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Revised Ranger


Hit Points

Hit Dice: d10 per Revised Ranger level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10(or 6) + your Constitution modifier per level of ranger after 1st.

Proficiences

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

Class Features

Fighting Style

At 1st level, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.

Archery
You gain a +2 to attack rolls you make with ranged weapons.

Defense
While wearing armor, you gain a +1 bonus to AC.

Dueling
While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls made with that weapon.

Two-Weapon Fighting
When you engage in two-weapon fighting, you add your ability modifier to the damage of the second attack  

Decisive Strike

With keen precision, you can knock your arrows into an enemy vitals. After you hit a with a ranged weapon you may deal one extra die of its damage. This ability can be used twice per long rest at the 1st level. You gain an extra uses as you gain levels in Ranger as displayed in the Decisive Strike column.

Fleet

Starting at the 2nd level, when you use your action to disengage you may move up to half your movement speed rounded down. When you use your action to hide you may first move half your movement speed.

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate, such as hunter. Your choice grants additional features at the 3rd level, and again at 7th, 11th, and 15th.
 

Ability Score Improvement

When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by two, or you can improve two ability scores of your choice by one. This feature cannot make an ability score higher than 20.
 

Extra Attack

Beginning at the 5th level, you can attack twice instead of once when you take the Attack action on your turn, you gain a third attack at the 13th level.
 

Improved Reload

At the 6th level, you may ignore the loading feature on ranged weapons, though you still consume ammunition as normal.
 

Lands Stride

At the 8th level, moving through non-magic difficult terrain costs no extra movement. You can also move through non-magical natural obstacles without taking damage or being slowed by them, if they are magic you take half the regular damage. In addition, you have an advantage on saving throws against magical obstacles.

Heightened Senses

Starting at the 9th level, when you are attacked you can use your reaction to add your wisdom modifier(minimum 1) to your AC. Alternatively, you can use your reaction when forced to make a save to add your wisdom modifier(minimum 1) to your roll.
 

Overwhelming Talent

Beginning at the 10th level, your ranged attacks count as magical for the purpose of overcoming resistances and immunities to non-magical damage.
 

Ranged Weapon Mastery

Starting at the 14th level, when you roll a 1 or a 2 for an attack using a ranged weapon you can reroll the die and must use the new roll even if it is a 1 or a 2.
 

Vanish

Starting at the 14th level, you can use the hide action as a bonus action. In addition, you cannot be tracked by non-magical means unless you choose to leave a trail.

Quickdraw

At the 17th level, you gain the ability to use your reaction to make a ranged attack without disadvantage regardless of your weapons minimum range.
 

Feral Senses

At the 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 roll against it. You are also aware of the location of any invisible creature within 30 feet of you, provided the creature isn't hidden from you and you aren't blinded or deafened.

Foe Slayer

At the 20th level, you become a unparalled hunter of your enemies. Once on each of your turns, you can add your wisdom modifier(minimum 1) to the attack roll and the damage roll of an attack you make. You can choose to use this ability before or after you roll to hit.


Starting Equipment

(a) Scale mail or (b) Studded leather armor (c) 50gp
(a) Two short swords (b) Two melee martial weapons (b) 50gp
(a) A Dungeoneers Pack (b) A Explorers Pack (c) 10gp
(a) A longbow and a Quiver or 20 arrows (b) A crossbow and a Quiver of 20 bolts (c) 90gp


LevelProficiency BonusFeaturesDecisive Strike
1+2Fighting Style, Decisive Strike2
2+2Fleet2
3+2Ranger Archetype2
4+2Ability Score Improvement2
5+3Extra Attack3
6+3Improved Reload3
7+3Ranger Archetype4
8+3Lands Stride, Ability Score Improvement4
9+4Heightened Senses5
10+4Overwhelming Talent5
11+4Ranger Archetype5
12+4Ability Score Improvement6
13+5Extra Attack(2)6
14+5Ranged Weapon Mastery, Vanish6
15+5Ranger Archetype7
16+5Ability Score Improvement7
17+6Quick Draw7
18+6Feral Senses8
19+6Ability Score Improvement8
20+6Foe Slayer8

Created by

JanetLendgard.

Statblock Type

Class Features

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