Survivalist Ranger

This subclass of the Ranger is a DPS by varied means, keeping both a ranged option, allowing for melee, and dipping into allies, while keeping the theming of the gruff woodsman.

Using Ranger as a base, and then changing it to keep the dice pool themes going.

  • Change: Martial Versatility (lvl 4,8,12,16,20). Instead, add one option from the styles listed.
  • add: Honed Instincts (lvl 1)
  • add: Honed Instinct Dice (lvl 1, 5, 9, 13, 17, 20): 1-6; respectively.
"Patch Notes"

Resource: Keen Combat

During combat, if an attack is made with a weapon type that you have not attempted yet this turn, you receive a stack of Keenness.

Each stack of Keenness adds 1 to your Hit and Damage modifiers.

Keenness caps at your levels in Ranger.

Keenness goes away after 10 minutes of non-combat.

Keenness can be spent during the Preparation Phase:

4: Quick Declare another attack.

3: Slow Declare two attacks. If the target(s) attempt to move, the Hit rolls will be made at disadvantage.

Resource: Honed Instincts

During the Preparation Phase, the Ranger may spend any of their Honed Instincts to roll that many d8.

The results are stored until the Ranger’s next Preparation Phase, and can be used any time based on the Action’s Keywords.

The Ranger can spend any amount of Hit Dice during a Short rest to replenish one Honed Instinct per Dice spent.


Honed Instincts

4+: Slow Declare an additional attack with your ranged weapon. If they move before this attack resolves, you may resolve it then.

0+: Reactive When attacking, swap a weapon in your hand with one in your inventory. You can do this as many times in a turn as the result on the dice.

Out of combat

Outside of combat, you may also spend Honed Instincts to assist in camping.

One Instinct - Guarantee a night’s rations for the party.

Two Instincts - You will immediately awaken if anyone attempts to enter your campgrounds. This does not tell you if they are hostile.

Animal Companion

During some point in your adventures, you may have a loyal companion join you. You may have multiple at home, but only one may travel with you. In the case of its death, you must

When you have an animal companion, you may control it, declaring standard attacks and moving it, as well as any special actions it may have.

For the purposes of Keenness, the companion’s attack counts as a Natural weapon type attack.