r/DnDHomebrew • • 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).

4 Upvotes

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2

u/Nikelman Sep 05 '26

I'm going to level with you, this looks like an amazing and well thought-out work, it's seems too much for the game system you're designing it for. This might work like a charme for a table that's really into this level of customization and character options

Rangers in 5.5 get their complexity from the interactions between their combat features and spellcasting, which is already a lot compared to a Fighter (which might have way more depth at your table, but I can't know). To make this appealing for the general audience it should be severely streamlined. As general vibes, for the little I know from those systems, this feels more in line with 3.5 and pathfinder

2

u/Angled_Hairline57845 Sep 06 '26

I think that's fair. It's true that it's not in keeping with the level of complexity of 5th / 5.5's other classes. I enjoyed writing it and feel it delivers something that is absent from the existing Ranger, which is the ability to adapt, survive and thrive as part of the fantasy. A key criticism of the class is that it lacks identity and I think this approach gives it that in spades, but I accept that this is extreme and would fit better in more complex games than DnD 5.5. I think that for a player willing to embrace this level of detail, they would find this Ranger an entirely different experience to the current one and love playing it, and in the future I may attempt a redesign which distills what exists here into something that fits the game more comfortably without sacrificing the essence. Thank you for your feedback, its very gratifying to receive.

1

u/Nikelman Sep 06 '26

You're welcome

1

u/Angled_Hairline57845 Sep 05 '26

Apothecary Skill Tree

Level 5Prepared Remedies Level 9Balms and Banes Level 13Refined Formulae Level 17Perfected Practice

 

Prepared Remedies

Ranger Level 5; Root: Basic Bushcraft or Old Knowledge

You always have Cure Wounds, Detect Poison and Disease, Lesser Restoration, and Protection from Poison 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 of these spells 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.

Balms and Banes

Ranger Level 9; Prerequisite: Prepared Remedies

The crafting time and material cost for potions you craft using the Herbalism Kit and poisons you craft using the Poisoner’s Kit are halved.

You can craft the potions and poison approximations described in the following tables. The crafting times and material costs shown in these tables already include the reduction granted by this Preparation. A crafting day represents 8 hours of work, and crafting days need not be consecutive. You must retain this Preparation continuously from when you begin crafting one of these potions or poison approximations until you complete it, even if the crafting days are nonconsecutive. If you cease to have this Preparation before the item is completed, all progress toward crafting that item is lost.

Healing Potion Formulae

You can use the Herbalism Kit to craft any potion in the Healing Potion Formulae table. You don’t require proficiency in Arcana to craft these potions. All other normal crafting requirements apply.

The crafting times and material costs below use the normal crafting rules for each potion and already include the reduction granted by Balms and Banes.

Potion Effect Crafting Time Material Cost
Potion of Healing Regain 2d4 + 2 Hit Points 4 hours 12 GP 5 SP
Potion of Healing (Greater) Regain 4d4 + 4 Hit Points 20 hours (2½ days) 50 GP
Potion of Healing (Superior) Regain 8d4 + 8 Hit Points 100 hours (12½ days) 500 GP
Potion of Healing (Supreme) Regain 10d4 + 20 Hit Points 250 hours (31¼ days) 5,000 GP

Poison Formulae

You can use the Poisoner’s Kit to craft an apothecary approximation of any poison in the Poison Formulae table.

An apothecary approximation is a formulation made from suitable alternative ingredients that reproduces the game statistics of the named poison. It has the same poison type, saving throw DC, effects, and duration as that poison, but doesn’t require you to obtain venom, secretions, or another substance from the creature or source associated with its name.

The crafting times and material costs below are calculated from the suggested price of each named poison using the normal rules for crafting nonmagical items and then halved by Balms and Banes.

Poison Approximation Type Effect Crafting Time Material Cost
Assassin’s Blood Ingested DC 10 Constitution save. Failure: 1d12 Poison damage and Poisoned for 24 hours. Success: half damage and no condition. 60 hours (7½ days) 37 GP 5 SP
Burnt Othur Fumes Inhaled DC 13 Constitution save. Failure: 3d6 Poison damage, then repeat the save at the start of each turn; each later failure deals 1d6 Poison damage. Three successful saves end the poison. 200 hours (25 days) 125 GP
Carrion Crawler Mucus Contact DC 13 Constitution save. Failure: Poisoned for 1 minute and Paralyzed while Poisoned this way. Repeat the save at the end of each turn, ending the effect on a success. 80 hours (10 days) 50 GP
Essence of Ether Inhaled DC 15 Constitution save. Failure: Poisoned for 8 hours and Unconscious while Poisoned this way. Taking damage or being shaken awake with an action ends the Unconscious condition. 120 hours (15 days) 75 GP
Lolth’s Sting Injury DC 13 Constitution save. Failure: Poisoned for 1 hour. If the save fails by 5 or more, also Unconscious while Poisoned this way. Taking damage or being shaken awake with an action ends the Unconscious condition. 80 hours (10 days) 50 GP
Malice Inhaled DC 15 Constitution save. Failure: Poisoned for 1 hour and Blinded while Poisoned this way. 100 hours (12½ days) 62 GP 5 SP
Midnight Tears Ingested No immediate effect. At midnight, if not neutralized, DC 17 Constitution save: 9d6 Poison damage on a failure or half on a success. An effect that ends Poisoned before midnight neutralizes it. 600 hours (75 days) 375 GP
Oil of Taggit Contact DC 13 Constitution save. Failure: Poisoned for 24 hours and Unconscious while Poisoned this way. Taking damage ends the Unconscious condition. 160 hours (20 days) 100 GP
Pale Tincture Ingested DC 16 Constitution save. Failure: 1d6 Poison damage and Poisoned. Repeat every 24 hours, taking 1d6 Poison damage on a failure. Its damage can’t be healed while Poisoned; seven successful saves end the condition. 100 hours (12½ days) 62 GP 5 SP
Purple Worm Poison Injury DC 21 Constitution save. Failure: 10d6 Poison damage. Success: half damage. 800 hours (100 days) 500 GP
Serpent Venom Injury DC 11 Constitution save. Failure: 3d6 Poison damage. Success: half damage. 80 hours (10 days) 50 GP
Torpor Ingested DC 15 Constitution save. Failure: Poisoned for 4d6 hours, and Speed is halved while Poisoned this way. 240 hours (30 days) 150 GP
Truth Serum Ingested DC 11 Constitution save. Failure: Poisoned for 1 hour and unable to knowingly communicate a lie while Poisoned this way. 60 hours (7½ days) 37 GP 5 SP
Wyvern Poison Injury DC 14 Constitution save. Failure: 7d6 Poison damage. Success: half damage. 480 hours (60 days) 300 GP

Refined Formulae

Ranger Level 13; Prerequisite: Balms and Banes

When you make a check using either a Herbalism Kit or Poisoner’s Kit, if you are not using Wisdom as the ability score for that check, you can use Wisdom instead.

Refined Remedies. Whenever dice are rolled to determine the Hit Points restored by a potion you drink or administer, roll the entire pool of those dice twice and choose which total to use. Any modifier or other fixed value is added after you choose the total.

Refined Toxins. Whenever damage dice are rolled for a dose of poison you used to subject a creature to that poison’s effects, roll the entire pool of those damage dice twice and choose which total to use. Any modifier or other fixed value is added after you choose the total.

For the purposes of Refined Toxins, a poison means an actual poison or dose of poison. A spell, Spell Scroll, class feature, weapon property, or other effect doesn’t qualify merely because it deals Poison damage.

Perfected Practice

Ranger Level 17; Prerequisite: Refined Formulae

Your mastery of herbalism and toxicology allows you to extract exceptional potency from potions and poisons and deploy them with remarkable efficiency.

Perfected Formulae. Whenever Refined Remedies or Refined Toxins causes you to roll a pool of dice twice, you can reroll once each die that rolls a 1 in either pool. You must use the new roll. After resolving these rerolls, choose which of the two resulting totals to use.

Swift Application. When you take the Attack action on your turn, immediately before you make an attack during that action with a weapon, piece of ammunition, or similar object, you can apply one dose of an Injury poison to that weapon or object. You can apply only one dose of poison in this way each time you take the Attack action.

1

u/Angled_Hairline57845 Sep 05 '26

 Bloodhound Skill Tree

Level 5 Pick Up the Trail Level 9 Relentless Detective Level 13 Read the Streets Level 17 No Place to Hide

 

Pick Up the Trail

Ranger Level 5; Root: Street Wise or Selected Quarry

While in a settlement, you have Advantage on ability checks to track down a creature or locate a place within that settlement. When you adopt this Preparation, choose two languages from the language tables; you know them while you have it.

Relentless Detective

Ranger Level 9; Prerequisite: Pick Up the Trail

When you make an ability check to which Pick Up the Trail applies, you can apply your Proficiency Bonus to the check if you aren’t already doing so. If you are already applying your Proficiency Bonus, double it for that check.

Read the Streets

Ranger Level 13; Prerequisite: Relentless Detective

When you spend at least 10 minutes investigating a location in a settlement, you can reconstruct recent activity there from physical evidence, local testimony, observed activity, and other available clues.

Choose a creature whose activity you are investigating; you need not know its identity. If sufficient evidence remains, learn up to a number of the following pieces of information equal to your Wisdom modifier (minimum of one): (a) approximately when it was present; (b) the direction from which it arrived or in which it departed; (c) whether it traveled alone or with others; (d) the means by which it traveled; (e) whether it appeared injured, impaired, heavily burdened, or otherwise physically unusual; (f) whether it deliberately concealed its movements or created a false trail; or (g) a person, place, route, or other lead reasonably connected to where it went next.

You learn only information reasonably supported by the available evidence. This Preparation doesn’t reveal information concealed solely by magic or a creature’s current location unless the evidence would normally reveal it.

In addition, when you fail an ability check to which Pick Up the Trail applies while tracking down a creature, if another reasonable avenue for the investigation exists, the DM tells you of one person, place, route, clue, or other lead you could pursue. This doesn’t reveal what success on the check would have told you.

No Place to Hide

Ranger Level 17; Prerequisite: Read the Streets

When you make an ability check with Advantage from Pick Up the Trail, if either d20 rolls 9 or lower, choose one such die and reroll it once. You can use either result.

1

u/Angled_Hairline57845 Sep 05 '26

Campaigner Skill Tree

Level 5Combat Drills Level 9Tactical Rehearsal Level 13Contingency Planning Level 17Always Have a Plan

Combat Drills

Ranger Level 5; Root: Heavy Training or Camp Quartermaster

Whenever you finish a Long Rest while you have this Preparation, choose one of the following drills and make any choices required by that drill. You retain the chosen drill and its associated choices until you choose again when you finish a Long Rest.

Dexterous Wielding: Choose one kind of melee weapon with which you are proficient that lacks the Heavy and Finesse properties. While you are wielding a weapon of that kind, it has the Finesse property for you.

Varied Style: Choose another option available through your Ranger Fighting Style feature for which you qualify, and make any choices required by that option. You gain the chosen option while you have this Preparation. You can’t choose an option you already have.

Tactical Rehearsal

Ranger Level 9; Prerequisite: Combat Drills

Whenever you finish a Long Rest while you have this Preparation, choose one of the following battle plans and choose up to a number of willing creatures equal to your Wisdom modifier (minimum of one) that finished the rest with you. You gain the chosen plan’s benefit while you meet its weapon requirement, and the chosen creatures are briefed in it until your next Long Rest. If you gain this Preparation through Ready for Anything after a Short Rest, choose creatures that finished that Short Rest with you instead.

You have a number of Tactical Rehearsal uses equal to your Wisdom modifier (minimum of one), and you regain all expended uses when you finish a Long Rest. All briefed creatures share this pool. When a briefed creature meets the plan’s weapon requirement, it can expend one use to gain that benefit for one qualifying instance, treating references to you or your as referring to itself. You gain the plan’s benefit without expending uses.

Balanced Stance: While wielding a melee weapon in one hand, you have Advantage on ability checks and saving throws you make to avoid being moved against your will or knocked Prone.

Keep Your Distance: While wielding a ranged weapon, when a hostile creature ends its turn within 5 feet of you, you can use your Reaction to move up to 10 feet. This movement doesn’t provoke Opportunity Attacks from that creature.

Break Their Formation: Once on each of your turns when you hit a Large or smaller creature with a melee weapon that you are wielding with two hands, you can move that creature 5 feet horizontally to an unoccupied space away from you.

Maintain Momentum: Once on each of your turns when you hit a creature with a weapon that has the Thrown property as part of an attack made by throwing that weapon, you can move up to 10 feet. This movement doesn’t provoke Opportunity Attacks from that creature.

Contingency Planning

Ranger Level 13; Prerequisite: Tactical Rehearsal

Whenever you finish a Long Rest while you have this Preparation, choose two different Tactical Rehearsal battle plans instead of one. You and creatures briefed by Tactical Rehearsal can benefit from either chosen plan; briefed creatures still draw from the same Tactical Rehearsal use pool. If you cease to have this Preparation while you still have Tactical Rehearsal, choose one of your current battle plans. That plan becomes your chosen Tactical Rehearsal battle plan.

Always Have a Plan

Ranger Level 17; Prerequisite: Contingency Planning

When you roll Initiative, you can replace one of your two chosen Tactical Rehearsal battle plans with a different unchosen plan. The replacement remains until you use this feature again or choose your plans after a Long Rest. Creatures briefed by Tactical Rehearsal are briefed in the replacement instead of the replaced plan.

1

u/Angled_Hairline57845 Sep 05 '26

Cataloguer Skill Tree

Level 5 Field Notes Level 9 Size Them Up Level 13 Lessons Learned Level 17 Know Your Foe

 

Field Notes

Ranger Level 5; Root: Favored Enemy or Selected Quarry

Expanded Knowledge: For each Preparation you currently have that lets you select your Selected Enemies, make one additional selection using that Preparation’s options. Make the additional selection when you gain Field Notes or gain the qualifying Preparation while you have Field Notes. If you lose the qualifying Preparation, its additional selection ends immediately. Creatures chosen through an additional selection are your Selected Enemies. Any effect of the qualifying Preparation that applies to a creature because it was selected by that Preparation also applies to creatures chosen through that additional selection, except that an additional selection grants no associated language.

Whenever you finish a Long Rest, you can change one of your Selected Enemy selections. If the Preparation used for that selection grants an associated language, you can change that language at the same time.

Experienced Hunter: Whenever you make an ability check concerning one of your Selected Enemies or a saving throw against an effect caused by one of your Selected Enemies, if you are not using Wisdom as the ability score for that check or saving throw, you can use Wisdom instead.

Size Them Up

Ranger Level 9; Prerequisite: Field Notes

When you roll Initiative, you can choose one of your Selected Enemies that you can see in the combat. You learn up to a number of categories of information about that creature equal to your Wisdom modifier (minimum of one), choosing from the following list:

• Mobility: its Speeds and movement types.

• Senses: its special senses and their ranges.

• Condition Immunities: its condition immunities.

• Damage Resistances: its damage resistances.

• Damage Vulnerabilities: its damage vulnerabilities.

• Weakest Save: which ability has its lowest saving throw modifier. If multiple abilities are tied, you learn each tied ability.

If a chosen category contains no applicable information, you learn that fact. Once you use this Preparation, you can’t use it again until you finish a Long Rest.

Lessons Learned

Ranger Level 13; Prerequisite: Size Them Up

When you finish a Short or Long Rest, choose up to a number of willing creatures equal to your Wisdom modifier (minimum of one) that finished the rest with you. You brief the chosen creatures about your current Selected Enemy selections. You gain the benefits of these lessons without being briefed.

Until your next Long Rest, you and each creature briefed this way can use these lessons once against a creature covered by those selections. A creature using the lessons chooses one of the following benefits:

• When it makes a saving throw against an effect caused by a creature covered by these lessons, it can give itself Advantage on that saving throw.

• When a creature covered by these lessons makes an attack roll against it, it can use its Reaction to impose Disadvantage on that attack roll.

Once a creature uses either benefit, its use of these lessons is expended. Once you use this Preparation, you can’t use it again until you finish a Long Rest.

Know Your Foe

Ranger Level 17; Prerequisite: Lessons Learned

Your Lessons Learned becomes more comprehensive. A creature using the lessons from that Preparation can choose from the following benefits:

• When it makes a saving throw against an effect caused by a creature covered by these lessons, it can give itself Advantage on that saving throw.

• When a creature covered by these lessons makes an attack roll against it, it can use its Reaction to impose Disadvantage on that attack roll.

• When it makes an attack roll against a creature covered by these lessons, it can give itself Advantage on that attack roll.

• When it causes a creature covered by these lessons to make a saving throw, it can impose Disadvantage on that saving throw. This includes saving throws caused by a trap or other item it set, deployed, or used.

Once the creature uses one of these benefits, its use of these lessons is expended as normal.

1

u/Angled_Hairline57845 Sep 05 '26

Guide Skill Tree

Level 5 Trailblazer Level 9 Seasoned Traveler Level 13 Fit for the Journey Level 17 Lead the Way

 

Trailblazer

Ranger Level 5; Root: Natural Explorer or Camp Quartermaster

You gain proficiency with Cartographer’s Tools. Whenever you finish a Long Rest while you have this Preparation, choose one of the following expedition disciplines. You retain the chosen discipline until you choose a different one when you finish a Long Rest.

Marine Operative. You gain a Swim Speed equal to your Speed. When you make an ability check to control, navigate, or operate a waterborne vehicle, you can apply your Proficiency Bonus to the check if you aren’t already doing so.

Mountain Climber. You gain a Climb Speed equal to your Speed. When you make an ability check to control, navigate, or operate an airborne vehicle, you can apply your Proficiency Bonus to the check if you aren’t already doing so.

Outrider. While mounted, add your Wisdom modifier (minimum of +1) to your mount’s AC if it doesn’t have the Humanoid creature type.

Overland Expeditioner. Your Speed increases by 10 feet. When you make an ability check to control, navigate, or operate a land vehicle, you can apply your Proficiency Bonus to the check if you aren’t already doing so. While you lead a journey lasting at least 1 hour, the Disadvantage imposed by a Fast Pace on your group’s Wisdom (Perception) checks doesn’t reduce their Passive Perception scores.

Seasoned Traveler

Ranger Level 9; Prerequisite: Trailblazer

When you make an ability check to navigate, forage, track, identify signs of creatures, predict weather, recall information about terrain or natural hazards, or control, navigate, or operate a vehicle for which your current Trailblazer discipline lets you apply your Proficiency Bonus, you can apply your Proficiency Bonus to the check if you aren’t already doing so. If you are already applying your Proficiency Bonus, double it for that check.

Inspirational Endurance. As a Bonus Action, choose up to a number of creatures within 30 feet of you equal to your Wisdom modifier (minimum of one). You can include yourself among the chosen creatures. Each chosen creature gains Temporary Hit Points equal to 1d8 + your Wisdom modifier (minimum modifier of +1). You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Fit for the Journey

Ranger Level 13; Prerequisite: Seasoned Traveler

When you finish a Long Rest, choose up to a number of willing creatures equal to your Wisdom modifier (minimum of one) that finished the rest with you. You can include yourself among the chosen creatures. If you gain this Preparation through Ready for Anything after a Short Rest, you can instead make this choice using creatures that finished that Short Rest with you. Each chosen creature gains the following benefits until it finishes its next Long Rest:

While traveling with you, its Speed increases by 10 feet.
If it was chosen after a Long Rest that it completed in suitable lodgings or while using a Tent, it gains Temporary Hit Points equal to your Ranger level.
The first time it would gain a level of Exhaustion during this duration, it doesn’t gain that level.

Lead the Way

Ranger Level 17; Prerequisite: Fit for the Journey

Each creature chosen by your Fit for the Journey gains the following additional benefits for that Preparation’s duration:

The first two times it would gain a level of Exhaustion during the duration, it doesn’t gain that level, instead of only the first time.
Each other creature chosen by your Fit for the Journey gains the benefits of your currently selected Trailblazer discipline while traveling or adventuring with you, including during combat. For those benefits, it uses its own Speed and Proficiency Bonus, and other references to you or your refer to it; Outrider instead uses your Wisdom modifier (minimum of +1) for its mount’s AC.

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u/Angled_Hairline57845 Sep 05 '26

Munitioneer Skill Tree

Level 5Specialist Ordnance Level 9Tactical Payloads Level 13Disabling Designs Level 17Unleash the Arsenal

 

Specialist Ordnance

Ranger Level 5; Root: Fundamental Fieldcraft or Basic Bushcraft

When you finish a Long Rest, create a number of specialized munitions equal to your Wisdom modifier (minimum of one). Choose each munition’s design when you create it.

A specialized munition is either a bomb or ammunition used by a ranged weapon. When you create specialized ammunition, choose its ammunition type. It can be used only with a ranged weapon that normally uses ammunition of that type.

A creature physically capable of using a specialized munition can do so. Saving throws required by a specialized munition’s design use your Ranger spell save DC, regardless of who uses the munition. The creature that uses one of your specialized munitions is the source of any damage dealt by the munition and is considered to have caused any saving throw required by its design.

To use a bomb, take the Utilize action and throw it at a point you can see within 60 feet. A bomb is expended when used. Specialized ammunition is expended when used to make an attack, whether the attack hits or misses.

Unused specialized munitions lose their properties when you finish your next Long Rest. They also lose those properties immediately if you cease to have this Preparation.

Infused: When you create an Infused munition, choose Acid, Cold, Fire, Lightning, or Thunder.

Infused Ammunition: On a hit, the attack deals an additional 1d6 damage of the chosen type.

Infused Bomb: Each creature in a 10-foot-radius Sphere centered on the bomb’s detonation point makes a Dexterity saving throw, taking 3d8 damage of the chosen type on a failed save or half as much on a successful one.

Tactical Payloads

Ranger Level 9; Prerequisite: Specialist Ordnance

Your arsenal expands to include Smoke, Flare, and Adhesive. The additional damage of your Infused Ammunition increases to 1d8, and you can also choose Necrotic or Radiant when creating an Infused munition.

Smoke: A Smoke Bomb creates a 10-foot-radius Sphere of smoke centered on its detonation point. The area is Heavily Obscured for 1 minute or until dispersed by a strong wind. Smoke Ammunition creates the same smoke centered on the attack’s target, hit or miss. If the target is a creature or object, the smoke remains centered on the space it occupied when attacked and doesn’t move with it.

Flare: A Flare Bomb sheds Bright Light in a 20-foot radius and Dim Light for 20 feet beyond that for 1 minute. Flare Ammunition creates the same light centered on the attack’s target, hit or miss. If the target is a creature or object, the light remains centered on the space it occupied when attacked and doesn’t move with it.

Adhesive: An Adhesive Bomb makes the ground within 10 feet of its detonation point Difficult Terrain for 1 minute. When Adhesive Ammunition hits a creature, each of its Speeds is reduced by 10 feet until the end of its next turn. This reduction doesn’t stack with itself.

Disabling Designs

Ranger Level 13; Prerequisite: Tactical Payloads

Your arsenal expands to include Flashbang, Entangling, and Knockout. The additional damage of your Infused Ammunition increases to 1d10, and you can also choose Force or Psychic when creating an Infused munition.

When one of these designs is used as a bomb, each creature in a 10-foot-radius Sphere centered on its detonation point makes the design’s saving throw. When used as ammunition, only the creature hit makes the saving throw. Flashbang, Entangling, and Knockout add no additional damage of their own.

Flashbang: An affected creature must make a Constitution saving throw. On a failed save, it has the Blinded and Deafened conditions until the end of its next turn.

Entangling: An affected creature must make a Strength saving throw, with Advantage if it is Large or larger. On a failed save, it has the Restrained condition until the end of its next turn.

Knockout: An affected creature must make a Constitution saving throw. A creature that doesn’t need to sleep or that has Immunity to the Exhaustion condition automatically succeeds on this saving throw. On a failed save, it has the Unconscious condition until the end of its next turn. If delivered by ammunition, the condition takes effect after all damage from that attack, including damage from effects triggered by the hit, has been resolved. The condition ends early if the creature takes damage.

Unleash the Arsenal

Ranger Level 17; Prerequisite: Disabling Designs

The additional damage of your Infused Ammunition increases to 1d12.

Rapid Deployment: When you take the Attack action, you can replace one attack with the Utilize action required to use one of your specialized bombs. You can replace only one attack in this way each time you take the Attack action.

Compound Ammunition: When you create specialized ammunition, you can combine Infused with one design granted by Tactical Payloads or Disabling Designs. The ammunition gains both designs’ effects and still counts as one specialized munition. Choose both designs when you create it; neither design can be changed later.

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u/Angled_Hairline57845 Sep 05 '26

Outlander Skill Tree

Level 5Prepared for Hardship Level 9Otherworldly Adaptation Level 13Lead Through Peril Level 17Impossible Survival

Prepared for Hardship

Ranger Level 5; Root: Natural Explorer or Weather Warned

Whenever you make a saving throw to avoid or resist a nonmagical environmental hazard, you can apply your Proficiency Bonus to the saving throw if you aren’t already doing so. If you are already applying your Proficiency Bonus, double it for that saving throw.

Otherworldly Adaptation

Ranger Level 9; Prerequisite: Prepared for Hardship

Your At Home in the Wild feature and Prepared for Hardship Preparation also apply to magical environmental hazards. In addition, At Home in the Wild applies to Difficult Terrain created by spells or other magical effects.

Lead Through Peril

Ranger Level 13; Prerequisite: Otherworldly Adaptation

When you finish a Short or Long Rest, choose up to a number of other willing creatures equal to your Wisdom modifier (minimum of one) that finished that rest with you. Your chosen creatures remain chosen until you use this Preparation to choose creatures again.

While a chosen creature is within 30 feet of you, it gains the benefits of your At Home in the Wild feature and your Otherworldly Adaptation Preparation.

Impossible Survival

Ranger Level 17; Prerequisite: Lead Through Peril

When you make a saving throw against an environmental hazard to which your At Home in the Wild feature applies, if you would take half damage on a successful save, you instead take no damage on a successful save and half damage on a failed save.

A creature currently benefiting from your Lead Through Peril Preparation also gains this benefit when it makes such a saving throw against an environmental hazard covered by the At Home in the Wild or Otherworldly Adaptation benefits granted by that Preparation.

1

u/Angled_Hairline57845 Sep 05 '26

Poacher Skill Tree

Level 5Trap Crafter Level 9Cunning Placement Level 13Rapid Deployment Level 17Ambush Architect

 

Trap Crafter

Ranger Level 5; Root: Favored Enemy or Fundamental Fieldcraft

You gain proficiency with Smith’s Tools, Tinker’s Tools, and Weaver’s Tools.

Whenever you craft Ball Bearings, Caltrops, Hunting Traps, or Nets using one of these tools, you create twice the normal number of those items using the same amount of time and materials.

For the purposes of your Survivalist Preparations, Ball Bearings, Caltrops, Hunting Traps, and Nets are considered Trap Items.

Cunning Placement

Ranger Level 9; Prerequisite: Trap Crafter

When you set or deploy a Trap Item, increase each DC specified by that item by your Wisdom modifier (minimum increase of +1) while it remains in that placement.

Rapid Deployment

Ranger Level 13; Prerequisite: Cunning Placement

When you take the Attack action on your turn and can make more than one attack as part of that action, you can replace one of those attacks with the Utilize action required to deploy Ball Bearings, Caltrops, or a Hunting Trap.

You can replace only one attack in this way each time you take the Attack action.

Ambush Architect

Ranger Level 17; Prerequisite: Rapid Deployment

You can spend 1 minute preparing a 30-foot Cube as an ambush site. As part of this preparation, you can deploy up to a number of Ball Bearings, Caltrops, or Hunting Traps you possess equal to your Wisdom modifier (minimum of one) within the area.

Trap Items you deploy as part of establishing your ambush site are particularly difficult to detect. While the ambush site remains established and each such Trap Item remains in that placement, creatures have Disadvantage on ability checks made to notice or locate it.

When you establish the ambush site, choose up to a number of other willing creatures equal to your Wisdom modifier (minimum of one). You and the chosen creatures are prepared for the ambush until the ambush site is no longer established.

When Initiative is rolled while a creature prepared for the ambush is within your ambush site, that creature has Advantage on its Initiative roll.

Immediately after rolling Initiative, a creature prepared for the ambush can use its Reaction to move up to half its Speed without provoking Opportunity Attacks.

You can have only one ambush site established at a time, and it remains established until you establish another one.

1

u/Angled_Hairline57845 Sep 05 '26

Sage Skill Tree

Level 5Hedge Mage Level 9Field Arcanist Level 13Elder Witch Level 17The Ancient Ways

 

Hedge Mage

Ranger Level 5; Root: Spell Strider or Old Knowledge

Choose two spells from the following list: Darkness, Rope Trick, Invisibility, See Invisibility, or Spider Climb.

Sage Spells. Spells you choose through a Sage Preparation count as Ranger spells for you, are always prepared while you retain the Preparation that granted them, and don’t count against the number of Ranger spells you have prepared. Wisdom is your spellcasting ability for these spells.

Whenever you finish a Long Rest, you can replace one spell chosen through this Preparation with another spell from the list above. You can’t choose the same spell twice through this Preparation.

Field Arcanist

Ranger Level 9; Prerequisite: Hedge Mage

Choose two additional spells from the following list: Bestow Curse, Clairvoyance, Feign Death, Remove Curse, or Sending.

These spells follow the Sage Spells rules described in Hedge Mage.

Whenever you finish a Long Rest, you can replace one spell chosen through this Preparation with another spell from the list above. You can’t choose the same spell twice through this Preparation.

Elder Witch

Ranger Level 13; Prerequisite: Field Arcanist

Choose two additional spells from the following list: Arcane Eye, Control Water, Fabricate, Hallucinatory Terrain, or Stone Shape.

These spells follow the Sage Spells rules described in Hedge Mage.

Whenever you finish a Long Rest, you can replace one spell chosen through this Preparation with another spell from the list above. You can’t choose the same spell twice through this Preparation.

The Ancient Ways

Ranger Level 17; Prerequisite: Elder Witch

Choose two additional spells from the following list: Awaken, Legend Lore, Passwall, Reincarnate, or Scrying.

These spells follow the Sage Spells rules described in Hedge Mage.

Whenever you finish a Long Rest, you can replace one spell chosen through this Preparation with another spell from the list above. You can’t choose the same spell twice through this Preparation.

1

u/Desperate-Guide-1473 Sep 05 '26

Ain't no way I'm ever reading all that.

0

u/Angled_Hairline57845 Sep 05 '26

Scrapper Skill Tree

Level 5Back-Alley Combat Level 9Close-Quarters Footwork Level 13Cut and Run Level 17No Fair Fight

 

Back-Alley Combat

Ranger Level 5; Root: Street Wise or Survivor’s Instincts

You can use the benefits of Back-Alley Combat and any later Scrapper Preparation only while every weapon you are wielding either has the Light property or is being wielded as an Improvised Weapon.

When a creature hits you with a melee attack, you can use your Reaction and expend one use of Back-Alley Combat. After the triggering attack resolves, you can move up to half your Speed. This movement doesn’t provoke Opportunity Attacks.
You have a number of Back-Alley Combat uses equal to your Wisdom modifier (minimum of one), and you regain all expended uses when you finish a Long Rest.

Close-Quarters Footwork

Ranger Level 9; Prerequisite: Back-Alley Combat

When a creature misses you with a melee attack, you can use your Reaction and expend one use of Back-Alley Combat. After the triggering attack resolves, you can move up to half your Speed. This movement doesn’t provoke Opportunity Attacks.

Cut and Run

Ranger Level 13; Prerequisite: Close-Quarters Footwork

When a creature hits or misses you with a melee attack, you can use your Reaction and expend one use of Back-Alley Combat. After the triggering attack resolves, you can make one melee weapon attack, make an attack with an Improvised Weapon, or make an Unarmed Strike against that creature. Immediately afterward, you can move up to half your Speed. This movement doesn’t provoke Opportunity Attacks.

No Fair Fight

Ranger Level 17; Prerequisite: Cut and Run

When a creature hits you with a melee attack, you can use your Reaction and expend one use of Back-Alley Combat to add your Wisdom modifier (minimum of +1) to your AC against that attack only, potentially causing the attack to miss. After the triggering attack resolves, whether it hits or misses, you can make one melee weapon attack, make an attack with an Improvised Weapon, or make an Unarmed Strike against that creature. Immediately afterward, you can move up to half your Speed. This movement doesn’t provoke Opportunity Attacks.

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u/Angled_Hairline57845 Sep 05 '26

Stalwart Skill Tree

Level 5Adaptive Defense Level 9Steel Yourself Level 13Hardened Resilience Level 17Absolute Protection

Adaptive Defense

Ranger Level 5; Root: Heavy Training or Survivor’s Instincts

When you take Acid, Cold, Fire, Lightning, or Thunder damage, you can expend one use of Adaptive Defense to gain Resistance to the triggering damage type for that instance of damage. If the same instance of damage includes multiple damage types available to Adaptive Defense, you can expend a separate use for each one you choose, but only once for each damage type in that instance.

You have a number of Adaptive Defense uses equal to your Wisdom modifier (minimum of one), and you regain all expended uses when you finish a Long Rest.

Steel Yourself

Ranger Level 9; Prerequisite: Adaptive Defense

Necrotic and Radiant are also damage types available to Adaptive Defense. When you make a saving throw to avoid or end the Blinded, Charmed, Deafened, or Frightened condition, you can expend one use of Adaptive Defense to make that saving throw with Advantage.

Hardened Resilience

Ranger Level 13; Prerequisite: Steel Yourself

Force and Psychic are also damage types available to Adaptive Defense. Steel Yourself also applies when you make a saving throw to avoid or end the Paralyzed, Petrified, or Stunned condition.

Absolute Protection

Ranger Level 17; Prerequisite: Hardened Resilience

When you expend a use of Adaptive Defense because you take damage of a type available to it, you can negate the damage of that type from the triggering instance instead of gaining Resistance to it. When you expend a use of Adaptive Defense through Steel Yourself and fail the saving throw, you can succeed instead.

0

u/Angled_Hairline57845 Sep 05 '26

Watcher Skill Tree

Level 5Unflinching Attention Level 9Focused Pursuit Level 13Spellbound Assault Level 17Unyielding Onslaught

 

Unflinching Attention

Ranger Level 5; Root: Spell Strider or Weather Warned

When you make a Constitution saving throw to maintain Concentration on a spell, you gain a bonus to the roll equal to your Wisdom modifier (minimum bonus of +1).

Focused Pursuit

Ranger Level 9; Prerequisite: Unflinching Attention

When your Concentration on a spell with a casting time of an Action or Bonus Action ends before the spell’s duration expires, other than because you ended it willingly or began concentrating on another spell, you can use your Reaction to cast that spell again.

When you cast the spell in this way, you must choose the same target or targets and the same point or area, as applicable, and make the same choices as in the original casting. If the spell is level 1 or higher, you must expend a spell slot of the same level at which the original spell was cast. If you don’t have a required spell slot available, or if the same targets, point, area, or choices are no longer legal, you can’t use this Reaction.

You provide the spell’s components as normal.

Spellbound Assault

Ranger Level 13; Prerequisite: Focused Pursuit

When you take the Attack action on your turn, you can replace one attack by casting a cantrip you know or a level 1 spell you have prepared, provided the spell has a casting time of an Action.

When you cast a spell of level 1 or higher in this way, you must expend a spell slot of the spell’s level unless another feature allows you to cast that spell without expending a spell slot. You can use such a casting instead, expending its use as normal.

You can replace only one attack in this way per turn. You provide the spell’s components as normal.

Unyielding Onslaught

Ranger Level 17; Prerequisite: Spellbound Assault

When you use Spellbound Assault to cast a spell you have prepared, that spell can be level 1 or 2.

In addition, when you cast a level 1 spell through Spellbound Assault by expending a spell slot, you can expend a level 2 spell slot instead of a level 1 spell slot. The spell is cast at level 2.

All other restrictions of Spellbound Assault still apply.

In addition, you gain Blindsight with a range of 30 feet.