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Tasha's Ranger

Documento com o novo ranger do tashas cauldron of everything.
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100% found this document useful (1 vote)
1K views7 pages

Tasha's Ranger

Documento com o novo ranger do tashas cauldron of everything.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tasha's Ranger

Version 5.2 Swift Tracker. You can track while traveling at a fast
Compiled and revised by DracoDruid [@GMBinder | pace, and finding a trail only takes 1 minute in a confined
@Reddit] area such as a dungeon, or 10 minutes outdoors.
Format: DIN A4 Guide. You can guide the travel for a group of up to six
creatures. While guided by you, your group can move
stealthily while traveling at a normal pace and difficult
Class Features terrain doesn't slow your group's travel.
As a ranger, you gain the following class features.
Favored Foe
Hit Points
Hit Dice: 1d10 per ranger level When you hit a creature with an attack roll, you can call on
Hit Points at 1st Level: 10 + your Constitution modifier your mystical bond with nature to mark the target as your
Hit Points at Higher Levels: 1d10 (or 6) + your favored enemy for 1 minute or until you lose your
Constitution modifier per ranger level after 1st concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the
Proficiencies favored enemy and deal damage to it, including when you
Armor: Light armor, medium armor mark it, you can increase that damage by 1d4.
Weapons: Simple weapons, martial weapons You can use this feature to mark a favored enemy a
Tools: Choose one type of artisan's tools, one musical number of times equal to your proficiency bonus, and you
instrument, or the herbalism kit regain all expended uses when you finish a long rest.
Languages: Two languages of your choice; check with your This feature’s extra damage increases when you reach
DM before choosing an exotic language certain levels in this class: to 1d6 at 6th level and to 1d8 at
Saving Throws: Strength, Dexterity 14th level.
Skills: Choose three from Acrobatics, Animal Handling,
Athletics, History, Insight, Investigation, Medicine,
Nature, Perception, Stealth, and Survival
Equipment
Design Notes
This compilation is based on the new optional
You start with the following equipment, in addition to the feature from Tasha's Cauldron of Everything.
equipment granted by your background:
(a) leather armor, (b) chain shirt, or (c) scale mail However, I took some of the community's
comments into consideration as well as
(a) a dungeoneer's pack or (b) an explorer's pack addressing a few feature issues not touched by
two melee weapons either Tasha's or previous UA revisions (2nd
a ranged weapon and a fitting container with 20 pieces paragraph of Feral Senses, Foe Slayer being utterly
of ammunition underwhelming), and also merged Canny with my
version of Natural Explorer instead of completely
Canny Explorer replacing it, as I still think that it is a great
thematic feature (even if many groups don't
You have a natural talent to roam the world and safely bother with travel)
guide others through its deep forests and forgotten ruins.
You gain the following benefits: I also revised both Hunter and Beastmaster as
they are still missing archetype spells, and the new
Canny. Choose one of your skill proficiencies. Your Primal Beast Companions basically gutted 7th
proficiency bonus is doubled for any ability check you make level Exception Training. And to top it off, I added
that uses the chosen skill. "+ PB" to the Primal Beast Companions' passive
Forager. When you forage, you find twice as much food Perception as it was clearly forgotten by WotC.
and water as you normally would. Even if you fail, you still
find enough food and water to sustain one person for one Finally, I made a few additions of myself here and
there to round out the class – mainly starting
day. proficiencies and equipment, as well as a new
Look-out. You don't suffer the -5 penalty to your passive capstone feature.
Wisdom (Perception) score while traveling at a fast pace,
and even when you are engaged in another activity while I didn't add feature enhancements such as Martial
traveling — such as foraging, navigating, or tracking — you Versatility, as those should be included for all
remain alert to danger. corresponding classes not just the ranger.
Pathfinder. Difficult terrain doesn't slow your travel, and
you have advantage on Intelligence (Nature) checks to
identify Wilderness and Dungeon Hazards (such as
Quicksand, Thin Ice, or Brown Mold).
Scout. You can move stealthily while traveling at a
normal pace.

Tasha's Ranger v5.2 | by DracoDruid (@GMBinder | @Reddit)


1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Focused Ranger
Proficiency Spells — Spell Slots per Spell Level —
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Canny Explorer, Favored Foe — — — — — —
2nd +2 Fighting Style, Foe Slayer, Spellcasting 2 2 — — — —
3rd +2 Primeval Awareness, Ranger Archetype 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Roving 4 4 2 — — —
7th +3 Ranger Archetype feature 5 4 3 — — —
8th +3 Ability Score Improvement, Land's Stride 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Tireless 6 4 3 2 — —
11th +4 Ranger Archetype feature 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Vanish 8 4 3 3 1 —
15th +5 Ranger Archetype feature 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Apex Predator 11 4 3 3 3 2

Fighting Style Druidic Warrior


At 2nd level, you adopt a particular style of fighting as your You learn two cantrips of your choice from the druid spell
list. They count as ranger spells for you, and Wisdom is
specialty. Choose one of the following options. You can't your spellcasting ability for them. Whenever you gain a
take a Fighting Style option more than once, even if you level in this class, you can replace one of these cantrips
later get to choose again. with another cantrip from the druid spell list.
Archery Thrown Weapon Fighting
You gain a +2 bonus to attack rolls you make with ranged You can draw a weapon that has the thrown property as
weapons. part of the attack you make with the weapon.
In addition,
Blind Fighting when you hit with a ranged attack using a thrown weapon,
You have blindsight with a range of 10 feet. Within that you gain a +2 bonus to the damage roll.
range, you can effectively see anything that isn't behind Two-Weapon Fighting
total cover, even if you're blinded or in darkness. Moreover, When you engage in two-weapon fighting, you can add your
you can see an invisible creature within that range, unless ability modifier to the damage of the second attack.
On
the creature successfully hides from you. your turn, you can draw or stow an additional weapon.
Defense Foe Slayer
While you are wearing armor, you gain a +1 bonus to AC.
At 2nd level, you have learned to spot and exploit
Dueling weaknesses in your enemy's defense.
When you are wielding a melee weapon in one hand and no Once on each of your turns, you can add your Wisdom
other weapons, you gain a +2 bonus to damage rolls with modifier to the attack roll or the damage roll of an attack
that weapon. you make. You can choose to use this feature before or
after the roll, but before any effects of the roll are applied.
Tasha's Ranger v5.2 | by DracoDruid (@GMBinder | @Reddit)
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellcasting Ranger Archetype
By the time you reach 2nd level, you have learned to use the Also at 3rd level, you choose to emulate the ideals and
magical essence of nature to cast spells, much as a druid training of a ranger archetype. Many rangers of the same
does. See chapter 10 for the general rules of spellcasting archetype form so called Conclaves, loose organizations
and chapter 11 for the ranger spell list. aimed to focus, guide, and further the knowledge and
training of their shared philosophy.
Spell Slots Your archetype choice grants you features at 3rd level
The Ranger table shows how many spell slots you have to and again at 7th, 11th, and 15th level.
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. Ability Score Improvement
You regain all expended spell slots when you finish a long
rest. When you reach 4th level, and again at 8th, 12th, 16th, and
For example, if you know the 1st-level spell animal 19th level, you can increase one ability score of your choice
friendship and have a 1st-level and a 2nd-level spell slot by 2, or you can increase two ability scores of your choice
available, you can cast animal friendship using either slot. by 1. As normal, you can't increase an ability score above 20
using this feature.
Spells known of 1st level and higher
You know two 1st-level spells of your choice from the Extra Attack
ranger spell list. The Spells Known column of the Ranger Beginning at 5th level, you can attack twice, instead of
table shows when you learn more ranger spells of your once, whenever you take the Attack action on your turn.
choice. Each of these spells must be of a level for which you
have spell slots. For instance, when you reach 5th level in Roving
this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can At 6th level, your walking speed increases by 5, and you
choose one of the ranger spells you know and replace it gain a climbing speed and a swimming speed equal to your
with another spell from the ranger spell list, which also walking speed.
must be of a level for which you have spell slots. In addition, you can take the Dash or Disengage action
as a bonus action on your turn.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, Land's Stride
since your magic draws on your attunement to nature. You Starting at 8th level, moving through nonmagical difficult
use your Wisdom whenever a spell refers to your terrain costs you no extra movement. You can also pass
spellcasting ability. In addition, you use your Wisdom through nonmagical plants without being slowed by them
modifier when setting the saving throw DC for a ranger and without taking damage from them if they have thorns,
spell you cast and when making an attack roll with one. spines, or a similar hazard.
Spell save DC = 8 + your proficiency bonus +
In addition, you have advantage on saving throws against
your Wisdom modifier plants that are magically created or manipulated to impede
movement, such those created by the entangle spell.
Spell attack modifier = your proficiency bonus +

your Wisdom modifier Tireless


Starting at 10th level, you can use an action to give yourself
Primal Awareness a number of temporary hit points equal to 1d8 + your
Beginning at 3rd level, you can focus your awareness Wisdom modifier (minimum of 1 temporary hit point). You
through the interconnections of nature: you learn can use this action a number of times equal to your
additional spells when you reach certain levels in this class proficiency bonus, and you regain all expended uses when
if you don't already know them, as shown in the Primal you finish a long rest.
In addition, whenever you finish a
Awareness Spells table. These spells don't count against short rest, your exhaustion level, if any, is decreased by 1.
the number of ranger spells you know. Vanish
Primal Awareness Spells Starting at 14th level, you can use the Hide action as a
Ranger Level Spell bonus action on your turn. Also, you can't be tracked by
3rd speak with animals
nonmagical means, unless you choose to leave a trail.
In addition, as a bonus action, you can magically become
5th beast sense invisible, along with any equipment you are wearing or
9th speak with plants carrying, until the start of your next turn. You can do so a
number of times equal to your proficiency bonus, and you
13th locate creature regain all expended uses when you finish a long rest.
17th commune with nature

You can cast each of these spells once without expending


a spell slot. Once you cast a spell in this way, you can’t do
so again until you finish a long rest.

Tasha's Ranger v5.2 | by DracoDruid (@GMBinder | @Reddit)


3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Feral Senses In combat, the beast acts during your turn. It can move
and use its reaction on its own, but the only action it takes
At 18th level, you gain preternatural senses that help you is the Dodge action, unless you take a bonus action on your
fight creatures you can't see. turn to command it to take another action. That action can
You have blindsight with a range of 30 feet. Within that be one in its stat block or some other action. You can also
range, you can effectively see anything that isn't behind sacrifice one of your attacks when you take the Attack
total cover, even if you're blinded or in darkness. Moreover, action to command the beast to take the Attack action. If
you can see an invisible creature within that range, unless you are incapacitated, the beast can take any action of its
the creature successfully hides from you. choice, not just Dodge.
If the beast has died within the last hour, you can use
Apex Predator your action to touch it and expend a spell slot of 1st level or
At 20th level, you learned how to act with incredible speed. higher. The beast returns to life after 1 minute with all its
hit points restored.
Once per round, after another creature has taken its turn, When you finish a long rest, you can summon a different
you can take a special action. You can use this special primal beast. The new beast appears in an unoccupied
action to move up to half your movement speed and take space within 5 feet of you, and you choose its stat block and
either the Attack (one weapon attack only), Dash, appearance. If you already have a beast from this feature, it
Disengage, Hide, or Use an Object action. vanishes when the new beast appears. The beast also
If you are surprised at the start of an encounter, you are vanishes if you die.
not surprised but you do not gain this extra action in the
first round of combat. Mythic Bond
Beginning at 7th level, the beast's attacks now count as
magical for the purpose of overcoming resistance and
Ranger Archetypes immunity to nonmagical attacks and damage.
In addition, when you cast a spell targeting yourself, you
The ideal of the ranger has two classic expressions: the can also affect your beast companion with the spell if the
Hunter and the Beast Master. beast is within 30 feet of you.
Bestial Fury
Beast Master Starting at 11th level, when you command your beast
The Beast Master archetype embodies a friendship companion to take the Attack action, the beast can make
between the civilized races and the beasts of the wild. two attacks.
United in focus, beast and ranger fight the monsters that
threaten civilization and the wilderness alike. Superior Beast Defense
At 15th level, whenever an attacker that your companion
Beast Master Magic can see hits it with an attack, it can use its reaction to halve
Starting at 3rd level, you learn an additional spell when you the attack’s damage against it.
reach certain levels in this class, as shown in the Beast In addition, when the beast is subjected to an effect that
Master Spells table. The spell counts as a ranger spell for allows it to make a Dexterity saving throw to take only half
you, but it doesn't count against the number of ranger damage, it instead takes no damage if it succeeds on the
spells you know. saving throw, and only half damage if it fails.
Beast Master Spells
Ranger Level Spell
3rd find familiar
5th healing spirit
9th conjure animals
13th guardian of nature
17th insect plague

Primal Beast Companion


Beginning at 3rd level, you can magically summon a primal
beast, which draws strength from your bond with nature.
The beast is friendly to you and your companions and
obeys your commands. Choose its stat block — Beast of the
Land, Beast of the Sea, or Beast of the Sky — which uses
your proficiency bonus (PB) in several places. You also
determine the kind of animal the beast is, choosing a kind
appropriate for the stat block. Whatever kind you choose,
the beast bears primal markings, indicating its mystical
origin.

Tasha's Ranger v5.2 | by DracoDruid (@GMBinder | @Reddit)


4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Beast of the Land Charge. If the beast moves at least 20 feet straight
Medium beast toward a target and then hits it with a maul attack on
the same turn, the target takes an extra 1d6 slashing
Armor Class 13 + PB (natural armor) damage. If the target is a creature, it must succeed on
Hit Points 5 + five times your ranger level (the beast a Strength saving throw against your spell save DC or
has a number of Hit Dice [d8s] equal to your ranger be knocked prone.
level)
Primal Bond. You can add your proficiency bonus to
Speed 40 ft., climb 40 ft.
any ability check or saving throw that the beast
makes.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0) Actions
Maul. Melee Weapon Attack: your spell attack
Senses Darkvision 60 ft., passive Perception 12 + PB modifier to hit, range 5 ft., one target.
Hit: 1d8 + 2 +
Languages understands the languages you speak PB slashing damage.
Proficiency Bonus (PB) equals your bonus

Beast of the Sea Amphibious. The beast can breathe both air and
Medium beast water.
Primal Bond. You can add your proficiency bonus to
Armor Class 13 + PB (natural armor)
any ability check or saving throw that the beast
Hit Points 5 + five times your ranger level (the beast
has a number of Hit Dice [d8s] equal to your ranger makes.
level)
Speed 5 ft., swim 60 ft. Actions
Binding Strike. Melee Weapon Attack: your spell
STR DEX CON INT WIS CHA attack modifier to hit, reach 5 ft., one target.
Hit: 1d6
+ 2 + PB piercing or bludgeoning damage (your
14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0) choice), and the target is grappled (escape DC equals
your spell save DC). Until this grapple ends, the beast
Senses Darkvision 60 ft., passive Perception 12 + PB can’t use this attack on another target.
Languages understands the languages you speak
Proficiency Bonus (PB) equals your bonus

Beast of the Sky Flyby. The beast doesn't provoke opportunity attacks
Small beast when it flies out of an enemy's reach.
Primal Bond. You can add your proficiency bonus to
Armor Class 13 + PB (natural armor)
Hit Points 4 + four times your ranger level (the beast any ability check or saving throw that the beast
makes.
has a number of Hit Dice [d6s] equal to your ranger
level)
Speed 10 ft., fly 60 ft. Actions
Shred. Melee Weapon Attack: your spell attack
STR DEX CON INT WIS CHA modifier to hit, range 5 ft., one target. Hit: 1d4 + 3 +
PB slashing damage.
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

Senses Darkvision 60 ft., passive Perception 12 + PB


Languages understands the languages you speak
Proficiency Bonus (PB) equals your bonus

Tasha's Ranger v5.2 | by DracoDruid (@GMBinder | @Reddit)


5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hunter Multiattack
At 11th level, you gain one of the following features of your
Emulating the Hunter archetype means accepting your choice.
place as a bulwark between civilization and the terrors of Volley. You can use your action to make a ranged attack
the wilderness. As you walk the Hunter’s path, you learn against any number of creatures within 10 feet of a point
specialized techniques for fighting the threats you face, you can see within your weapon’s range. You must have
from rampaging ogres and hordes of orcs to towering ammunition for each target, as normal, and you make a
giants and terrifying dragons. separate attack roll for each target.
Hunter Magic Whirlwind Attack. You can use your action to make a
Starting at 3rd level, you learn an additional spell when you melee attack against any number of creatures within 5 feet
reach certain levels in this class, as shown in the Hunter of you, with a separate attack roll for each target.
Spells table. The spell counts as a ranger spell for you, but Superior Hunter’s Defense
it doesn't count against the number of ranger spells you At 15th level, you gain one of the following features of your
know. choice.
Hunter Spells Evasion. When you are subjected to an effect, such as a
red dragon’s fiery breath or a lightning bolt spell, that
Ranger Level Spell allows you to make a Dexterity saving throw to take only
3rd heroism half damage, you instead take no damage if you succeed on
5th enhance ability
the saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses
9th protection from energy you with a melee attack, you can use your reaction to force
13th death ward
that creature to repeat the same attack against another
creature (other than itself) of your choice. You regain your
17th greater restoration reaction if that attack misses.
Uncanny Dodge. When an attacker that you can see hits
Hunter’s Prey you with an attack, you can use your reaction to halve the
At 3rd level, you gain one of the following features of your attack’s damage against you.
choice.
Colossus Slayer. Your tenacity can wear down the most
potent foes. When you hit a creature with a weapon attack,
the creature takes an extra 1d8 damage if it’s below its hit
point maximum. You can deal this extra damage only once
per turn.
Giant Killer. When a Large or larger creature within 5
feet of you hits or misses you with an attack, you can use
your reaction to attack that creature immediately after its
attack, provided that you can see the creature.
Horde Breaker. Once on each of your turns when you
make a weapon attack, you can make another attack with
the same weapon against a different creature that is within
5 feet of the original target and within range of your
weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your
choice.
Escape the Horde. Opportunity attacks against you are
made with disadvantage.
Multiattack Defense. When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against
being charmed, frightened, or possessed.

Tasha's Ranger v5.2 | by DracoDruid (@GMBinder | @Reddit)


6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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