Ranger variant (no-magic)
Here are the full descriptions of the new class features for our
spell-less ranger:
Combat Superiority
At 2nd level, you learn maneuvers that are fueled by special dice called
superiority dice.
Maneuvers. You learn two maneuvers of your choice, which are chosen from
the list of maneuvers available to fighters with the Battle Master archetype.
Many maneuvers enhance an attack in some way. You can use only one maneuver per
attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and
17th levels. Each time you learn a new maneuver, you can also replace one
maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A
superiority die is expended when you use it. You regain all of your expended
superiority dice when you finish a short or long rest. You gain another
superiority die at 9th level and one more at 17th level.
Saving Throws. Some of your maneuvers require your target to make a
saving throw to resist the maneuver’s effects. The saving throw DC is calculated
as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or
Dexterity modifier (your choice)
Poultices
At 3rd level, you can create special herbal poultices that have healing power
comparable to some potions. You can spend 1 hour gathering herbs and preparing
herbal poultices using treated bandages to create a number of such poultices
equal to your Wisdom modifier (minimum 1). You can carry a number of poultices
at one time equal to your Wisdom modifier (minimum 1). The poultices you create
cannot be applied by anyone but you. After 24 hours, any poultices that you have
not used lose their potency. If you spend 1 minute applying one of your
poultices to a wounded humanoid creature, thereby expending its use, that
creature regains 1d6 hit points for every two ranger levels you have (rounded
up).
Natural Antivenom
Starting at 9th level, you have advantage on saving throws against poison and
have resistance to poison damage. Additionally, you can use one of your
poultices to cure one poison effect on the creature you are applying it to, in
addition to restoring hit points.
Call Natural Allies
Starting at 13th level, when you are in an area of your favored terrain, you can
call natural creatures from that terrain to fight on your behalf, using your
attunement to the natural world to convince them to aid you. The DM chooses
beasts appropriate to the terrain to come to your aid from among those that
could hear you and that are within 1 mile of you, in one of the following groups:
-One beast of challenge rating 2 or lower
-Two beasts of challenge rating 1 or lower
-Four beasts of challenge rating 1/2 or lower
-Eight beasts of challenge rating 1/4 or lower
These beasts approach you from their current location, and will fight alongside
you, attacking any creatures that are hostile to you. They are friendly to you
and your comrades, and you roll initiative for the called creatures as a group,
which takes its own turns. The DM has the creatures’ statistics. After 1 hour,
these beasts return to their previous location. Once you use this feature, you
cannot use it again in the same general area for 24 hours, since the same
animals will not repeatedly heed your call.
Relentless
Starting at 17th level, when you roll initiative and have no superiority dice
remaining, you regain 1 superiority die.
As a replacement for Share Spells, we could also consider the following feature:
Beastly Coordination
Beginning at 15th level, when an attacker that you can see hits your beast
companion with an attack, you can call out a warning. If your beast companion
can hear you, it can use its reaction to halve the attack’s damage against it.