Ranger: Spell-less


“If it has walked these lands, I can track it… If it hasn’t, I will find it anyway”


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


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


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 o f enemy.
Choose a type o f favored enemy: aberrations,
beasts, celestials, constructs, dragons, elementals, fey,
fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races o f humanoid
(such as gnolls and orc s) as favored enemies.
You have advantage on W isdom (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 o f 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 m ore 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
• 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 o f fighting as
your specialty. Choose one o f the following options.
You can’t take a Fighting Style option more than once,
even if you later get to choose again.


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


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


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.


Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

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)


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).

Ranger Archetype

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

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 o ccurring
materials with which to create your camouflage.
Once you are camouflaged in this way, you can try
to hide by p ressing yourself up against a solid surface,
such as a tree or wall, that is at least as tall and w ide
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.


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.


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 o f 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.

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.

Ranger: Spell-less

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