Spell-less Ranger

Spell-less_Ranger.png

Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per ranger level after 1st

Proficiencies
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

Equipment
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 w eapons
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• A longbow and a quiver of 20 arrows

Favored Enemy
Beginning at 1st level, you have significant experience
studying, tracking, hunting, and even talking to a certain
type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as gnolls and orc s) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as w ell as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language o f your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer
You are particularly familiar with one type o f natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical
means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food 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.
You choose additional favored terrain types at 6th and 10th level.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

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

Defense

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

Dueling

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

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage o f the second attack.

Combat Superiority
At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Poultices
At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score o f your
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

Land’s Stride
Starting at 8th level, moving through nonmagical
difficult terrain costs you no extra movement. You can
also pass through nonmagical plants without being
slowed by them and without taking damage from them if
they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws
against plants that are magically created or manipulated
to impede movement, such those created by the
entangle spell.

Natural Antivenom
Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.

Hide in Plain Sight
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Call Natural Allies
Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
• One beast of challenge rating 2 or lower
• Two beasts of challenge rating 1 or lower
• Four beasts of challenge rating 1/2 or lower
• Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.

Vanish
Starting at 14th level, you can use the Hide action as a
bonus action on your turn. Also, you can’t be tracked by
nonmagical means, unless you choose to leave a trail.

Relentless
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Feral Sense
At 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 rolls against it.
You are also aware o f the location o f any invisible
creature within 30 feet o f you, provided that the
creature isn’t hidden from you and you aren’t
blinded or deafened.

Foe Slayer
At 20th level, you become an unparalleled hunter of your
enemies. Once on each o f your turns, you can add your
Wisdom modifier to the attack roll or the damage roll of
an attack you make against one o f your favored enemies.
You can choose to use this feature before or after the
roll, but before any effects of the roll are applied.
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For Beast Master Spell-less Rangers

As a replacement for Share Spells, we could also consider the following feature:

Beastly Coordination
Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.

Spell-less Ranger

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