Ranger
Base Class: Ranger

Wranglers are those rangers who specialize in catching, trapping, or ensnaring their prey. They employ a variety of tools and techniques to hinder and immobilize their foes, such as wounding attacks, nets, bolas, and traps.

New Weapon: The Bola

Rangers are automatically proficient with the new weapon, the bola. A Large or smaller creature hit by a bola is knocked prone and cannot stand up again until it is freed. A bola has no effect on creatures that are formless or on creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach from a bola on a success. Dealing 2 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.

New Martial Ranged Weapon
Weapon Cost Damage Weight Properties
Bola 3 sp 1 lb. Special, Thrown (30/90)

Wrangler Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wrangler Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can know, and it cannot be replaced when you gain a level in this class.

Wrangler Spells
Ranger Level
Spells
3rd snare*
5th find traps
9th magic circle
13th freedom of movement
17th planar binding

D&D Beyond Note: Spells marked with an asterisk must be selected manually in the character builder.

Hindering Strike

At 3rd level, you learn to hamstring and hinder your foes. Once on each of your turns when you hit a creature with a weapon attack, and each time you hit a creature with an opportunity attack, you can deal the target 1d6 extra damage. If you do, you also reduce the target's speed by half until the end of its next turn.

A creature that can't be grappled or restrained can't have its speed reduced by this feature. At 11th level, the extra damage increases to 2d6.

Ensnarement Mastery

Also at 3rd level, you begin to master the art of trapping your foes. You add your proficiency bonus to the DC for creatures to escape from your nets and bolas and to the AC of your nets and bolas. Nets that you throw gain a bonus to hit points equal to your ranger level, and bolas gain half that bonus. Creatures that you hit with a bola or a net have disadvantage on checks to escape until the end of your next turn.

In addition, instead of drawing or stowing an object on your turn, you can recover a bola or net from an incapacitated or dead creature within 5 feet of you. Also, when you make an attack using a bola or net, you can immediately draw or stow an extra weapon.

Slip the Snare

At 7th level, your experience in snaring prey has given you new insight into making your escapes. Opportunity attacks and attacks made by traps against you have disadvantage, and you have advantage on ability checks made to avoid or escape a grapple and on saving throws made to defend against traps.

You can also move through enemies' spaces, but you still cannot end your movement in an occupied space.

Stop Right There

Starting at 11th level, when you roll extra damage using your Hindering Strike feature, you roll 1d6 additional damage unless the target chooses to be halted. A halted creature has its speed reduced to 0 feet and it can't take reactions until the end of its next turn.

A creature that can't be grappled or restrained can't have its speed reduced by this feature.

Avert Attack

At 15th level, your skill at hindering your foes allows you to defend yourself from their attacks. When you use your Hindering Strike feature to reduce a creature's speed, it also suffers disadvantage on the next attack roll it makes against you before the end of your next turn.

Previous Versions

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Wrangler Image

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