Foot feature, your animal companion gains the benefit of it as well.
d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.
Coordinated Attack
Beginning at 5th level, you and your animal companion form a more potent fighting team.
When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
Beast’s Defense
At 7th level, while your companion can see you, it has advantage on all saving throws.
Storm of Claws and Fangs
At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Superior Beast’s Defense
At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Beast’s Fury
Starting at 17th level, your animal companion can make two attacks whenever it attacks, except with Storm of Claws and Fangs.
Keeping Track of Proficiency
When you gain your animal companion at 3rd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.
Why No Multiattack?
Multiattack is a useful design tool that keeps monsters simple for the DM. It provides a boost in offense, but that boost is meant to make a beast threatening for one battle—a notion that doesn’t mesh well with a beast intended to fight with the party, rather than against it.
Project Multiattack across an entire adventure, and an animal companion runs the risk of outclassing the fighters and barbarians in the party.
So in story terms, your animal companion has traded in some of its ferocity (in the form of Multiattack) for better awareness and the ability to fight more effectively in concert with you.
Expanding Companion Options
Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.
Hunter Conclave
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness.
Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Hunter’s Prey
At 3rd level, you gain one of the following features of your choice.
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 turn.
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.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 17th level in this class.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde. Opportunity attacks against you are made with disadvantage.
Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against being frightened.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Deep Stalker Conclave
Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.
Underdark Scout
At 3rd level, you master the art of the ambush.
On your first turn during combat, you gain a 10-foot bonus to your speed, and if you use the Attack action, you can make one additional attack.
You are also adept at evading creatures that rely on darkvision.
Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.
Deep Stalker Magic
When you choose this conclave at 3rd level, the range of the darkvision or darkvision increase granted by your Primeval Awareness feature increases to 90 feet.
You also learn a few magical tricks to supplement your other abilities. You learn the following spells at the ranger levels noted. Once you learn each spell, you can cast it once without using a spell slot and regain the ability to do so when you finish a long rest. Your spellcasting ability for these spells is Wisdom and your spell save DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
Ranger Level
Spells
3rd
disguise self
5th
rope trick
9th
glyph of warding
13th
greater invisibility
17th
seeming
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 17th level in this class.
Iron Mind
At 7th level, you gain proficiency in Wisdom saving throws.
Stalker’s Flurry
Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.
Stalker’s Dodge
At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
You may be able to tell that I based it off of the UA Revised Ranger.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Nice spell-less ranger. Variant rangers are indeed a fun intellectual exercise. :)
I like the Deadly Hunter feature as a replacement for Hunters mark. I'd like to see it scale though. One of the big reasons I did not go with a spell-less ranger was because I couldn't come up with a good mechanic which felt like a equal replacement for spells. For your Deadly Hunter I would suggest scaling in a couple of directions. Increasing the amount of uses per short rest, increasing damage by another d6 at some point, and adding additional targets that can be affected at once.
Iron Mind is odd to me. Not sure it fits with a ranger theme but I suppose one could argue either way.
Fleet of foot is gained at a really late level (8th?!?). At a minimum I would switch with Iron Mind. Again it might be interesting to scale it with level. Maybe in 5' increments every 6 levels starting at 3rd level?
Really like Natural Durability but I would like more uses. Maybe one use per short rest instead of long? Not sure how that compares with Fighter.
Final note: there is a big part of me that expects a spell-less ranger to be closer to the fighter in a couple respects. I'd want to see extra attacks and ASI. Maybe a happy medium between a Fighter and a Rogue. My 2 cp
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Is that safe? I really don't want this to be too overpowered.
Restored to its original place in the Stalker Conclave.
Moved to 5th and it now scales.
It's now half Wis mod per long rest.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Fixed Iron Mind, added the spell save DC for Deep Stalker Magic, changed Favored Enemy, added Smell Fear.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)