User:Zhenra-Khal/Ranger, Zhen Variant (5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 7-20-2020
Status: In Progress
Editing: Clarity edits only please
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Class Features[edit]

As a Ranger, you gain the following class features.

Hit Points[edit]

Hit Dice: 110 per Ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 110 + your Constitution modifier

Proficiencies[edit]

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, Survival.

Equipment[edit]

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows


Table: The Ranger

Level Proficiency
Bonus
Features Ranger
Talents
Instinct
Die
Cantrips
Known
Spell Slots per Spell Level
1st 2nd 3rd 4th 5th
1st +2 Hunter's Instinct, Ranger Talents, Wilderness Guide 2 1d4
2nd +2 Fighting Style, Spellcasting, Ranger Aptitude 3 1d4 2 2
3rd +2 Ranger Conclave, Instinctual Expertise 3 1d4 2 3
4th +2 Ability Score Adjustment 3 1d4 2 3
5th +3 Extra Attack 4 1d6 2 4 2
6th +3 Ranger Conclave feature 4 1d6 2 4 2
7th +3 Instinctual Action 4 1d6 2 4 3
8th +3 Ability Score Adjustment 4 1d6 2 4 3
9th +4 5 1d6 2 4 3 2
10th +4 Ranger Conclave feature 5 1d6 3 4 3 2
11th +4 Instinctual Expertise 5 1d8 3 4 3 3
12th +4 Ability Score Adjustment 5 1d8 3 4 3 3
13th +5 6 1d8 3 4 3 3 1
14th +5 Ranger Conclave feature 6 1d8 4 4 3 3 1
15th +5 Supernatural Senses 6 1d8 4 4 3 3 2
16th +5 Ability Score Adjustment 6 1d8 4 4 3 3 2
17th +6 7 1d10 4 4 3 3 3 1
18th +6 4 7 1d10 4 4 3 3 3 1
19th +6 Ability Score Adjustment 7 1d10 4 4 3 3 3 2
20th +6 Ranger Conclave feature 7 1d10 4 4 3 3 3 2

Hunter's Instinct[edit]

At 1st level, you tap into a source of primal instinct drawn from the natural world, granting you a small pool of Instinct points, equal to your Wisdom modifier (Min 1). You regain all expended Instinct points when you finish a short or long rest. Your instinct, represented by the Instinct Die on the table above, grows stronger with experience, and determines the strength of many Ranger abilities. At first level, you learn the three following Instinctual abilities:

Hidden Strikes[edit]

You excel at striking without being detected. If you are hidden when you make an attack, you may expend 1 Instinct point. If you do, your attack does not reveal your location.

Hunter's Mark[edit]

As a bonus action, you can focus your senses onto a creature, mystically marking it as your quarry, by expending one Instinct point. The target must be one creature you can see within 90 feet of you. Alternatively, you can mark a creature by studying its tracks for at least 1 minute.

The target is marked as long as it's on the same plane of existence as you and isn't protected from divination magic. The mark also vanishes if you finish a short or long rest, are rendered unconscious, or use this feature again to target another creature.

While a creature is marked, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find the target. Additionally, once per turn when you hit the target with a weapon attack, you may choose for the attack to deal additional damage of the weapon's type equal to one roll of your Instinct Die.


Wilderness Guide[edit]

You have a natural talent to roam the world, surviving and thriving in the strangest places. When you forage and succeed on the Wisdom (Survival) check, you find twice as much food and water as you normally would. If you fail, you still find half as much food and water 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.

Additionally, your skill at surviving and traversing the wider world extends to those traveling with you, in any terrain. While traveling for an hour or more in the wilderness, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.
  • Your group can move stealthily at a normal pace.


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Ranger Conclaves[edit]

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