Level 1 Favored Enemy: Through the primal forces, you develop the mystical combat prowess to hunt your enemies like predator and prey. Choose 1 type of Favored Enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. If you select humanoids, you specifically select two races of humanoid (such as gnolls and orcs) as favored enemies. You can’t select a Favored Enemy option more than once, even if you later get to choose again. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You pick one additional favored enemy, and associated language, at 6th level, 10th level, 14th level and 18th level. You also gain the following benefits:
You have advantage on Wisdom and Intelligence checks to track your Favored Enemies.
You have advantage on Wisdom and Intelligence checks to recall information about your Favored Enemies.
Once on each of your turns, you can add your Wisdom modifier to the attack or damage roll of a melee attack you make against a Favored Enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Level 1 Natural Explorer: You are particularly adept at traversing different types of natural habitats. Choose two types of favored terrains: arctic, coast, desert, forest, grassland, mountain, swamp, or UnderDark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
You have advantage on initiative rolls.
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
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.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
While tracking other creatures, you learn their exact number, their sizes, and how long ago they passed through the area.
Level 2 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.
Level 2 Spellcasting: By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Spell Slots The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level 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.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Level 3 Primeval Awareness: You can attune your senses to determine if any of your enemies lurk nearby. By spending 1 uninterrupted minute in concentration, you can sense whether the following types of creatures are present within 1 mile of you (or within 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. If a creature is protected from divination magic, you do not sense them at all. If you sense a favored enemy, this feature reveals which of your favored enemies are present, their numbers, their general direction and distance from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. Otherwise, this feature doesn't reveal the creatures' location or number.
Level 6 Natural Adventurer: Your bond with the forces of nature allows you to adapt to any natural terrain. Whenever you are in natural terrain, whether it be a forest or under a natural cave system, you can perform a ritual that takes 1 hour to complete. You can complete the ritual during a short or long rest. At the end of your ritual, you can replace one of your favored terrains with your current natural terrain and you gain all the benefits of your Natural Explorer feature while traveling in your current natural terrain. If you try to perform this ritual in an environment that is not a natural terrain or on a different plane from your original plane, the ritual automatically fails.
Level 6 Land’s Stride: 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.
Level 10 Foe Slayer: You become an unparalleled hunter of your enemies. You have advantage on attack rolls against favored enemies and you have advantage on saving throws against favored enemy spells and abilities.
Additionally, you can provide support to your allies in a fight against your Favored Enemies. When you use the Help action to aid an ally in attacking a Favored Enemy, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, and your ally must be able to see or hear you communicate a message to them. Your ally can add double their ability modifier to one damage roll they make with melee attack if the attack targets your Favored Enemy.
Level 14 Vanish: You can use the Hide action as a Bonus Action on Your Turn. You can't be tracked by nonmagical means, unless you choose to leave a trail.
Additionally, you can spend 1 minute using natural materials in your environment to create camouflage and press yourself against a solid surface at least as big as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain still. Once you move, fall prone, take an action or make a reaction, you must camouflage yourself again to gain this benefit. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Level 18 Feral Senses: You gain heightened, animalistic 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.
Level 20 Will of the Wild: When you are reduced to 0 hit points, you can expend a spell slot and instead have a number of hit points equal to the level of the spell slot. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). On a short or long rest you recover all expended uses of this feature.
Rollback Post to RevisionRollBack
"Time is money. Nobody knows how much time they have, but you can always count how much time you spent. So spend it wisely."
Defintely gives it a little more oomph upfront:
Level 1 Favored Enemy: Through the primal forces, you develop the mystical combat prowess to hunt your enemies like predator and prey. Choose 1 type of Favored Enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. If you select humanoids, you specifically select two races of humanoid (such as gnolls and orcs) as favored enemies. You can’t select a Favored Enemy option more than once, even if you later get to choose again. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You pick one additional favored enemy, and associated language, at 6th level, 10th level, 14th level and 18th level. You also gain the following benefits:
Level 1 Natural Explorer: You are particularly adept at traversing different types of natural habitats. Choose two types of favored terrains: arctic, coast, desert, forest, grassland, mountain, swamp, or UnderDark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
Level 2 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.
Level 2 Spellcasting: By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level 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.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Level 3 Primeval Awareness: You can attune your senses to determine if any of your enemies lurk nearby. By spending 1 uninterrupted minute in concentration, you can sense whether the following types of creatures are present within 1 mile of you (or within 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. If a creature is protected from divination magic, you do not sense them at all. If you sense a favored enemy, this feature reveals which of your favored enemies are present, their numbers, their general direction and distance from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. Otherwise, this feature doesn't reveal the creatures' location or number.
Level 6 Natural Adventurer: Your bond with the forces of nature allows you to adapt to any natural terrain. Whenever you are in natural terrain, whether it be a forest or under a natural cave system, you can perform a ritual that takes 1 hour to complete. You can complete the ritual during a short or long rest. At the end of your ritual, you can replace one of your favored terrains with your current natural terrain and you gain all the benefits of your Natural Explorer feature while traveling in your current natural terrain. If you try to perform this ritual in an environment that is not a natural terrain or on a different plane from your original plane, the ritual automatically fails.
Level 6 Land’s Stride: 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.
Level 10 Foe Slayer: You become an unparalleled hunter of your enemies. You have advantage on attack rolls against favored enemies and you have advantage on saving throws against favored enemy spells and abilities.
Additionally, you can provide support to your allies in a fight against your Favored Enemies. When you use the Help action to aid an ally in attacking a Favored Enemy, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, and your ally must be able to see or hear you communicate a message to them. Your ally can add double their ability modifier to one damage roll they make with melee attack if the attack targets your Favored Enemy.
Level 14 Vanish: You can use the Hide action as a Bonus Action on Your Turn. You can't be tracked by nonmagical means, unless you choose to leave a trail.
Additionally, you can spend 1 minute using natural materials in your environment to create camouflage and press yourself against a solid surface at least as big as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain still. Once you move, fall prone, take an action or make a reaction, you must camouflage yourself again to gain this benefit. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Level 18 Feral Senses: You gain heightened, animalistic 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.
Level 20 Will of the Wild: When you are reduced to 0 hit points, you can expend a spell slot and instead have a number of hit points equal to the level of the spell slot. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). On a short or long rest you recover all expended uses of this feature.
"Time is money. Nobody knows how much time they have, but you can always count how much time you spent. So spend it wisely."
Good work. I like it. I am finishing a ‘low magic’ semi-spell free version myself which I will post v shortly!
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Don't be Lawful Evil
#OpenDND