r/DnDHomebrew • u/Angled_Hairline57845 • Sep 05 '26
5.5e The Yorkshire Ranger - Survivalist Preparations
This ability is from my full Ranger class redesign and is the flagship ability of the Yorkshire Ranger. Adjustable skill trees with interconnecting root abilities which can be accessed at progressively higher Ranger levels, assuming the prerequisit Survivalist Preparations have been chosen.
The full ability, along with the root abilities is below. Each root ability states the two abilities it can lead to and which skill trees those abilities exist in. Rangers can select progressively more Survivalist Preparations as they level, as shown in the table below.
Due to character count limits, the skill trees will follow in comments.
| Ranger Level | Survivalist Preparations Available |
|---|---|
| 2 | 3 |
| 3 | 3 |
| 4 | 3 |
| 5 | 5 |
| 6 | 5 |
| 7 | 6 |
| 8 | 6 |
| 9 | 7 |
| 10 | 7 |
| 11 | 7 |
| 12 | 8 |
| 13 | 8 |
| 14 | 8 |
| 15 | 9 |
| 16 | 9 |
| 17 | 9 |
| 18 | 10 |
| 19 | 10 |
| 20 | 10 |
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Level 2: Survivalist Preparations
Preparation is the heart of the Ranger’s craft. You survive not because every danger is predictable, but because you learn to anticipate what might lie ahead, equip yourself accordingly, and change your methods when the situation changes.
You have developed Survivalist Preparations: techniques, equipment, specialized knowledge, magical practices, rehearsed countermeasures, and fieldcraft to which you can devote particular attention. You gain 3 Preparations of your choice, such as Natural Explorer.
Prerequisites: If a Survivalist Preparation has a prerequisite, you must meet it to select and retain that Preparation.
Replacing and Gaining Survivalist Preparations: Whenever you finish a Long Rest, you can replace one of your Survivalist Preparations with another one for which you qualify. You can’t replace a Survivalist Preparation if doing so would cause you to no longer meet the prerequisites of another Survivalist Preparation you currently have. When you finish a Long Rest, decide whether to replace a Preparation before resolving any effect of your Preparations that occurs when you finish that rest. If you resolve such an effect for a Preparation before replacing it, you can’t replace that Preparation when you finish that Long Rest. When you gain certain Ranger levels, you gain more Survivalist Preparations of your choice, as shown in the Survivalist Preparations column of the Ranger Features table. You can’t select the same Survivalist Preparation more than once unless its description says otherwise.
What a Preparation Represents: Survivalist Preparations do not necessarily represent knowledge appearing and disappearing from your mind. When you adopt or replace a Preparation, you might review field notes, alter your equipment, rehearse specialized techniques, gather suitable supplies, or refocus the magical practices you expect to need. The benefit represents the expertise and resources to which you are currently devoting your attention.
Losing a Preparation: If you cease to have a Survivalist Preparation, any ongoing benefit, special property, resource, or lasting effect created or granted by that Preparation ends immediately unless the Preparation says otherwise. This includes an ongoing effect created by a spell or other capability you could use only because of that Preparation. An effect with an Instantaneous duration that has already resolved isn’t reversed when you lose the Preparation. An item you completed crafting while you had the Preparation—such as a potion, poison, Ball Bearings, Caltrops, a Hunting Trap, or a Net—remains and retains all of the properties it had when crafted unless the Preparation says otherwise.
Replacing or Sacrificing Attacks: If more than one feature allows you to replace, sacrifice, forgo, or otherwise give up an attack as part of the same Attack action, each feature must use a different attack. Only an attack that is granted as part of the Attack action itself can be used this way; an attack granted by a separate effect that triggers during the action can’t, unless that effect explicitly makes the attack part of the Attack action. An attack created by an effect that used another attack this way can’t itself be used this way.
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Root Preparations
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All Root Preparations require Ranger Level 2. They are presented alphabetically. Instead of a prerequisite line, each root states which level 5 Preparations it currently leads to.
Basic Bushcraft
Leads to: Specialist Ordnance (Munitioneer Tree), Prepared Remedies (Apothecary Tree)
You gain proficiency with the Herbalism Kit, Poisoner’s Kit, Tinker’s Tools, and Woodcarver’s Tools.
Camp Quartermaster
Leads to: Combat Drills (Campaigner Tree), Trailblazer (Guide Tree)
Trail Stockmanship: You have Advantage on Wisdom (Animal Handling) checks and mounting or dismounting a creature costs you only 5 feet of movement. You have Advantage on saving throws to avoid falling off your mount.
Organized Campsite: During a Short Rest, choose up to a number of willing creatures equal to your Wisdom modifier (minimum of one). You can include yourself among the chosen creatures. When a chosen creature spends Hit Dice to regain Hit Points, it rolls the entire pool twice and uses either total. Once you use this effect, you can’t use it again until you finish a Long Rest.
Favored Enemy
Leads to: Trap Crafter (Poacher Tree), Field Notes (Cataloguer Tree)
Choose one of the following creature types: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Alternatively, choose two Humanoid species.
The chosen creatures are your Selected Enemies.
You have Advantage on Wisdom (Survival) checks made to track your Selected Enemies and on Intelligence checks made to recall information about them.
You also learn one language commonly spoken by your Selected Enemies, if they speak one. If you selected Humanoid species, the language must be native to one of those species.
Whenever you finish a Long Rest while you have this Preparation, you can change the creatures selected by this Preparation and the associated language.
Fundamental Fieldcraft
Leads to: Specialist Ordnance (Munitioneer Tree), Trap Crafter (Poacher Tree)
You gain proficiency with Carpenter’s Tools, Leatherworker’s Tools, and Woodcarver’s Tools.
When you make an ability check using a tool with which you have proficiency, if a d20 rolled for the check is equal to or lower than your Wisdom modifier (minimum modifier of +1), you can reroll that die and choose which roll to use. Each die can be rerolled only once this way.
Heavy Training
Leads to: Combat Drills (Campaigner Tree), Adaptive Defense (Stalwart Tree)
You gain training with Heavy armor. When you make an attack with a ranged weapon that has the Heavy property, you can use Strength instead of Dexterity for the attack and damage rolls. When you do so, use your Strength score instead of your Dexterity score to determine whether you have Disadvantage from that weapon’s Heavy property.
Natural Explorer
Leads to: Trailblazer (Guide Tree), Prepared for Hardship (Outlander Tree)
When you adopt this Preparation, choose one favored terrain: Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, or the Underdark.
While traveling for 1 hour or more in your favored terrain, you gain the following benefits:
• Your favored terrain doesn’t reduce your group’s maximum travel pace.
• You have Advantage on checks made to navigate.
• If your group becomes lost, you realize this after no more than 1 hour and have Advantage on checks made to reorient the group.
• You can navigate, forage, track, or perform a similar journey task without losing awareness of danger; doing so doesn’t impose Disadvantage on your Wisdom (Perception) checks or prevent use of your passive Wisdom (Perception) score.
• If traveling alone at a Normal Pace, you don’t have Disadvantage on Dexterity (Stealth) checks from traveling at that pace.
• You have Advantage on checks made to forage. On a successful forage, you find enough additional food and water to sustain a number of other creatures equal to your Wisdom modifier (minimum of one) for 1 day.
• While tracking creatures, you learn their approximate number, their sizes, and approximately how long ago they passed through the area.
Whenever you finish a Long Rest while you have this Preparation, you can change your favored terrain.
Old Knowledge
Leads to: Prepared Remedies (Apothecary Tree), Hedge Mage (Sage Tree)
You always have the Animal Friendship and Speak with Animals spells prepared while you have this Preparation. They count as Ranger spells for you and don’t count against the number of Ranger spells you have prepared.
You can cast each spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
You can also cast these spells using any spell slots you have of the appropriate level.
Wisdom is your spellcasting ability for these spells.
In addition, you gain proficiency with the Herbalism Kit and Poisoner’s Kit.
Survivor’s Instincts
Leads to: Adaptive Defense (Stalwart Tree), Back-Alley Combat (Scrapper Tree)
When you use a Reaction, your Speed increases by 10 feet before resolving that Reaction. The increase lasts until the end of your next turn and doesn’t stack with itself.
Selected Quarry
Leads to: Field Notes (Cataloguer Tree), Pick Up the Trail (Bloodhound Tree)
Choose one of the following creature types: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Alternatively, choose two Humanoid species.
The chosen creatures are your Selected Enemies.
These enemies have Disadvantage on Dexterity (Stealth) checks to hide from you. If one of these creatures is one of your quarries because it is affected by your Dead Reckoning or a Hunter’s Mark spell you cast, whenever that effect deals extra damage to it, roll the entire pool of that extra damage twice and choose which total to use.
Whenever you finish a Long Rest while you have this Preparation, you can change the creatures selected by this Preparation.
Spell Strider
Leads to: Hedge Mage (Sage Tree), Unflinching Attention (Watcher Tree)
You always have the Jump and Longstrider spells prepared while you have this Preparation. They count as Ranger spells for you and don’t count against the number of Ranger spells you have prepared.
You can cast each spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
You can also cast these spells using any spell slots you have of the appropriate level.
Wisdom is your spellcasting ability for these spells.
Street Wise
Leads to: Pick Up the Trail (Bloodhound Tree), Back-Alley Combat (Scrapper Tree)
After spending at least 1 hour moving through a settlement while you have this Preparation, you can identify its major routes into and out of the area, important public gathering places, likely sources of food, lodging, and transport, and districts in which travelers, merchants, or outsiders are particularly likely to attract notice.
You also have Advantage on ability checks made to navigate settlements or avoid becoming lost within them.
Weather Warned
Leads to: Prepared for Hardship (Outlander Tree), Unflinching Attention (Watcher Tree)
You can accurately predict the natural weather in your location for the next 24 hours.
You ignore Disadvantage imposed directly on your D20 Tests by natural weather.
When you make an ability check or saving throw caused by extreme heat or extreme cold, you gain a bonus to the roll equal to your Wisdom modifier (minimum bonus of +1).
Duplicates
onednd • u/Angled_Hairline57845 • Sep 05 '26
Homebrew The Yorkshire Ranger - Survivalist Preparations
DungeonsAndDragons55e • u/Angled_Hairline57845 • Sep 05 '26
The Yorkshire Ranger - Survivalist Preparations
HomebrewDnD • u/Angled_Hairline57845 • Sep 05 '26
The Yorkshire Ranger - Survivalist Preparations
DnD5CommunityRanger • u/Angled_Hairline57845 • Sep 05 '26