Tasha's Ranger
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.
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)