Remastered Ranger 10.0

by Scuronotte

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Table of Contents

Ranger Class

Herbalist Features

Spell Casting Features

Conclaves

Beast Master

Hunter

Spells

Tools

The Ranger
Level Proficiency Bonus Features
1st +2 Natural Explorer, Scout
2nd +2 Cover of Darkness, Fighting Style, Nature's Blessing
3rd +2 Animal Empathy, Ranger Conclave feature
4th +2 Ability Score Improvement
5th +3 Ranger Conclave feature
6th +3 Ambuscade
7th +3 Ranger Conclave feature
8th +3 Ability Score Improvement, Land's Stride
9th +4 Herbalist feature - Evasion
10th +4 Hide in Plain Sight, Nature's Crossing
11th +4 Ranger Conclave feature
12th +4 Ability Score Improvement
13th +5 Herbalist feature - Nature's Stamina
14th +5 Cunning Vigilance
15th +5 Ranger Conclave feature
16th +5 Ability Score Improvement
17th +6 Herbalist feature - Ambush Master
18th +6 Feral Senses
19th +6 Ability Score Improvement
20th +6 Master Scout

Class Features

As a Ranger, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 ( 6 ) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Trapper's Kit
  • Languages: select any three

  • Saving Throws: Dexterity, Strength
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two short swords or (b) a long sword and a short sword
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Natural Explorer

You are a master of navigating and surviving in the natural world. This grants you the following abilities:

  • You don't suffer a penalty to your passive Wisdom (Perception) checks while moving at a fast pace.
  • You can follow tracks at a fast pace without penalty.

While traveling for an hour or more, you gain the following benefits:

  • After traveling for one hour, difficult terrain does not slow your group’s travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

Scout

At 1st level, if you are proficient in Survival, your proficiency bonus is doubled for any ability check you make that uses the Survival skill.

In addition, choose Trapper's Kit or one skill from the following that you are already proficient in: Animal Handling, Nature, Perception, or Stealth. Your proficiency bonus is doubled for any ability check you make that uses the selected skill.

Cover Of Darkness

At 2nd level, your sense has sharpened from traveling in variable amounts of light. You gain Darkvision up to 60 feet. If you already possess this ability, the distance increases by 30 feet. Or you can choose to nullify Sunlight Sensitivity, eliminating all disadvantages attached to it.

Fighting Style

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Deuling

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

If you are wearing no armor, light armor, or a chain shirt, your additional attack does not cost you your bonus action.

Nature's Blessing

At 2nd level, you choose either the Herbalist feature or the Spell Casting feature.

Animal Empathy

At 3rd level, using your action, you make a successful Wisdom (Animal Handling) check to communicate with animals and convince them that your intentions are harmless. You learn its emotional state, whether it is affected by magic of any sort, its short term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

The beast must be within 30 feet of you and within line of sight. If the beast's Intelligence is 4 or greater, you are ignored. You have advantage on your check when attempting to communicate with domesticated beasts. You can affect a group of similar beasts. The number of beasts influenced is equal to half of your ranger level, rounded down.

You cannot use this ability against a creature that you have attacked within the past 10 minutes. The effect lasts for 24 hours or ends earlier if you or your allies attempt to cause it any harm.

Ranger Conclave

At 3rd level, you choose between the conclaves 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.

Ability Score Improvement

When you reach 4th, 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.

Ambuscade

Starting at 6th level, you possess innate instincts that enable you to react with swift and decisive action. This grants you the following benefits:

  • You add your proficiency bonus to your Initiative checks.
  • You have advantage on attack rolls against creatures that have not yet acted.
  • Your movement speed increases by 10 feet.

Land's Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Hide In Plain Sight

At 10th level, you are an expert in concealment. You can use dirt, rocks, plants, animal excrements, and other naturally occurring materials to camouflage yourself or your campsite. You can spend 1 minute to camouflage yourself or 30 minutes to camouflage a campsite or small area for up to 8 medium size creatures.

Creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. Creatures attempting to detect each ally take a -5 penalty to their Wisdom (Perception) check. You are still automatically detected if any effect or action causes you to reveal yourself or your campsite such as moving or building a campfire. If you are still hidden until the start of your next turn, then you or your campsite can continue to gain this benefit until you are detected.

Nature's Crossing

At 10th level, your time spent tracking and navigating through difficult terrains have improved your survival skills. Swimming and climbing no longer costs you extra movement.

Cunning Vigilance

Starting at 14th level, you can use the Dash, Hide, and Search actions as a bonus action on your turn.

Also, you cannot be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

At 18th level, if you are able to hear or see, you can perceive your surroundings and aware of the location of any hidden or invisible creature to a range of 30 feet.

In addition, when you attack a creature you can’t see, your inability to see it does not impose disadvantage on your attack rolls against it.

Master Scout

At 20th level, you are an expert with all types of natural environments and are adept at traveling and surviving in regions which include the arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check while traveling in natural terrains, your proficiency bonus is doubled if you are using a skill that you are proficient in, excluding skills that already include double proficiency.

In addition, rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack, Dash, or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

Herbalist Features

Nature's Gift

At 2nd level, you gain the Herbalism kit as a tool.

You can create special herbal liquids, poultices, and salves that have power comparable to some potions and spells. You are assumed to be carrying or able to forage sufficient ingredients to prepare your mixtures. Using your Survival skill (Foraging PHB ppg183), you can spend 1 hour gathering herbs and prepare herbal mixtures to create a maximum number of mixtures equal to your Wisdom modifier (minimum 1).

For example, if your Wisdom modifier is 2, you could have a Cure Wounds poultice and a Goodberry Gruel. If you needed a second Cure Wounds poultice, you would need a long rest to create another.

These mixtures you create cannot be applied by anyone but you. After 24 hours, any mixtures that you have not used lose their potency.

Mixtures Known

The table below shows the types of mixtures you can create and at what Ranger level they become available. Choose your known mixtures from the table below.

Ranger level
2nd level 5th level
Cure Wounds Elixir Lesser Restoration
Cure Wounds Poultice
Detect Poison and Disease
Goodberry Gruel

Cure Wounds Poultice. If you spend 1 minute applying one of your bandages treated with one of your poultices to a wounded creature, thereby expending its use, that creature regains 1d6 hit points for every two Ranger levels you have, rounded up. Once used, a creature cannot benefit from this poultice until after a short or long rest.

Cure Wounds Elixir. You spend an action to imbibe one of your liquids, thereby expending its usage, that creature regains 1d6 hit points for every four Ranger levels you have, rounded down.

Detect Poison and Disease. If you spend 1 minute applying this liquid to a creature or object, thereby expending its usage, the effect that occurs can help you determine if the creature or object is poisoned or diseased. You have advantage on Wisdom (nature) check to identify the poison or disease if it is found in nature. If not natural, you can roll a Wisdom (medicine) check to attempt to identify it.

Goodberry Gruel. You can spend an action to imbibe this gruel. It provides enough nourishment to sustain a creature for 1 day. It also heals 1 hit point for every ranger level you have. The number of creatures that can benefit from the gruel is equal to your Proficiency modifier. Once used, a creature needs a long rest before able to gain this benefit again.

Lesser Restoration. If you spend 1 minute applying one of bandages treated with one of your poultices to a blinded, deafened, diseased, or poisoned creature, thereby expending its use, that creature gains advantage on its’ saving throws.

Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make Dexterity saving throw for only half damage, you instead take no damage if you succeed on the saving throw. You take only half damage if you fail.

Nature's Stamina

At 13th level, you gain one of the following features of your choice.

  • Your ability to endure harsh climates and survive encounters with aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, and undead have strengthened your core. You gain proficiency in Constitution saving throws.
  • You have developed great mental strength in your interactions with aberrations, celestials, dragons, elementals, fey, fiends, monstrosities, and undead who have attempted to charm, frighten, or possess you. You gain proficiency in Wisdom saving throws.

Ambush Master

Starting at 17th level, you excel at leading ambushes. You can use a bonus action on your turn in the first round of the combat to grant each ally within 30 feet of you a bonus to their initiative roll that lasts until the end of their next turn. The bonus is equal to your Wisdom modifier, minimum 1.

Each ally also receives a 10 foot increase to speed that lasts until the beginning of the their next turn.

Spell Casting Features

Ranger
Level 1st 2nd 3rd 4th 5th
1st
2nd 2
3rd 3
4th 3
5th 4 2
6th 4 2
7th 4 3
8th 4 3
9th 4 3 2
10th 4 3 2
11th 4 3 3
12th 4 3 3
13th 4 3 3 1
14th 4 3 3 1
15th 4 3 3 2
16th 4 3 3 2
17th 4 3 3 3 1
18th 4 3 3 3 1
19th 4 3 3 3 2
20th 4 3 3 3 2

Spell Casting

At 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spell casting and chapter 11 for the ranger spell list in the PHB.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your spells. To cast one of your Ranger spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Ranger spells that are available for you to cast, choosing from the Ranger spell list. When you do so, choose a number of Ranger spells equal to your Wisdom modifier + half your Ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Ranger, you have four 1st-level and two 2nd-level spell slots. With Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Ranger spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spell casting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spell casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spell Level Spells added to ranger's spell list
1 Calm Beasts (new spell), Comprehend Languages, Protection from Evil and Good
2 Primeval Awareness (new spell), Revivify Beast (new spell), See Invisibility, Warding Bond
3 Dispel Magic, Elemental Weapon, Tongues
5 Swift Attack (originally Swift Quiver)

Beast Master - Herbalist

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

At 7th level, you can cast Hunter’s Mark at the lowest level without expending a spell slot. The duration is 1 minute.

If you cast this spell expending a spell slot of the 2nd level or higher, concentration is no longer required.

Animal Companion

At 3rd level, you create a powerful bond with a creature from the wilderness to serve as your faithful companion. Choose a beast that is either no larger than Medium and that has a challenge rating of 1/2 or lower or a riding horse. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. You can have only one animal companion at a time.

The animal companion can spend one or more hit dice after a short rest, up to its maximum number of Hit Dice, which is equal to the animal companion’s Hit Dice. For each Hit Dice spent in this way, the animal companion rolls the die and adds its’ constitution modifier to it. The animal companion regains hit points equal to the total. After a long rest, the animal companion regains all lost hit points and regains spent Hit Dice, up to a number of dice equal to half of the animal companion’s total number of them.

If the animal companion’s hit points fall below 0 and it fails to be killed, it can roll death saving throws. If the animal companion dies, you can try to magically restore its life with Revivify, Revivify Beast, Raise Dead, Resurrection, or True Resurrection spell. Or you can obtain another one by spending 24 hours in meditation to locate and bond with another animal companion that is not hostile to you.

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. The two of you share a special bond and communicate using sounds, touch, hand gestures, body language and the like. You determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your animal companion has abilities and game statistics determined in part by your Ranger level. Your Animal Companion:

  • Must be no larger than Medium and be a CR of 1/2 or less. Or a riding horse.
  • Loses its multi-attack feature, if any.
  • Shares your initiative roll.
  • Obeys your verbal or somatic commands. You use a bonus action to command your beast to take the Attack action and a free action to command it to take the dash, disengage, dodge, help, or hide actions.
  • Acts freely if you are absent or incapacitated. It will protect you or take you away from harm if you are incapacitated.
  • Shares all your Ranger features you gain, such as Cover of Darkness, Evasion, etc., if applicable.
  • Adds your proficiency modifier to its AC, attack rolls, and damage rolls.
  • Gains proficiency in all saving throws and adds your proficiency bonus modifier to them.
  • Intelligence and Wisdom becomes 6 if it has an Intelligence and Wisdom score of 5 or lower.
  • Gains proficiency in two skills of your choice and adds your proficiency modifier to them.
  • Gains a HD for every Ranger level you have and increases its hit points accordingly by either taking the average or rolling for hit points.
  • Can increase one ability score by 2 or two ability scores by 1 when you gain an ability score improvement feature in the Ranger class. As normal, it can’t raise its’ ability scores above 20.
  • Shares your alignment.

Your companion has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”

d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

In addition, it is a free action to command your animal companion to take the Attack action.

Beast's Defense

At 7th level, the animal companion’s attacks are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

In addition, you and your animal companion have advantage on saving throws against Enchantment and Illusion spells.

Storm of Claws and Fangs

At 11th level, when you use the Attack action on your turn and your animal companion can see you, it can use its reaction to make an attack against the same creature.

Superior Defense

At 15th level, you and your beast each gain Uncanny Dodge. Once per turn, whenever an attacker that you (animal companion) can see hits you (animal companion) with an attack, you (animal companion) can use a reaction to halve the attack’s damage.

Beast Master - Spell Caster

Beast Master Path Spells

You gain bonus spells at the ranger levels listed.

Ranger Level Spells
3rd Beast Bond, Hunter’s Mark
5th Calm Beasts, Warding Bond
9th Conjure Animals, Revivify Beast
13th Find Greater Steed, Locate Creature
17th Commune with Nature, Rary’s Telepathic Bond

Hunter's Quarry - Added

Beginning at 3rd level, when you can cast the Hunter’s Mark spell using a spell slot, you can choose to cast it without the concentration requirement. The duration of the spell is decreased to 1 minute. You can use this feature once. You regain any expended uses when you finish a short or long rest.

You gain one additional use for every 5 levels you have in the ranger class, rounded down.

Beast Attack - Replaces Extra Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. It is a free action to command the beast to take the Attack action.

If either your animal companion or you are deceased, you or your animal companion, respectively, can attack twice, instead of once, whenever the Attack action occurs on your or your beast companions’ turn. This ends once your beast or you are revived.

Storm of Claws and Fangs - Change

Both you and your beast excel in combat. At 11th level, either you or your animal companion can attack twice, instead of once, whenever you take the attack action on your turn.

Share Spells - Replaces Superior Defense

At 15th level, when you cast a spell targeting yourself, you can also affect your animal companion with the spell if the beast is within 30 feet of you.

Hunter - Herbalist

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter's Prey

Beginning at 3rd level, your tenacity can wear down the most powerful of foes, regardless of their number.

Whenever you hit a target with a weapon attack, it takes an additional 1d6 damage, but you can't use this extra damage against the same target more than once per turn.

When you reach 11th level, the bonus damage increases to 2d4 and can be applied to the same target more than once per turn.

Skirmisher

Beginning at 3rd level, your tenacity can wear down the most powerful of foes. You gain one of the following features of your choice.

Art of War. Your skill in combat with hordes allows you to move through numbers without fear of reprisal. During your turn, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

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.

Marksman. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Also, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to make a ranged weapon attack as opposed to a melee weapon attack.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

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.

Multiattack

At 11th level, you excel in fighting against a large number of creatures. As an action, you designate any number of creatures in a 10-foot-radius sphere centered on a point you can see. Until the end of your turn, you can make a single ranged or melee attack against each of those creatures. You make a separate attack roll for each target. You must have ammunition for each target, as normal, for your ranged attacks.

Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

Elusive. You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

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.

Hunter - Spell Caster

Hunter Path Spells

You gain bonus spells at the ranger levels listed.

Ranger Level Spells
3rd Hunter’s Mark, Protection from Evil and Good
5th Locate Animals or Plants, Misty Step
9th Haste, Leomund's Tiny Hut
13th Freedom of Movement, Mordenkainen’s Faithful Hound
17th Destructive Wave, Swift Attack

Hunter's Prey - Remove

Hunter's Quarry - Added

Beginning at 3rd level, when you can cast the Hunter’s Mark spell using a spell slot, you can choose to cast it without the concentration requirement. The duration of the spell is decreased to 1 minute. You can use this feature once. You regain any expended uses when you finish a short or long rest.

You gain one additional use for every 5 levels you have in the ranger class, rounded down.

Skirmisher - Add

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Defensive Tactics - Add

Iron Mind. You have proficiency in Wisdom saving throws.

Multiattack - Add

Each target takes an additional 1d4 damage.

Spells

Beast Sense

2nd-level divination (ritual)

Casting Time: 1 action

Range: Touch: 3 miles if Beast Companion

Components: S

Duration: Concentration, up to 1 hour

You touch a willing beast. You can cast this spell on your Beast Companion if you are both within 3 miles of one another.

For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

On Druids and Rangers spell list.

Calm Beasts

1st-level enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of beasts. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a beast can choose to fail this saving throw if it wishes. If a beast fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the beast becomes hostile again, unless the DM rules otherwise.

On Druid's and Ranger's spell list.

Dayvision

2nd-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (either a pinch of dried carrot or any black gem or pearl)

Duration: 8 hours

You touch a willing creature to grant it the ability to see in the day light without negative effects. For the duration, that creature can see in the sunlight out to a range of 60 feet.

On Druid's, Ranger's, Sorcerer's, and Wizard's spell list

Primeval Awareness

1st-level divination

Casting Time: 1 minute

Range: Self

Components: V, S, M (diamonds worth 100 gp)

Duration: Instantaneous You can attune your senses to determine if any of your enemies lurk nearby. By spending 1 uninterrupted minute in concentration, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fiends, and undead.

If you have the favored enemy feature, you can sense if your favored enemies are present within 1 mile of you.

This feature reveals which of the enemies are present, the approximate number, the general direction, and approximate distance (in miles) from you. If there are multiple groups of your enemies within range, you learn this information for each group.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 1 mile for each slot above 1st when sensing for your favored enemies.

On Ranger's spell list.

Revivify Beast

2nd-level necromancy

Casting Time: 1 action

Range: Touch

Components: V, S, M (diamonds worth 100 gp, which the spell consumes)

Duration: Instantaneous

You touch a beast that has died within the last 10 minute. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.

On Druid's and Ranger's spell list.

Swift Attack

5th-level transmutation

Casting Time: 1 bonus action

Range: Touch

Components: V, S, M (a quiver containing at least one piece of ammunition or a melee Weapon)

Duration: Concentration, up to 1 minute

There are two forms of transformations that can occur.

Swift Quiver: You may transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Whirling Blades: Your magic flows through your body and into your melee weapon(s), becoming as one. As long as the melee weapon(s) remains in your hand(s), on each of your turns until the spell ends, you can use a bonus action to make two attacks.

On Ranger's spell list.

Tools

Trapper's Kit

This set of tools is used to help set up or disarm traps. Being a hunter requires you to be proficient in traps that not only deal with simple beasts but also sophisticated creatures such as humanoids. This set of tools includes a small file, 5 ft silken rope, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, hunting knife, and a pair of pliers.

You use your Wisdom modifier when using this tool. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to set up or disarm traps.

 

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