TEXT: The Resourceful Ranger
  
  
  Rough and wild looking, a human stalks alone through the
  shadows of trees, hunting the orcs he knows are planning a
  raid on a nearby farm. Clutching a poisoned shortsword in
  each hand, he becomes a whirlwind of steel, cutting down one
  enemy after another.
  After tumbling away from a cone of freezing air, an
  elf finds her feet and draws back her bow to loose an
  arrow at the white dragon. Shrugging off the wave of
  fear that emanates from the dragon like the cold of
  its breath, she sends one arrow after another to find
   the gaps between the dragon's thick scales.
  Holding his hand high, a half-elf whistles to the
  hawk that circles high above him, calling the bird
  back to his side. Whispering instructions in Elvish,
  he points to the owlbear he's been tracking and
  sends the hawk to distract the creature while he
  readies his bow. 
  Far from the bustle of cities and towns,
  past the hedges that shelter the most
  distant farms from the terrors of the
  wild, amid the dense-packed trees of trackless forests
  and across wide and empty plains, rangers keep their
   unending watch.
  
  Warriors of the wilderness, rangers specialize in hunting the
  monsters that threaten the edges of civilization - humanoid
  raiders, rampaging beasts and monstrosities, terrible giants,
  and deadly dragons. They learn to track their quarry as a
  predator does, moving stealthily through the wilds and hiding
  lhemselves in brush and rubble. Rangers focus their combat
  training on techniques that are particularly useful against
  their specific favored foes.
  Thanks to their familiarity with the natural world, rangers
  learn to turn the land's resources into powerful concoctions to
  poison their foes and bolster their allies. These formulas are
  made to render foes helpless, support their allies, and solve
  many of the adventurer's day-to-day inconveniences.
  
  Though a ranger might make a living as a hunter, a guide, or a
  tracker, a ranger's true calling is to defend the outskirts of
  civilization from the ravages of monsters and humanoid
  hordes that press in from the wild. In some places, rangers
  gather in secretive orders or join forces with druidic circles.
  Many rangers, though, are independent almost to a fault,
  knowing that, when a dragon or a band of orcs attacks, a
  ranger might be the first - and possibly last - line of defense.
  THE RESOURCEFUL RANGER | v. 1.6
  1
  
  Level
  Proficiency
  Bonus
  Features
  Known
  Recipes
  Mark
  Uses
  1st
  +2
  Favored Enemy, Natural
  Explorer, Wild Kinship
  ­
  ­
  2nd
  +2
  Fighting Style, Marked
  Prey, Concoctions
  3
  2
  3rd
  +2
  Ranger Conclave
  3
  3
  4th
  +2
  Ability Score
  Improvement
  3
  3
  5th
  +3
  Ranger Conclave feature
  4
  3
  6th
  +3
  Cunning Action,  
  New Favored Enemy
  4
  4
  7th
  +3
  Ranger Conclave feature
  4
  4
  8th
  +3
  Ability Score
  Improvement, Hide in
  Plain Sight
  4
  4
  9th
  +4
  ─
  6
  4
  10th
  +4
  Sharpened Mark
  6
  4
  11th
  +4
  Ranger Conclave feature
  6
  4
  12th
  +4
  Ability Score
  Improvement
  6
  5
  13th
  +5
  ─
  7
  5
  14th
  +5
  Subversive Mark,  
  New Favored Enemy
  7
  5
  15th
  +5
  Ranger Conclave feature
  7
  5
  16th
  +5
  Ability Score
  Improvement
  7
  6
  17th
  +6
  ─
  9
  6
  18th
  +6
  Vial of Swiftness
  9
  6
  19th
  +6
  Ability Score
  Improvement
  9
  6
  20th
  +6
  Foe Slayer
  9
  6
  This fierce independence makes rangers well suited to
  adventuring, since they are accustomed to life far from the
  comforts of society. Faced with city-bred adventurers who
  grouse about the hardships of the wild, rangers respond with
  some mixture of amusement, frustration, and compassion.
  But they quickly learn that adventurers who can carry their
  weight in a fight are worth any extra burden.
  By sourcing local materials found on their travels, rangers
  can overcome most of nature's obstacles. Many can sustain
  themselves using only a small handful of carefully brewed
  potions, which can prove vital to the survival of a group.
  
  As you create your ranger character, consider the nature of
  the training that gave you your particular capabilities. Did you
  train with a single mentor, wandering the wilds together until
  you mastered the ranger's ways? Did you leave your
  apprenticeship, or was your mentor slain - perhaps by the
  same kind of monster that became your favored enemy? Or
  perhaps you learned your skills as part of a band of rangers
  affiliated with a druidic circle, trained in wilderness lore and
  the power of the natural flora.
  You might be self-taught, a recluse who learned combat
  skills, tracking, or herbalism through the necessity of
  surviving in the wilds.
  What's the source of your particular hatred of a certain kind
  of enemy? Did a monster kill someone you loved or destroy
  your home village? Or did you see too much of the destruction
  these monsters cause and commit yourself to reining in their
  depredations? Is your adventuring career a continuation of
  your work in protecting the borderlands, or a significant
  change?
  What made you join up with a band of adventurers? Do you
  find it challenging to teach new allies the ways of the wild, or
  do you welcome the relief from solitude that they offer?
  
  You can make a ranger quickly by following these suggestions.
  First, make Dexterity your highest ability score, followed by
  Wisdom. (Some rangers who focus on two-weapon fighting
  make Strength higher than Dexterity.) Second, choose the
  outlander background.
  
  As a ranger, you gain the following class features.
  
  Hit Dice: 1d10 per ranger level
  Hit Points at 1st Level: 10 + your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
  modifier per ranger level after 1st.
  
  Armor: Light armor, medium armor, shields
  Weapons: Simple weapons, martial weapons
  Tools: Herbalism and Poisoner's kits
  Saving Throws: Strength, Dexterity
  Skills: Choose three from Animal Handling, Athletics, Insight,
  Investigation, Medicine, Nature, Perception, Stealth, and
  Survival
  
  You start with the following equipment, in addition to the
  equipment granted by your background:
  (a) scale mail or (b) leather armor
  (a) a martial weapon and a shield or (b) two shortswords or
  two simple melee weapons
  (a) a dungeoneer's pack or (b) an explorer's pack
  A longbow and a quiver of 20 arrows
  THE RESOURCEFUL RANGER | v. 1.6
  2
  
  
  Beginning at 1st level, you have significant experience
  studying, tracking, hunting, and even talking to a certain type
  of enemy commonly encountered in the wilds.
  Choose a type of favored enemy: aberrations, beasts,
  celestials, constructs, dragons, elementals, fey, fiends, giants,
  monstrosities, oozes, plants, or undead. Alternatively, you can
  select two races of humanoid as favored enemies. When you
  make an attack against your favored enemy, you make it with
  advantage.
  Additionally, you have advantage on Wisdom (Survival)
  checks to track your favored enemies, as well as on
  Intelligence checks to recall information about them. When
  you gain this feature, you also learn one language of your
  choice, typically one spoken by your favored enemy or
  creatures associated with it. However, you are free to pick any
  language you wish to learn. You gain an additional favored
  enemy (and associated language) at 6th and 14th levels.
  
  You are a master of navigating the natural world, letting you
  ignore the slowing effects of traveling through difficult terrain.
  In addition, you gain the following benefits when traveling
  for at least an hour:
  Difficult terrain doesn't slow your group's travel.
  Your group can't become lost except by magical means.
  Even when you are engaged in another activity while
  traveling (such as foraging, navigating, or tracking), you
  remain alert to danger.
  If you're alone, you can move stealthily at a normal pace.
  You find twice as much food as normal when foraging.
  While tracking other creatures, you also learn their exact
  number and how long ago they passed through the area.
  
  At 1st level, your familiarity with the natural world lets you
  relate to beasts, and they recognize you as a kindred spirit.
  Through sounds and gestures, you can communicate
  simple ideas to a beast as an action, and can read its basic
  mood and intent. You learn its emotional state, whether it is
  affected by magic, its short-term needs (like food or safety),
  and actions you can take (if any) to persuade it to not attack.
  You cannot use this ability against a creature that you have
  attacked within the past 10 minutes
  
  At 2nd level, you adopt a particular style of fighting as your
  specialty. Choose one of the following options. You can’t take a
  Fighting Style option more than once, even if you later get to
  choose again.
  
  You gain a +2 bonus to attack rolls you make with ranged
  weapons.
  
  While you are wearing armor, you gain a +1 bonus to AC.
  
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  
  Also at 2nd level, you gain the ability to Mark a target within
  90 feet of you as your quarry using a bonus action. You focus
  your attention on the target's behaviors, sounds, and smells in
  order to predict its every move. You can maintain this Mark
  for up to an hour on a target, and you gain advantage on any
  Perception or Survival checks you make in order to find your
  quarry.
  The first time each round that you hit a Marked target with
  a weapon attack, that target takes an additional 1d8 weapon
  damage. You can only have one Marked Prey at a time, and
  you lose the Mark's affects if you fall unconscious.
  You can use this feature a number of times as shown on the
  Ranger table before needing to finish a long rest to use it
  again. If your quarry falls to 0 hit points, you may move your
  Mark to another target as a bonus action within a minute
  without expending another use of this feature.
  
  Starting at 2nd level, you can start crafting Concoctions using
  natural materials. Over the course of your adventures, you
  forage and store the ingredients you need in order to craft
  them.
  When you gain this feature, you learn three recipes of your
  choice. Concoctions increase in potency as you gain levels in
  this class. You learn more recipes at 5th, 9th, 13th, and 17th
  levels, as shown on the Ranger table. Whenever you gain a
  new Ranger level, you can choose to forget a recipe and
  replace with another one instead. Recipes are detailed at the
  end of this class description.
  You can make Concoctions from your list of known recipes
  every long rest. In order to keep them fresh and potent, you
  empty your unused Concoctions at the end of each long rest
  before making new ones using your stash of foraged
  ingredients. You can make a maximum number of
  Concoctions per long rest equal to your Ranger level. Making
  one Concoction takes two minutes and can be done
  throughout the day as time permits.
  You can give Concoctions to your allies for them to use.
  Unused Concoctions held by your allies also expire at the end
  of their next long rest.
  Use the Concoction DC below whenever a Concoction that
  you made calls for a target to make a saving throw.
  Concoction DC = 8 + your proficiency bonus +
  your Wisdom modifier.
  THE RESOURCEFUL RANGER | v. 1.6
  3
  
  
  At 3rd level, you choose to emulate the ideals and training of a
  ranger conclave: the Beast Conclave, the Hunter Conclave, or
  the Stalker Conclave, all detailed at the end of the class
  description. Your choice grants you features at 3rd level and
  again at 5th, 7th, 11th, and 15th level.
  
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice by
  2, or you can increase two ability scores of your choice by 1. As
  normal, you can’t increase an ability score above 20 using this
  feature.
  
  At 6th level, your quick thinking and agility allow you to move
  and act quickly. You can take a Bonus Action on each of your
  turns in Combat. This action can be used only to take the
  Dash, Disengage, or Hide action.
  If you have an animal companion, it also gains this feature.
  
  By 8th level, you're an expert at avoiding detection while at
  rest. You can spend 30 minutes using locally found resources
  and naturally occurring materials to camouflage a camp site
  and hide up to 6 medium sized companions in a 15 foot
  radius. By doing so, you also eliminate any tracks or other
  traces from your group’s traveling in the immediate area
  surrounding the camp.
  Camouflaging a campsite in this way grants the creatures
  within its radius a +10 bonus to Stealth checks to remain
  concealed from creatures. Anything overt, such as a fire or
  talking above a whisper, negates this benefit.
  
  At 10th level, your focus on Marked Prey intensifies. The
  damage your Marked Prey inflicts increases to 2d8 per round.
  
  At 14th level, creatures affected by your Marked Prey can no
  longer hide behind their defenses. Weapon attacks that you or
  an animal companion make against your quarry count as
  magical for the purpose of overcoming resistance and
  immunity to nonmagical attacks and damage.
  
  At 18th level, you devise a new Concoction recipe that that
  grants your hands supernatural agility. For one minute after
  drinking it, you can make two ranged or melee weapon
  attacks as a bonus action on each of your turns. Melee attacks
  made in this way must be done using a weapon with the
  finesse property.
  You can drink this Concoction twice before needing a long
  rest to use it again, and only you can benefit from it.
  
  By 20th level, you've developed unparalleled instincts. Your
  Wisdom increases by 4, even if it's already 20. Your maximum
  Wisdom score increases to 24.
  Once on each of your turns, you can add your Wisdom
  modifier to either the attack roll or the damage roll of an
  attack you make. You can choose to use this feature before or
  after the roll, but before any effects of the roll are applied.
  THE RESOURCEFUL RANGER | v. 1.6
  4
  
  
  Across the wilds, rangers come together to form conclaves:
  loose associations whose members share a similar outlook on
  how best to protect nature from those who despoil it.
  
  Many rangers are more at home in the wilds than civilization,
  to the point where animals consider them kin. Rangers of the
  Beast Conclave develop a close bond with a beast, becoming a
  well-orchestrated force as they grow closer together.
  
  At 3rd level, you form a powerful bond with a creature of the
  natural world. Whether it be by a life-altering event, a mutual
  sense of understanding through chance encounters, or by
  some other force, you and a creature become partners. In the
  event where there isn't a narrative behind your companion's
  appearance at 3rd level, you may spend 8 hours and 50gp
  worth of powerful, rare herbs to call forth a creature from the
  wilderness to serve as your companion. You can only have one
  companion at a time.
  As a rule of thumb, a beast can serve as an animal
  companion if it is Medium or smaller, has 15 or fewer hit
  points, and cannot deal more than 8 damage with a single
  attack. In general, that applies to creatures with a challenge
  rating of 1/4 or less, but there are exceptions. Your DM might
  pick one of these for you based on the surrounding terrain and
  available wildlife. Consult your DM if you would like to form a
  bond with a different creature than those listed.
  If your companion dies, you can make a special Concoction
  using pieces of fur, scales, or feathers from your late
  companion and an assortment of rare, forageable
  components. The process of foraging and creating this
  Concoction is slow and delicate, taking you 8 hours of
  concentrated effort. You can give this Concoction to a new
  companion, granting them the knowledge and experience of
  its predecessor.
  
  Your animal companion gains a variety of benefits while it's
  linked to you. It's recommended to have a character sheet for
  a companion, as they are treated as a separate creature with
  unique abilities and statistics.
  The animal companion loses any Multiattack action it has.
  The companion obeys your commands as best it can. It
  rolls for initiative like any other creature, but you
  determine its actions, decisions, attitudes, and so on. If you
  are incapacitated or absent, your companion acts on its
  own.
  When using your Natural Explorer feature, you and your
  animal companion can move stealthily at a normal pace.
  The companion uses your proficiency bonus to add to its
  rolls instead of its own. Add your proficiency bonus to the
  beast’s AC, attack rolls, damage rolls, all saving throws and
  any skills that it is proficient in.
  You companion's hit point maximum equals its normal
  maximum or four times your ranger level, whichever is
  higher.
  Choose two skills for it to become proficient in in addition
  to any it is already.
  Whenever you gain the Ranger's Ability Score
  Improvement class feature, your companion’s abilities also
  improve. You and your companion each have 2 ability
  points to spend as you wish. At your DM's discretion, your
  companion may elect to take a feat instead of increasing its
  ability scores.
  Your companion gains the benefits of hunting your Marked
  Prey and favored enemies. Each round, either you or your
  companion can gain the bonus damage from your Marked
  Prey.
  
  By 5th level, you and your companion form a pack-like bond.
  You can both benefit the from the effects of Draughts that you
  drink while next to each other.
  In addition, you each regain an additional 1d6 hit points
  when you take a short rest together.
  
  At 7th level, while you and your companion can see each other,
  your companion has advantage on all saving throws.
  
  Also at 7th level, your companion can use its action to make a
  melee attack against each creature of its choice within 5 feet
  with a separate attack roll for each target. It can use this
  feature a number of times equal to your Wisdom modifier (a
  minimum of once) before needing to finish a short or long rest
  to use it again.
  THE RESOURCEFUL RANGER | v. 1.6
  5
  
  
  At 11th level, you and your animal companion form a perfectly
  orchestrated fighting team. When you use the Attack action on
  your turn, if your companion can see you, it can use its
  reaction to make a melee attack.
  
  At 15th level, whenever an attacker that you can see hits your
  animal companion with an attack, you can use your reaction
  to alert your companion and halving the attack’s damage.
  
  Also at 15th level, your companion can use an action on its
  turn to distract a Large or smaller creature within 5 feet of it.
  As long as the creature stays within 5 feet of your companion,
  it has disadvantage on any attack roll that doesn't target your
  companion. This lasts until the beginning of your companion's
  next turn.
  If one of this creature's attacks would still hit an ally other
  than your companion, your companion can use its reaction to
  block the attack and take the damage instead.
  You can use this feature a number of times equal to your
  Wisdom modifier (a minimum of once) and regain all
  expended uses after finishing a long rest.
  
  Some rangers seek to master weapons to better protect
  civilization from the terrors of the wilderness. Members of the
  Hunter Conclave learn specialized fighting techniques for use
  against the most dire threats, from rampaging ogres and
  hordes of orcs to towering giants and terrifying dragons.
  
  At 3rd level, you gain the ability to analyze a creature and
  discern how best to hurt it. As an action, choose one creature
  you can see within 60 feet of you. You immediately learn
  whether the creature has any damage immunities,
  resistances, or vulnerabilities and what they are. If the
  creature is hidden from divination magic, you sense that it has
  no damage immunities, resistances, or vulnerabilities.
  You can use this feature a number of times equal to your
  Wisdom modifier (minimum of once). You regain all expended
  uses of it when you finish a long rest.
  
  Also at 3rd level, you gain one of the following features of your
  choice.
  Colossus Slayer Your tenacity can wear down the most
  potent foes. Once per turn when you hit a creature with a
  weapon attack, that creature takes an extra 1d8 damage if it’s
  below its hit point maximum.
  Overdoser You're no stranger to poisons. You can drink up
  to two Healing Draughts per short rest without losing its
  potency. In addition, when you roll a 1 or 2 on a damage die
  for poison or acid damage you deal with an attack or
  Concoction, you can reroll the die and must use the new roll.
  Horde Breaker Once on each of your turns when you make
  a weapon attack, you can make another attack with the same
  weapon against a different creature that is within 5 feet of the
  original target and within range of your weapon.
  
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  
  At level 7, you gain one of the following features:
  Multiattack Defense When a creature hits you with an
  attack, you gain a +4 bonus to AC against all subsequent
  attacks made by that creature for the rest of the turn.
  Poison Tolerance You can no longer be poisoned by
  nonmagical means and gain resistance to poison damage.
  Hunter's Defense When the target of your Marked Prey
  forces you to make a saving throw or an ability check to
  escape its grapple, add 1d6 to your roll.
  
  At 11th level, you gain one of the following features:
  Volley You can use your action to make a ranged attack
  against any number of creatures within 10 feet of a point you
  can see within your weapon’s range. You must have
  ammunition for each target, as normal, and you make a
  separate attack roll for each target.
  Whirlwind Attack You can use your action to make melee
  attacks against any number of creatures within 5 feet of you,
  with a separate attack roll for each target.
  
  Beginning at 11th level, when you are subjected to an effect
  that allows you to make a Dexterity saving throw to take only
  half damage, you instead take no damage if you succeed on a
  saving throw, and only half damage if you fail.
  
  At 15th level, you gain one of the following features:
  Uncanny Dodge When an attacker that you can see hits
  you with an attack, you can use your reaction to halve the
  attack’s damage against you.
  Assault Breaker When a hostile creature misses you with a
  melee attack, you can use your reaction to redirect it and force
  that creature to repeat the same attack against another
  creature (other than itself) of your choice.
  Hunter's Counter If the target of your Marked Prey forces
  you to make a saving throw, you can use your reaction to make
  one weapon attack against the quarry if it's within range. You
  make this attack immediately before making the saving throw.
  If the attack hits, your save automatically succeeds, in addition
  to the attack’s normal effects.
  THE RESOURCEFUL RANGER | v. 1.6
  6
  
  
  Other Rangers prefer to let chemistry handle the difficulties of
  adventuring. Rangers of the Harvest Conclave tend to develop
  an innate understanding of the natural world, and will
  supplement their attacks with Concoctions to cripple their
  foes and protect their allies.
  
  You learn an additional Concoction recipe at 5th and 13th
  levels.
  
  When you choose this Conclave at 3rd level, you gain
  proficiency with either Brewer's Supplies or Cook's Utensils.
  
  At 3rd level, you start creating Concoctions to be absorbed
  through the skin. When you would normally use a Draught or
  Vial on an ally, you can choose to hurl it up to 30 feet at them
  instead as an action. The vessel shatters upon impact and the
  creature gains the benefits of the Concoction as normal. A
  creature affected by a thrown Concoction gains only one
  serving's worth of the effects. If there are servings left for
  multiple uses, they are lost upon impact.
  
  Also at 3rd level, whenever you strike your Marked Prey target
  with a Flask, you add the Mark's bonus damage to the damage
  from the Flask. If the Flask doesn't normally deal damage, the
  Mark's damage is considered to be slashing and is applied
  before the affects of the Concoction.
  
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  
  At 7th level, if you use a Draught as an action on your turn, you
  may make a single weapon attack as a bonus action.
  
  By 11th level, your familiarity with your recipes lets you
  quickly alter the effects of your existing Concoctions. As a
  bonus action, you can change a Concoction you had already
  made into another one from your list of known recipes.
  You can use this ability a number of times equal to your
  Wisdom modifier (minimum of 1) before needing to finish a
  long rest to use it again.
  
  At 15th level when you roll for initiative and have no
  Concoctions left, you can hastily cobble together ingredients
  to create two Concoctions from your known recipes. If you
  had already made the maximum amount since your last long
  rest, you create one instead.
  
  Concoctions are made in Flasks, Vials, and other assorted
  vessels using naturally-occurring materials. Depending on the
  ranger who makes them, their effects can vary wildly. And, like
  with all skills, Concoctions get better with practice. Using a
  Concoction takes an action unless it says otherwise.
  
  Drinking this Concoction regains health equal to 1d8 + your
  Wisdom modifier. A creature can benefit from these effects
  once per short rest. Creatures that drink additional Healing
  Draughts before taking a short rest are only healed for half as
  much. This Draught can be administered to another willing
  creature as an action.
  At higher levels: This Draught heals for an additional 1d8
  at 5th, 9th, 13th, and 17th levels.
  
  A creature can drink this Concoction as a bonus action and
  dilate their eyes beyond their normal limits for an hour, either
  granting them darkvision of 30 feet or increasing their
  existing darkvision by 15.
  At higher levels: The effects are extended by an additional
  hour and can hold an additional serving at 5th, 9th, 13th, and
  17th levels.
  
  As an action, you can hurl this Concoction at a creature or
  object within 30 feet of you. The Flask shatters on impact. A
  creature that fails a Dexterity saving throw takes 2d6 + your
  Wisdom modifier of acid damage. An inanimate object is
  automatically hit, and the damage is maximized.
  At higher levels: Your Acidic Flask deals an additional 2d6
  acid damage at 5th, 9th, 13th, and 17th levels.
  
  A creature can drink this slippery Concoction as an action to
  temporarily improve their fine motor control, granting it a +10
  bonus to any Dexterity (Stealth) checks for the next hour.
  At higher levels: At 5th level, you revise the recipe to
  produce a foul-smelling vapor that, when breathed in deeply,
  provides the same benefits as drinking the Draught would. As
  a bonus action, you can open the Concoction and expose the
  mixture to the air, creating an invisible cloud of vapor around
  you. Creatures of your choice that stay within 30 feet of you
  can continuously inhale the Concoction's vapor to add +10 to
  their Dexterity (Stealth) checks as well.
  At 13th level, choosing to drink the Draught instead grants a
  +10 bonus to any Dexterity (Sleight of Hand) checks made as
  well.
  THE RESOURCEFUL RANGER | v. 1.6
  7
  
  
  As an action, you can hurl this Concoction at a creature or
  point within 30 feet of you. The Flask shatters on impact and
  spreads the Tar in a 10-foot radius, turning it into difficult
  terrain. Targets within 5 feet of the Flask's point of impact
  must make a Dexterity saving throw. On a failed save, the
  creature is covered in the thick Tar and is restrained for up to
  one minute. The creature can use its action every turn to
  make a Strength saving throw and extract itself from the Tar.
  The Tar dries quickly and loses its stickiness after one minute.
  At higher levels: By 5th level, all creatures within the
  radius of the Tar must make a Dexterity saving throw when
  it's spread. At 9th level, you start mixing the Tar with
  flammable ingredients that can be set alight once spread. If
  set alight, creatures who enter or start their turns in the
  terrain take 2d6 fire damage. Once set on fire, the Tar burns
  away after 30 seconds or 5 rounds of combat. A creature
  covered in the Tar remains lit and takes fire damage until they
  extract themselves from the Tar or it burns away.
  
  Drinking this Concoction as a bonus action boosts the
  drinker's lung capacity, tripling the duration a creature can
  hold its breath for. This Concoction's effects last for one hour.
  At higher levels: This Concoction becomes further
  concentrated to hold one extra serving per Vial for each time
  you reach 5th, 9th, 13th, and 17th levels. At 9th level, the
  Concoction's potency is also increased, letting creatures who
  drink this hold their breath for up to five times their normal
  duration.
  
  A blinded, deafened, diseased, or poisoned creature that
  drinks this Concoction gains advantage on its saving throws
  for the next minute in order to recover from these conditions.
  At higher levels: By 9th level, you've learned how to treat
  most temporary ailments. Your Panacea can immediately cure
  one of the statuses listed above in addition to its other
  benefits.
  
  This Concoction can be used to poison a slashing or piercing
  melee weapon or set of ammunition. As a bonus action, you
  can coat a blade or piece of ammunition with the poison. Your
  next successful weapon attack that uses the poisoned blade or
  ammunition deals an additional 1d4 poison damage.
  Poisoned ammunition that misses can potentially be
  reclaimed, at the DM's discretion. There are enough servings
  of the poison for two applications to be made in this way.
  Poison that's been applied to a weapon or piece of
  ammunition lasts for up to an hour if unused in a successful
  attack.
  Food or drink that has been poisoned with this Concoction
  carries a slightly metallic flavor that can be detected with a
  successful Intelligence (Investigation) check or with a high
  enough Passive Perception contested by your Concoction DC.
  Creatures that ingest the poison take the maximum amount of
  damage per serving used.
  At higher levels: The poison's damage die increases to 1d6
  at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at
  17th level.
  
  As an action, you can hurl this Concoction at a creature or
  point within 30 feet of you. The Flask shatters on impact,
  sending countless glittering shards of dust into the air within
  a 10-foot radius sphere. Creatures within that sphere must
  make a Dexterity saving throw. If they fail, they are covered in
  the dust. Creatures coated in the fine dust seem to shimmer,
  making them easier to target. Attacks against creatures
  covered in this dust are made with advantage. The dust comes
  loose and falls away after one minute.
  At higher levels: By 9th level you've learned how to polish
  the Glimmerbug fragments even further, forcing affected
  creatures to have disadvantage on Dexterity (Stealth) checks.
  
  You create a syrupy, luminescent mixture that emits bright
  light for 20 feet and dim light for another 20 feet. This
  Concoction contains enough liquid for three servings, with
  each serving powerful enough for it to glow for four hours.
  You can add a chemical reagent as a bonus action on your
  turn to change the color of the light or pause the glowing
  effect: saving the remaining time for later use.
  As an action, you can apply one serving of this mixture to an
  item or willing creature to emit light from it. You can wipe the
  mixture off to snuff out the light as a bonus action. If you
  attempt to apply this mixture on an unwilling creature, it must
  make a Dexterity saving throw to avoid it.
  At higher levels: By 9th level, you make the mixture acidic
  using toxic ingredients. By expending two servings as an
  action, you can dip a blade or arrow in the Concoction before
  immediately making a single weapon attack. If it hits, the
  target takes an additional 4d6 acid damage and emits a dim
  glow until the end of your next turn, granting the next ally to
  make an attack against it advantage on the attack.
  At 13th level, the bonus damage increases to 5d6. At 17th
  level, it increases to 6d6.
  
  As an action, you can drink this Concoction and undergo a
  temporary hallucinogenic effect for ten minutes. You can
  interpret the sounds a beast makes as language, letting you
  hold basic conversations with them. The knowledge and
  awareness of many beasts is limited by their intelligence, but
  at minimum, beasts can give you information about nearby
  locations and monsters, including whatever they can perceive
  or have perceived over the last day.
  At higher levels: At 5th level, you can share this Concoction
  with a willing beast to temporarily share its awareness. For
  the Concoction's duration you become blind and deaf, but
  perceive through the beast's senses instead, including any
  special ones that the beast may have. You may end the effects
  early using an action to regain your senses.
  By 9th level, your survival senses become heightened and
  can make Wisdom (Perception and Survival) checks with
  advantage for the duration.
  By 13th level, the Concoction's effects grant you a powerful
  primeval fighting instinct. For the duration, your fingertips
  harden into claws, allowing you to make unarmed melee
  attacks for the duration with which you are proficient. These
  attacks deal 1d6 slashing damage and use either your
  Strength or Dexterity modifier.
  At 17th level, the unarmed damage increases to 1d8.
  THE RESOURCEFUL RANGER | v. 1.6
  THE RESOURCEFUL RANGER | v. 1.6
  8
  
  
  A creature can spend an action to consume this gruel. It
  provides enough nourishment to sustain a creature for 24
  hours and grants that creature 1 temporary hit point for each
  Ranger level you have. Once consumed, a creature needs a
  long rest before they are able to gain these benefits again.
  At higher levels: The Gruel hold an additional serving at
  5th, 9th, 13th, and 17th levels.
  
  A creature can spend a bonus action to drink this small vial of
  foul-smelling liquid to regain 2d4+4 health. This Concoction
  dulls the nerves to provide some temporary pain relief,
  granting it temporary hit points equal to half your Ranger level
  (rounded up). A creature cannot benefit from this Concoction
  again until it finishes a long rest. This Vial can be
  administered to another willing creature as an action.
  At higher levels: This Vial heals for an additional 1d4 at
  5th, 9th, 13th, and 17th levels.
  
  As an action, you can hurl this Concoction at a creature or
  point within 30 feet of you. The Flask shatters on impact and
  creates a 10-foot radius cloud of noxious vapor there for one
  minute before dissipating. Creatures inside this cloud at the
  start of their turn must make a Constitution saving throw. On
  a failed save, the creature's eyes begin to sting unbearably,
  causing any attacks it makes on that turn to be made with
  disadvantage. If a creature has Blindsight, Tremorsense, or
  has no eyes, they are unaffected by the cloud of vapor.
  A moderate wind (of at least 10 miles per hour) disperses
  the cloud after 5 rounds. A strong wind (at least 20 miles per
  hour) disperses it after 1 round.
  You can drink this to become drunk, although it isn't a
  pleasant way to do so.
  At higher levels: By 9th level, you've learned how to make
  this Concoction flammable. If the cloud is set alight by either
  magical or nonmagical means, the cloud is ignited into a ball
  of flame before immediately dissipating. Creatures caught in
  the flame must make a Dexterity saving throw. On a failed
  save, they take 8d6 fire damage, or half as much on a
  successful one.
  
  Drinking this Concoction temporarily tightens and reinforces
  a creature's skin for one hour, increasing its AC by 2 and up to
  a maximum of 16.
  A creature can only benefit from this Draught once per
  short rest, and its effects can be ended early by a Dispel Magic
  spell.
  At higher levels: By 5th level, the effects become more
  potent. For the duration, the creature's AC can't be less than
  16, regardless of what kind of armor it is wearing. By 13th
  level, a creature can benefit from this Draught any number of
  times between rests.
  
  As an action, you can hurl this Concoction at a creature or
  point within 30 feet of you. The Flask shatters on impact,
  creating a 10-foot radius cloud of sleeping gas. Roll 3d8; the
  total is how many hit points of creatures this Concoction can
  affect. Creatures within 10 feet of a point you choose within
  range are affected in ascending order of their current hit
  points (ignoring unconscious creatures).
  Starting with the creature that has the lowest current hit
  points, each creature affected by this cloud of sleeping gas
  falls unconscious for one minute. If the sleeper takes damage
  or someone uses an action to shake or slap the sleeper awake,
  the creature wakes back up. Subtract each creature's hit
  points from the total before moving on to the creature with the
  next lowest hit points. A creature's hit points must be equal to
  or less than the remaining total for that creature to be
  affected. Undead and creatures immune to being Charmed
  aren't affected by this Concoction.
  This Concoction can be used to drug food and drink. When
  applying it in this way, roll the dice before any creatures ingest
  it. The order of creatures affected by it is determined by the
  order in which it is consumed.
  At higher levels: Roll an additional 2d8 when determining
  total hit points of creatures affected at 5th, 9th, 13th, and 17th
  levels.
  
  Dushnikh Yal Archer cover art by Nuare Studio 
  Forest background by Veli Nyström (p.1) 
  Female Ranger (with edits) by Yuriy Georgiev (p.1) 
  Oathbow and Vicious Weapon (Rapier) by Wizards of the
  Coast (pp.3 & 6) 
  Male Ranger by Paizo Publishing (p.4) 
  Forest background by psdeluxe (p.4) 
  Beast Conclave Ranger and Lynx by Aurore Folny, ©Black
  Book Editions (p.5) 
  Alchemy Flask art by Michael Fitzhywel (pp.7 & 9)
  Questions? Comments? Concerns?
  Message griff-mac with your thoughts and balance
  suggestions. Thank you to everyone who already has.
  9
  THE RESOURCEFUL RANGER | v. 1.6
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/The Resourceful Ranger v1.6.pdf