D&D 5e Homebrew - Ranger Class
The purpose of this edit to the Dungeons & Dragons 5th edition ranger class is to provide a similar but different take on WOTC’s ranger class. My intent was to approach the class with different experience goals in mind; players that have chosen the ranger class for their character should feel that they are playing a skilled and vigilant survivalist.
Fictional ranger characters that inspired this edit are:
Geralt of Rivia (Witcher Franchise)
The Mandalorian (Star Wars Franchise)
Aragorn (Lord of the Rings Franchise)
The Winchester Brothers (Supernatural Franchise)
To download the full pdf,
The Class Table
I’ll only cover two of the pages here, but we will begin with the Ranger Class Table and the top of the Ranger Class Features.
In the table, you will immediately notice two important changes.
First, this edit of Ranger removes the ranger’s spellcasting ability, however I will quickly add that class defining spells like Hunter’s Mark and a few others are still available through other class features.
Second, there is an addition of a new consumable point system, much like the Monk Class’ Ki. “Focus Points,” are a representation of a ranger’s ability to channel their training, experience, and mental fortitude to achieve otherwise impossible tasks.
My reasoning for these changes is related. My general impression of a ranger as inspired by the characters I listed above is not a magical one. Though characters like Geralt have magical abilities, it is not a defining trait of those characters, in my opinion. In my many hours playing the default ranger class from the 5th Edition Player’s Handbook, I often found myself casting spells as a ranger that made me feel more like a sorcerer with a bow.
Instead, I opted for a more physical, tangible replacement, focus. Making this switch allows for more abilities that are tailored towards the ranger class without needing to feel like magical spells. For example, I have written an ability that allows a ranger to gain advantage on a dexterity saving throw for the price of one focus point. Writing an equivalent spell to this class ability would feel strange due to its lack of inherent magical properties. Yet, the ability itself feels like something a ranger like Aragorn would be able to use, right? This was my reasoning for opting towards a more controlled and scoped in resource system. Additionally, I wasn’t afraid of the change due to the existence of the Monk’s Ki, which performs a very similar function.
Finally, I’ll quickly address the Hit Dice changes from a 1d10 down to a 1d8. This was primarily for balancing reasons, but it is also due to the fact that I do not believe rangers should have a particularly large amount of hit points. Paladins, barbarians, and even fighters should have a slight edge in terms of hit points over rangers who have other means of survival beyond a large health pool.
Ranger Subclass - Hunter
For the purpose of this edit, I only included one subclass, the Hunter. I love the concept of a ranger that specializes their skills for a specific type of enemy; however, I do not believe that all rangers should be this way. For this reason, I moved favored enemies into this subclass, which is intentionally supposed to specialize against enemy types.
This brings me to my second large design decision, instead of selecting two individual enemy types, I broaden the decision to three different categories of enemies. This allows me to provide specific abilities that are applicable against any sort of enemy, but are especially effective against the chosen enemy types.
This change circumvents the prior issue of the ranger only using their bonuses and abilities against their few specific favored enemies. It additionally adds an extra layer of theming to a character, as the three choices provided are rather evocative images of types of rangers. For example, the Winchesters would certainly qualify primarily as Dread Hunters.
This being said, I recognize that certain types of enemies are more prevalent at certain levels than others, which led to my decision to create Improved Favored Enemy, allowing the damage bonus to be applied to all types of enemies. The flat damage bonus is significant, which is another reason I lowered the hit dice to a 1d8 from a 1d10, converting the ranger from a bruiser role to more of a classical rpg “dps” role.
Finally, I would like to thank anyone who got this far for reading. If you’re planning on using this edit in your games, please shoot me an email if you have any questions. Additionally, I would love feedback regarding the class mechanics and *numbers* especially.