Hey all, this is my first thread here, so if I do anything wrong, please let me know.
That said, I have been considering a non-spellcasting Ranger option and after seeing some great work on DM's Guild and GM Binder, here is what I've done up.
Tool Proficiency: Herbalism Kit
1: Natural Explorer – Expertise in Nat/Sur, Difficult Terrain doesn't slow travel, can't be lost unless Magic, Alert even when foraging, Foraging gives 2x Food, when Tracking you learn how many and how long ago.
1: Favored Terrain – 2x Prof in Int/Wis check about terrain(1x if not Prof in skill), +10ft Movement
2: Fighting Style
2: Herbal Medicine – Can forage for herbs to use in 1 level Natural Remedies. 1+Wis/LR
3: Hunter's Mark – Can apply Hunter's Mark in combat 1+Wis Mod/LR, no Concentration.
3: Ranger Conclave
5: Extra Attack – 2x Attack per Attack Action
5: Herbal Medicine – Detect Poison and Disease, 2 level Remedies
6: Disciplined Nature – Prof in Con ST and Advantage in Con ST to maintain Concentration
7: Conclave Feature
8: Land's Stride – Nonmagical plants and difficult terrain don't cost extra movement or deal damage from thorns/vines/sharp
9: Herbal Medicine – Expertise in Medicine, 3 level Remedies
10: Natural Skill – Gain Prof in Wis ST
11: Conclave Feature
13: Herbal Medicine - 4 level Remedies, 1+Wis/SR
14: Extra Attack: 3x Attack per Attack Action
15: Conclave Feature
17: Herbal Medicine – Remedies stay viable for 48 hours and can make 5 level Remedies
18: Primal Senses – Gain Blindsight 30ft or if already have, +30 ft range
20: Foe Slayer – Add your Wis mod to your attack and damage rolls
Ranger still has the same armor/weapon/skill/ST proficiencies as the PHB version, but I've added the Herbalism Kit to make full use of the Herbal Medicine feature which is the major change. This allows you to create natural poultices and teas to produce buff/healing/utility spell-like effects, such as Cure Wounds, Catnap and Restoration. These are made during Short Rest moments and can be used both in SR or during combat as an action. Hunter's Mark becomes a non-spell feature but uses your Wis Modifier to limit it slightly. I've tried to balance the class between combat, tracking and healing, but I fully admit that I am a newbie when it comes to homebrew and all.
Hope you enjoy and please let me know if I've screwed the pooch somewhere. - Z
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Hey all, this is my first thread here, so if I do anything wrong, please let me know.
That said, I have been considering a non-spellcasting Ranger option and after seeing some great work on DM's Guild and GM Binder, here is what I've done up.
Tool Proficiency: Herbalism Kit
1: Natural Explorer – Expertise in Nat/Sur, Difficult Terrain doesn't slow travel, can't be lost unless Magic, Alert even when foraging, Foraging gives 2x Food, when Tracking you learn how many and how long ago.
1: Favored Terrain – 2x Prof in Int/Wis check about terrain(1x if not Prof in skill), +10ft Movement
2: Fighting Style
2: Herbal Medicine – Can forage for herbs to use in 1 level Natural Remedies. 1+Wis/LR
3: Hunter's Mark – Can apply Hunter's Mark in combat 1+Wis Mod/LR, no Concentration.
3: Ranger Conclave
5: Extra Attack – 2x Attack per Attack Action
5: Herbal Medicine – Detect Poison and Disease, 2 level Remedies
6: Disciplined Nature – Prof in Con ST and Advantage in Con ST to maintain Concentration
7: Conclave Feature
8: Land's Stride – Nonmagical plants and difficult terrain don't cost extra movement or deal damage from thorns/vines/sharp
9: Herbal Medicine – Expertise in Medicine, 3 level Remedies
10: Natural Skill – Gain Prof in Wis ST
11: Conclave Feature
13: Herbal Medicine - 4 level Remedies, 1+Wis/SR
14: Extra Attack: 3x Attack per Attack Action
15: Conclave Feature
17: Herbal Medicine – Remedies stay viable for 48 hours and can make 5 level Remedies
18: Primal Senses – Gain Blindsight 30ft or if already have, +30 ft range
20: Foe Slayer – Add your Wis mod to your attack and damage rolls
Ranger still has the same armor/weapon/skill/ST proficiencies as the PHB version, but I've added the Herbalism Kit to make full use of the Herbal Medicine feature which is the major change. This allows you to create natural poultices and teas to produce buff/healing/utility spell-like effects, such as Cure Wounds, Catnap and Restoration. These are made during Short Rest moments and can be used both in SR or during combat as an action. Hunter's Mark becomes a non-spell feature but uses your Wis Modifier to limit it slightly. I've tried to balance the class between combat, tracking and healing, but I fully admit that I am a newbie when it comes to homebrew and all.
Hope you enjoy and please let me know if I've screwed the pooch somewhere. - Z