### 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.
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### 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.
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#### 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.
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### 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.
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### 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
C**omponents:** 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
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#### 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.
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#### 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.
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### 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.