The Capable Ranger
Ranger
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Expertise, Favoured Enemy, Favoured Terrain | — | — | — | — | — |
| 2nd | +2 | Spellcasting, Fighting Style | 2 | — | — | — | — |
| 3rd | +2 | Ranger Conclave, Primeval Awareness | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
| 6th | +3 | Greater Favoured Enemy, Fleet of Foot | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Conclave Feature | 4 | 3 | — | — | — |
| 8th | +3 | Land's Stride, Ability Score Improvement | 4 | 3 | — | — | — |
| 9th | +4 | - | 4 | 3 | 2 | — | — |
| 10th | +4 | Superior Hunter’s Mark, Favoured Terrain Improvement | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Conclave Feature | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | - | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Hide in Plain Sight, Greater Favoured Enemy Improvement | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Conclave Feature | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | - | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Foe Slayer | 4 | 3 | 3 | 3 | 2 |
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 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
- Armor: light armour, medium armour, shields
- Weapons: simple weapons, martial weapons
- Tools: Choose one from herbalism kit, poisoner's kit, tinker's tools, or woodcarver's tools
- Saving Throws: Strength, Dexterity
- Skills: Choose three from 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 shortswords or (b) two simple weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) woodcarver's tools or (b) another tool
- a longbow, and a quiver of 20 arrows
Expertise
Choose two skills you are proficient in among Animal Handling, Nature, Perception, Stealth, and Survival. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Favoured Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favoured enemy: beasts, fey, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favoured enemies.
When you make an attack roll against your favoured enemy, you score a critical hit on a roll of 19 or 20. You also have advantage on Wisdom (Survival) checks to track your favoured 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 favoured enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Favoured Terrain
You are particularly familiar with one type of natural environment and are adept at surviving in such regions; you choose one of the following favoured terrain options. You choose an additional favoured terrain at 10th level.
Arctic: You gain resistance to cold damage. You can survive on half the amount of food and water as usual.
City: You become proficient with disguise kits and thieves tools. You learn an additional language of your choice.
Coast: You gain a swimming speed of 20 (if you already have a swimming speed, then add 10 feet to it). Being underwater doesn’t affect your visibility. This feature does not grant low-light vision or darkvision.
Desert: You gain resistance to fire damage. You have advantage on Constitution saves to avoid exhaustion from non-magical extreme cold.
Forest: You become proficient with one skill and two tools from the Ranger proficiencies list.
Grassland: Your walking speed increases by 5 feet. You may travel for up to 24 hours before you must begin to make Constitution saving throws to avoid exhaustion.
Mountain: You gain a climbing speed of 20 (if you already have a climbing speed, then add 10 feet to it). You have advantage on saving throws to grab ledges or to otherwise avoid falling.
Swamp: You gain resistance to poison damage. You have advantage on saving throws to avoid being poisoned.
Underdark: You gain darkvision up to 60 feet (if you already have darkvision, then add 30 feet to it). Additionally, if you use less than half your movement on your turn, then your steps are not felt by creatures with tremorsense.
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.
Dueling
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, even if the new roll is a 1 or a 2. 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
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spell, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 know the 1st level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either 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 prayer and meditation: at least 1 minute per spell level for level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting 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
Spell attack modifier
Hunter's Mark
You know the spell hunter’s mark. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Ranger Conclave
At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Primeval Awareness
Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Greater Favoured Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favoured enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favoured enemy, including an additional language. Additionally, you have advantage on saving throws against the spells and abilities used by favoured enemies.
You choose one additional favoured enemy, as well as an associated language, at 14th level.
Fleet of Foot
Also at 6th level, 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.
Land's Stride
Starting at 8th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Also, while travelling for an hour or more, non-magical difficult terrain does not slow your group’s travel as long as you are in the lead.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as the entangle spell.
Superior Hunter’s Mark
Starting at 10th level, when you cast hunter’s mark, it lasts its duration without concentration. However, you may have only one hunter’s mark cast at a time and the spell ends if you cast it again. The spell also ends if you are incapacitated or killed. Otherwise, the spell functions as usual.
When a creature is under the effect of your hunter's mark, it is considered one of your favoured enemies (if it isn't already) until the spell ends. You do not learn a new language from this temporary favoured enemy.
Hide in Plain Sight
Also at 14th level, you can spend 1 minute creating camouflage for yourself or another creature. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once a creature is camouflaged in this way, they can try to hide by pressing up against a solid surface, such as a tree or wall, which is at least as tall and wide as they are. They gain a +10 bonus to dexterity (stealth) checks as long as they remain there without moving or taking actions. Once they move or take an action or a reaction, they must be camouflaged again to gain this benefit.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. When you make an attack roll against one of your favoured enemies, you score a critical hit on a roll of 18 or higher.
Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favoured enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Beast Master Conclave
Beast Master Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | animal companion, speak with animals |
| 5th | beast sense, enlarge/reduce |
| 9th | conjure animals, haste |
| 13th | dominate beast, polymorph |
| 17th | awaken, skill empowerment |
Companion's Bond
Your animal companion gains a variety of benefits while it is linked to you.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Your animal companion gains the benefits of your Favoured Enemy feature and of your Greater Favoured Enemy feature when you gain that feature at 6th level. It uses the favoured enemies you selected for those features.
Your companion also gains the benefits of your Land's Stride feature at 8th level.
Whenever you gain the Ability Score Improvement class feature in this class, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1.
As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Beast Training
Your skill at training animals allows you to tame powerful beasts to use in battle. The companion you summon with animal companion is more powerful then normal.
The beast you choose as your companion may have a challenge rating of 1 or lower and be no larger than Large. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
As an action, you can give your companion a command. Once you have the Extra Attack feature, you can make one attack yourself and also give your companion a command.
Your companion follows the given command on its turn until another command is given, it completes the command, or the command becomes impossible. Your companion cannot follow more than one command at a time. You can issue a command not listed here. Your DM determines if your companion can follow the command.
Attack. You designate an enemy for your companion to attack. Until you give it another command, your companion will move towards the designated creature and use its action to make an attack with the designated creature as the target. Your companion will use it's action to dash towards the creature, if necessary to reach it.
Dodge. Your companion focuses on avoiding attacks. Your companion will take the Dodge action.
Find. Your companion tries to find something. Your companion will take the Search action.
Help. Your companion does its best to assist you or another creature you designate. Your companion will take the Help action.
Hide. Your companion attempts to become hidden. Your companion will take the Hide action.
Lie Down. Your companion will go prone. It will stand if a command you give it requires it to use its movement.
Run. Your companion uses all of its movement to move where you direct it. Your companion will use its action to dash until it reaches the designated place, if necessary.
Sneak. Your companion focuses on moving quietly. It will move at a slow pace.
Stay. Your companion will stay where it is. It will not use its movement.
Stop. Ends the current command. Your companion acts on its own, focusing on protecting you and itself.
Exceptional Training
Beginning at 7th level, your companion’s attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, when your animal companion hits a creature marked by your hunter’s mark with a weapon attack, your companion deals an extra 1d6 damage to it.
Your animal companion also has advantage on Perception and Survival checks to find a creature you have marked by hunter’s mark.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has that action.
Superior Beast's Defense
At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Hunter Conclave
Hunter Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | ensnaring strike, zephyr strike |
| 5th | invisibility, spider climb |
| 9th | clairvoyance, slow |
| 13th | locate creature, pass without trace |
| 17th | skill empowerment, tree stride |
Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
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.
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.
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.
Steel Will. You have advantage on saving throws against being frightened.
Multiattack
At 11th level, you gain one of the following features of your choice.
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.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice.
Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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
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.
Gloom Stalker Conclave
Gloom Stalker Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | disguise self, sleep |
| 5th | invisibility, rope trick |
| 9th | fear, nondetection |
| 13th | greater invisibility, pass without trace |
| 17th | passwall, seeming |
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Monster Slayer Conclave
Monster Slayer Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | heroism, protection from evil and good |
| 5th | magic weapon, zone of truth |
| 9th | elemental weapon, magic circle |
| 13th | banishment, locate creature |
| 17th | hold monster, planar binding |
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically 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.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. 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.
Horizon Walker Conclave
Horizon Walker Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | absorb elements, protection from evil and good |
| 5th | misty step, rope trick |
| 9th | haste, sending |
| 13th | banishment, dimension door |
| 17th | dispel evil and good, teleportation circle |
Planar Knowledge
At 3rd level, you have advantage on Intelligence checks made to recall information about the inner, outer, and transitive planes of existence, as well as information about planar travel.
You also gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Distant Strike
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Swarmkeeper
Gathered Swarm
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
Swarm Appearance
| d4 | Appearance |
|---|---|
| 1 | Swarming insects |
| 2 | Miniature twig blights |
| 3 | Fluttering birds |
| 4 | Playful pixies |
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
The attack's target takes 1d6 piercing damage from the swarm. The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. You are moved by the swarm 5 feet horizontally in a direction of your choice.
Swarmkeeper Magic
Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Swarmkeeper spells
| Ranger Level | Spell |
|---|---|
| 3rd | faerie fire, mage hand |
| 5th | web |
| 9th | gaseous form |
| 13th | arcane eye |
| 17th | insect plague |
Writhing Tide
Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mighty Swarm
At 11th level, your Gathered Swarm grows mightier in the following ways:
- The damage of Gathered Swarm increases to 1d8.
- If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
- When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
Swarming Dispersal
When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Fey Wanderer
Dreadful Strikes
At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
Fey Wanderer Magic
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Fey Wanderer spells
| Ranger Level | Spell |
|---|---|
| 3rd | charm person |
| 5th | misty step |
| 9th | dispel magic |
| 13th | dimension door |
| 17th | mislead |
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
Feywild Gifts
| d6 | |
|---|---|
| 1 | Illusory butterflies flutter around you while you take a short or long rest. |
| 2 | Fresh, seasonal flowers sprout from your hair each dawn. |
| 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
| 4 | Your shadow dances while no one is looking directly at it. |
| 5 | Horns or antlers sprout from your head. |
| 6 | Your skin and hair change color to match the season at each dawn. |
Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Beguiling Twist
Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Fey Reinforcements
At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Misty Wanderer
When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Animal Companion
(druid, ranger)
1st-level transmutation (ritual)
- Casting Time: 1 hour
- Range: Self
- Components: V, S, M (25gp worth of rare herbs and fine food, which the spell consumes)
- Duration: Instantaneous
You learn to use your magic to create a powerful bond with a creature of the natural world.
Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. At the end of the casting time, your animal companion appears in an empty space within range. You can have only one animal companion at a time.
The animal companion loses its Multiattack action, if it has one.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Like any creature, the beast can spend Hit Dice during a short rest.
The beast obeys your commands as best as it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. If you don't issue a command, the beast takes the Dodge action.
Your companion shares your alignment, and has a personality trait and a flaw. Your companion shares your ideal, and its bond is always, “The person who travels with me is a beloved companion for whom I would gladly give my life.”
If your animal companion is ever slain, the magical bond you share allows you to return it to life. By casting this spell again, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.