Survival Tactics A Talent Tree for the Spell-Less Ranger

Survival Tactics Survival Tactics are a series of talents, almost a cross between feats and class features, created to match and replace the utility, variety, and power granted to the Ranger by the base class's natural spellcasting ability. Different Tactics offer a wide range of potential applications, both in and out of combat, and add an entire new level of potential character design options for players creating a new ranger, or even multiclassing an existing character. The Ranger The Ranger is a class that has struggled to properly function since its inception, despite the appeal and popularity of the overall archetype. Despite the wide space for application of both theme and roleplaying potential, the Ranger has often been mechanically outclassed by the majority of other options, and even its flavor and utility are often duplicated or even surpassed by the other classes offered by official play material, much less the variety of 3rd party options. Once again in 5th Edition, the ranger was found to be an unpopular choice, and many of the architype's fans were extremely disappointed. Wizards even acknowledged their design failures, and released an Unearthed Arcana for a Revised Ranger that improved the class's underwhelming utility and combat potential. They also released an variant Spell-less ranger, another popular and long standing concept which was the inception for the idea of Survival Tactics. The Spell-Less Ranger The Spell-Less Ranger is a variant on the traditional Ranger design that, as it's name suggests, dispenses with the classes spellcasting ability in favor of a variety of other options, often but not limited to mundane combat bonuses and survival utility features. In my opinion, these features have been extremely limited, and more often than not a significantly less powerful and effective choice, even in editions where the Ranger's spellcasting has been a less significant portion of its design. In 5e however, the Ranger's spellcasting ability has been greatly improved, and while still a half caster, spellcasting has felt like a viable and important part of the class in way that other editions failed to provide. Regardless, the idea of a Spell-less ranger has been extremely attractive to myself and many others, for a variety of reasons including campaign theme, character flavor, combat mechanics and roleplaying utility. However, the Spell-Less Ranger variant offered by Wizards seems to suffer from many of the same problems as it predecessors, and Survival Tactics is my attempt to offer a better option. Setting Survival Tactics were originally designed for a magic-less campaign, so that the Ranger could still function and remain a viable player option. However, Survival Tactics were designed with standard worlds and rules in mind, and ideally should function properly in a world rife with magic, and for multiclassed characters with other class features. Homebrew Disclaimer First and foremost, Survival Tactics was designed while working under the assumption that players would be using the Revised Ranger offered in Wizard's Unearthed Arcana, and balanced using those changes. Secondly, like all homebrewed material, it is a work in progress. Players and DM's are encouraged to try this material out, and modify it as they see fit when they find that something is unbalanced. Some options may be too weak or too powerful, while others maybe be fine on their own but simply too synergistic when paired with others. Some options may need to be tweaked to fit a particular character or campaign theme, or simply don't make sense thematically given the current environment. As in all things it is up to the DM's discretion, but as both a DM and a player, I can only hope anyone using this can work together with their DM and/or players to make these options work. I also highly encourage feedback, and if anyone reading or using this has any suggestions, from how something can be improved to an entirely new concept that you think belongs here, I encourage you to pass that along. Variant Options While Survival Tactics are designed primarily to be a pool of class features for a player to craft their ideal 5e Ranger from, these features remain a viable option for a variety of classes. At the DM's discretion, access to these features can be offered to many classes in a variety of ways, much in the same way that a feat can be. Survival Tactics can be offered as rewards, acquired through time, training and/or experience, or acquired through feats so long as the DM is willing, and if so allowed can offer another layer of customization to players that hopefully enhances their table-top experience. A DM might even want to remove a feature from the list and apply it broadly to the campaign, such as the Called Shots feature or some of the options for making poison.

The Rules of Survival Tactics When a player chooses to create or multiclass into a Spell-Less Ranger using the Survival Tactics Variant, that character does not gain the Ranger spellcasting feature at level 2, nor does that character gain the Primeval Awareness feature at level 3. In addition, if that character chooses the Deep Stalker Conclave, they do not gain access to the Deep Stalker Magic feature. If they choose the Beast Master Conclave, they lose the ability to resurrect their slain companion, and their acquisition of an animal companion must be reflavored at DM discretion. Instead, at level 2, and at every 3 levels after that (5, 8, 11...) the Ranger receives 4 Survival Points, which they spend to permanently acquire an ability found on the Survival Tactics list. Variant Option: Survival Training For Rangers, and potentially other classes (At DM discretion of course), add a feat named "Survival Training;" shown below. Survival Training Thanks to extensive survival training and experience, you receive 2 Survival Points, which you must spend immediately to acquire abilities from the Survival Tactics list. Survival Tactics: Survival Tactics are shown in no particular order, grouped thematically rather than alphabetically or by cost. The Survival Point cost of a Survival Tactic is shown immediately after it's name. Unless specified otherwise, a Survival Tactic can only be purchased once. Called Shots: 2 points Once per round, when attacking with advantage, you can make a called shot. Declare the chosen shot, and if both dice rolls would hit (or one dice roll would crit), the chosen effect happens. If one dice fails to hit, the attack happens as normal. When you purchase this Survival Tactic, choose 3 Called Shots to learn. Each additional Called Shot can be purchased for 1 Survival Point. At DM discretion, a called shot may need to be modified or simply not affect a creature given context. Throat Chop (Melee Attack Only) You catch your opponent off balance and exposed, knock aside their defenses and strike them in their throat with your fist or the pommel of your blade: Instead of dealing damage with your attack, the target takes 1d4 + your proficiency bonus in bludgeoning damage. It must make a Constitution save (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier), and if it fails it is stunned for 1 round, and can't speak in any way (including verbal components) for 1d4 + 1 rounds. If it passes, it cannot speak for 1 round. A creature can only be affected by this ability once per encounter. Concussive Blow (Melee Attack Only) You catch your opponent off balance and exposed, knock aside their defenses and smash your palms against their ears: Instead of dealing damage with your attack, the target takes your proficiency bonus in bludgeoning damage, and must make a Constitution save (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier). If it fails, it is stunned for 1d4 - 1 rounds (minimum 1) and is deafened for 1 minute. If it passes it is deafened for 1 round. A creature can only be affected by this ability once per encounter. Blinding Strike You aim your attack at the targets eyes: Your attack deals damage as normal, and the target must make a constitution save (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier). If it fails it is blinded until it is healed by magic, or is stabilized with a DC 15 heal check. If it passes it is blinded for 1 round. A creature can only be affected by this ability once per encounter. Pinning Strike You shoot or stab one of the targets extremities, usually a foot or paw, driving your weapon deep into it and into surface behind or below it (a melee attacker must leave the weapon used stuck for this effect to work, effectively dropping their weapon): Your attack deals damage as normal, and the target's speed is reduced to 0 until it spends an action removing the weapon. When the weapon is removed, the target takes 1d4 slashing damage and it's speed is halved for the rest of the turn. Disarming Strike You aim your attack at one of the targets weapon: Instead of dealing damage with your attack, the target takes your proficiency bonus in damage of the same damage type as the attack would have done. Then it must make a Strength or Dexterity save (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier), if it fails its weapon is knocked 5 feet away. Double Tap (Ranged Attack Only) You release two arrows, bolts, darts or any ranged weapon in rapid succession: Your attack deals damage as normal, then make an additional attack against the target without advantage. Neither attack can deal critical damage. Crippling Blow You aim your attack to cripple the target: Your attack deals damage as normal, then the target must make a constitution save (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier). If it fails the target has disadvantage on all attacks for 1d4 + 1 rounds and on all Dexterity and Strength checks for 1d4 + 1 rounds. These effects can be ended early with either a DC 15 heal check or magical healing. A creature can only be affected by this ability once per encounter.

Sweep the Leg Your use your attack to put the target off balance, and seize the opportunity to strike: Your attack deals no damage, then you may immediately make a trip or shove attack against the target with advantage. If you succeed, the target is knocked prone and you may immediately perform a melee attack against them with advantage. Distracting Attacks Your attack deals no damage, but until your next turn attacks made against the target have advantage, and the target makes all attacks with disadvantage. Chosen Prey: 2 Points You gain an additional Favored Enemy from the Revised Ranger's Favored Enemy List. Underdog: 2 Points You gain an additional Greater Favored Enemy from the Revised Ranger's Greater Favored Enemies List. You must be at least a 6th Level Ranger to choose this. Practiced Hunter: 1 Point You gain a +1 bonus on all attack rolls made against your Favored Enemies. You may choose this ability more than once, but only once each time you acquire Survival Points. Combat Expertise: 2 Points When in combat treat your proficiency bonus as 2 higher when attacking one of your Favored Enemies, making a save against one of their abilities, or when determining the save DC of one of your abilities affecting them. Specialized Tactics: 2 Points Gain sneak attack as a Rogue of your level when attacking a Favored Enemy. If you have sneak attack from another class feature, this feature cannot increase the amount of sneak attack damage you would deal to greater than that of a rogue of your level. Go for the Kill: 2 Points Your attacks against Favored Enemies during a surprise round or who are otherwise surprised by the attack deal critical damage. Guerilla Warfare: 2 Points You gain an addition 1d6 bonus to attack and damage rolls made during a surprise round or against targets who are otherwise surprised. Ambuscade: 2 Points You gain an additional attack during surprise rounds. Biting Strikes: 2 Points When you hit with a melee attack, you strike deep to make the target bleed. Until it is healed by magic or stabilized by a DC 15 heal check, it suffers 1d4 bleed damage on each of its turns. Each successive attack stacks bleed damage. Never Outnumbered: 2 Points Before you attack, as a bonus action, you may gain an additional attack this turn. You may not attack the same enemy twice this turn. Take Aim: 2 Points As a bonus action, before you move, plant your feet and take aim against a single target. Your speed becomes 0 this turn, and you gain advantage on all ranged attack rolls made against a single target until the end of the round. Close Combat Specialist: 2 Points You may sheath and/or draw an additional weapon as a free action (including sheathing one weapon and drawing another) and being within 5 feet of a target no longer imposes disadvantage on your ranged attacks. Whenever a target would enter a square adjacent to you, you may use your reaction to perform a ranged attack (including a thrown weapon) against that target, and you may draw a weapon as part of that attack. Quarry: 2 Points As a bonus action, you may designate a single target you can see or are actively tracking as your Quarry. Double your proficiency bonus to all attacks made against your Quarry, and to all saves you make against its abilities, and to any skill or ability checks you make to track or detect it. When your quarry is killed, you may designate a new target as your quarry as a reaction. Cut and Run: 1 Point When you take the disengage action, before you move you may make a trip or shove attack against an adjacent target as a bonus action. Seize the Opportunity: 2 Points You may make a melee or ranged attack as a reaction against any target you see moving through difficult terrain, climbing something, standing from prone, or otherwise engaged in an action that limits their ability to react as long as you would not have disadvantage on this attack. Survival Instincts: 2 Points When unarmored or wearing light armor, and not wearing a shield, your AC becomes 10 + your armor bonus + your Dexterity modifier + your Wisdom modifier. Well Trained: 1 Point You gain proficiency in a Ranger Skill

Advanced Training: 2 Points You gain the Alert, Athlete, Healer, Medium Armor Mastery, Mobile, Observant, Sharpshooter or Skulker Feat. Waste Not: 1 Point You have advantage on all rolls made to find and harvest food, materials and supplies from plants, animals and monsters, and when creating simple traps. Want Not: 1 Point You have advantage on all rolls made when using the poisoner's kit and herbalist's kit to create poisons, antivenoms, potions of healing, and other simple alchemical creations, and when you would successfully produce a dose this way, you instead produce 1d4 - 1 doses (minimum 1). Field Medic: 2 Points You gain proficiency with the healers kit and medicine skill, and add double your proficiency bonus to all checks made using these. In addition, when you take a long or short rest, you may prepare a number of poultices and disinfected bandages equal to your Wisdom modifier (minimum 1). Applying these to a target is a full round action that heals the recipient 1d6 for every 2 of your character levels rounded up. Poison Specialist: 1 Point You have advantage on rolls made to resist poison and resistance to poison damage, and you may apply poison to a weapon as a bonus action. Sting of the Wilds: 2 Points You gain proficiency with the poisoner's kit and herbalist's kit. Using the poisoner's kit, you may make a DC 15 Wisdom check and spend 1d6 minutes creating an injury poison. This poisons effects are: If the target fails a Constitution save (DC 8 + Your Proficiency bonus + Your Wisdom modifier) they take 1d6 poison damage and are poisoned for 1d4 rounds. The target has disadvantage on this save if the poisoned attack was a critical strike. Once applied, this poison must be used in 1 minute or it dries out and is rendered useless. This poison's effects do not stack; instead if a target has already failed a save against this poison and must save against being poisoned again, the DC of the save is increased by 1 for every time it has previously failed. If it fails again, it suffers all poison effects again as normal and the duration of the poison is instead reset to its maximum. Crafting Poisons: A character cannot simply craft a poison out of thin air, they require proper supplies. However, a well-trained Ranger can acquire and harvest potent toxins from a variety of sources, such as: poisonous plants and animals, venomous monsters, distilling toxic substances from larger quantities of otherwise safe and inorganic substances, and many other reasonable ways. Bite worse than its Bark: 1 Point Each Each time you choose this, poisons you create with Sting of the Wilds gain an additional effect. Unless stated otherwise, each effect can only be chosen once. All Damage Dice categories and Save DC's for this poison are increased by 1 (Choose up to two times)

This poison deals +2d6 poison damage to your Favored Enemies

This poison's Save DC is increased by 2 for your Favored Enemies

You can combine 2 doses of this poison into 1 concentrated dose with a DC 15 check. This new dose deals an additional 1d6 damage, its DC is increased by 2, and its duration is doubled.

The targets movement speed is halved for the duration of the poisons effect.

The poisons duration is increased by 1 round. (Choose up to three times)

A creature poisoned this way must make a Constitution save against the poison's save DC at the beginning of its turn. If it fails it can only take a move action, an attack action or a bonus action this turn

A creature poisoned this way suffers 1d6 poison damage at the beginning of each of it's turns.

Once applied to a melee weapon, a single dose of this poison lasts for a number of attacks equal to the character's Wisdom modifier (minimum 1) and takes twice as long to dry out. A single dose can also be applied to a number of ranged weapons (arrows, bolts, darts etc.) equal to the character's Wisdom modifier (minimum 1). No Escape: 1 Point You gain proficiency in bolas and in crafting bolas. When you make an attack with a bola against a target, if it hits the target takes 1d4 bludgeoning damage and must make a Strength or Dexterity check with disadvantage (DC 8+ your proficiency bonus + your Strength of Dexterity modifier) or be tripped and fall prone. Nightstalker: 1 Point You gain Darkvision out to 30 feet. If you already have Darkvision, its range increases by 30 feet up to a maximum of 120 feet. Extraordinary Fitness: 1 Point You gain a climb or swim speed equal to half your movement speed. You may choose this twice, each time choosing a different movement type. Trapper: 1 Point You gain proficiency with nets, and nets are treated as having both the finesse and light properties for you. Blood in the Air: 1 Point You have advantage on all rolls made to track or detect wounded targets. If you would already have advantage, you instead double your proficiency bonus.