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About this mod

This mod provides an alternative take on the Ranger, as an addition (it does not replace the standard Ranger). This version does not have spell-casting abilities, or spell slots, and is inspired by my own view of the class, ideas expressed by the game designer Cam Banks, and various 'no-spell ranger' re-workings.

Permissions and credits
"Rangers should be guerrilla fighters, adept at striking targets quickly ... operating as scouts, archers and guides" (Cam Banks, 2019, Twitter)

This is a tweaking of the BG3 ranger class to remove the spell casting, and to focus on their connection with the wilds, and with their ability to fight. Inspired by earlier editions of DnD, Rangers of the Wilds gain favoured enemies against which they have a combat advantage, and a greater tie to the natural world (without turning them into fighting druids). 

I put this together for my own use, and while I need only 5-6 levels, the class goes to level 12. I may return to cover levels 13-20 if there's interest. A Ranger of the Wilds has access to the standard BG3 ranger subclasses other than Swarm keeper, and mechanically the game regards them as rangers for dialogue and other purposes.

If you're looking for appropriate custom equipment, I recommend Ranger Gear by tepkunset.

Class Breakdown

Saving Throws: Strength & Dexterity.
Armour Proficiency: Light & Medium Armour, Shields.
Weapon Proficiency: Simple Weapons.

Level 1
  • Favoured Enemy – select one foe-type, against which you will have advantage, from: Beasts, Giants, Humanoids, Monsters, Plants.
  • Deft Explorer (Survival) - proficiency in the Survival Skill; this increases to expertise at level 6.
  • Animal Watcher - proficiency in the Animal Handling Skill.
  • Ranger Weapon Training - proficiency in two martial weapons.
  • Two Skills – selected from: Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth.

(multi-classing into Ranger of the Wilds does not grant Ranger Weapon Training, Saving Throws, or chosen Skills).

Level 2
  • Fighting Style - one of: Archery, Defense, Dueling, or Two Weapon Fighting.
  • Combat Superiority - four superiority die, and 2 manoeuvres from: Disarming Attack, Distracting Strike, Evasive Footwork, Feinting Attack, Maneuvering Attack, Precision Attack, Pushing Attack, Riposte, SweepingAttack, TripAttack.

Level 3
  • Primal Awareness - the ability to "Speak with Animals" at will. [the conceit is that the ranger interprets the behaviour of animal rather than magically conversing, but that's too much work to implement].

Level 5
  • Extra Attackas standard.
  • Combat Superiority - one additional manoeuvre.
  • Favoured Enemies – select a second foe-type, from an expanded list: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Monsters, Oozes, Plants Undead.

Level 6
  • Deft Explorer (Roving) – Increased movement speed & jump distance.

Level 8
  • Land Stride – not slowed by difficult terrain.

Level 9
  • Combat Superiority - one additional superiority die, and 1 additional manoeuvre.

Level 10
  • Natural Antivenom – Resistance to poison and advantage on saves against poison.
  • Nature's Veil - "Hide in Plain Sight", essentially.
  • Favoured Enemies - select a third foe-type.


ASI/Feats at levels 4,8,12, and subclass features are received as standard.

Any issues, let me know. I've tested the first few levels extensively in game, and run through it all in the toolset, but that's not to say I haven't missed something!