Ranger
Coated with leaves, branches, and soot, a human stalks alone through the shadows of trees, skulking behind a pack of trolls marked by a bounty. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
A half-orc, eyes burning with anger, quickly deflects the magical influence of an vampire. As her comrades rush in to flank the hissing monster, she trains her crossbow at its chest. Muttering under her breath, she looses a bolt.
Holding her hand high, a half-elf whistles to the hawk that circles high above her, calling the bird back to her side. Whispering instructions in Elvish, she points to the owlbear she's been tracking and sends the hawk to distract the creature while she rushes in, pulling the maul off her back.
Far from the bustle of cities and towns, the biting wind whistles as a cloaked man stalks through tall, dead grass amid the cold tundras of winter. Crouching low, he examines a large set of tracks as a shadow slowly looms over the hill. He looks up, tightening his grip on the bow in his hand.
Worldly Denizens
Rangers specialize in interacting and fighting within the landscape around them. Some explore and wander freely, while others try to simply settle down and live in peace as best they can. Should they find themselves in combat, rangers have learned techniques that can readily adapt to foes to deadly effect.
Thanks to their familiarity with the wilds or the need to survive, some rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Some will say that it's a pale imitation, but it is just another tool to aid in survival. Regardless of origin, these abilities, like their combat abilities, emphasize speed, stealth, and the untamed power of nature.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to adapt to and master the physical world around them. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers 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 the last - line of defense.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against a merciless foe in the wild are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.










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The Ranger
| Level | Proficiency Bonus |
Quarry Number | Features |
|---|---|---|---|
| 1st | +2 | - | Fighting Style, Ranger Conclave |
| 2nd | +2 | 1 | Ranger's Quarry, Wayfarer |
| 3rd | +2 | 1 | Overtaker, Ranger Conclave Feature |
| 4th | +2 | 1 | Ability Score Improvement |
| 5th | +3 | 2 | Extra Attack |
| 6th | +3 | 2 | Dire Pursuit, Hide in Plain Sight |
| 7th | +3 | 2 | Ranger Conclave Feature |
| 8th | +3 | 2 | Ability Score Improvement, Fleet of Foot |
| 9th | +4 | 3 | Pathfinder |
| 10th | +4 | 3 | Evasion |
| 11th | +4 | 3 | Ranger Conclave Feature |
| 12th | +4 | 3 | Ability Score Improvement |
| 13th | +5 | 4 | Seasoned Traveler |
| 14th | +5 | 4 | Vanish, Wayfarer Improvement |
| 15th | +5 | 4 | Ranger Conclave Feature |
| 16th | +5 | 4 | Ability Score Improvement |
| 17th | +6 | 5 | - |
| 18th | +6 | 5 | Feral Senses |
| 19th | +6 | 5 | Ability Score Improvement |
| 20th | +6 | 5 | Savage Sovereign |
Creating a Ranger
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? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.
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 armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Survival and you choose two skills from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, and Stealth.
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 long bow and a quiver of 20 arrows.
Fighting Style
At 1st 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.
Close-Quarters Shooter
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ranger Conclave
Starting at 1st level, you choose to emulate the ideology, training, or legacy of a ranger conclave. Your choice grants you features at 1st level and again at 3rd, 7th, 11th, and 15th level.
Ranger's Quarry
At 2nd level, it takes but a moment to size up an enemy. As an action or as part of an attack against a target that you can see, you mark your target as your quarry. The mark lasts until the target falls to 0 hit points or until you take a short or long rest. You may have a number of quarries as described in the Ranger class table. A creature can only have one mark at a time.
Once per turn you may make a weapon attack against a creature marked by you if it makes an attack or uses an action that does not include you as its target. This attack does not use your reaction and does not count as an opportunity attack.
You also gain advantage in Perception and Survival checks made to track a quarry.
Wayfarer
Starting at 2nd level, you are more than adaptable enough traverse, survive, and guide in the wilds. You gain proficiency in the Survival skill if you do not already have it. You add double your proficiency bonus to checks using this skill instead of your normal proficiency bonus.
Additionally, once per long rest, whenever you or an ally spends a hit dice to restore hit points during a short rest, each creature that spent a hit die may regain additional hitpoints equal to 1d6 + half your ranger level.
You also learn an additional language when you gain this feature. You learn another language at 14th level.
Overtaker
Starting at 3rd level, you gain advantage on initiative rolls. Additionally, on your first turn in combat, you have advantage on attack rolls against creatures have not yet acted.
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.
Dire Pursuit
At 6th level, if the target of your ranger's quarry feature ends its turn at least 5 feet away, you can use a reaction to move up to your movement speed. Moving this way does not provoke opportunity attacks and ignores difficult terrain.
Hide in Plain Sight
Starting at 6th level, you can spend 1 minute to don or doff camouflage over your armor and clothing. To do so, you must have access to fresh mud, dirt, plants, soot, or other naturally occurring materials with which to create your camouflage. This camouflage lasts until removed or destroyed by rough conditions.
Once you are camouflaged in this way, while you press against a solid surface, such as a tree or wall, that is at least as tall and as wide as you are, you gain a +10 bonus to Dexterity (Stealth) checks.
To remain camouflaged in this way while within a creature's sight, you can't move more than 5 feet during a single turn or take any actions; once you do, you must remain unseen by that creature for at least 1 full round while camouflaged to regain this benefit.
Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Pathfinder
Starting at 9th level, you ignore the effects of nonmagical difficult terrain.
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
Evasion
Starting at 10th level, 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 the saving throw, and only half damage if you fail.
Seasoned Traveler
Starting at 13th level, your travels have led you to a complete understanding of the natural realm.
You and your party have advantage on saving throws against conditions caused by weather, and no longer suffer penalties for traveling at a fast pace.
Additionally, you can no longer be surprised while resting on your travels.
Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
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.
Savage Sovereign
At 20th level, your familiarity with the wilds causes those around you to instinctively follow your lead. All allied creatures that can see you benefit from the fleet of foot, pathfinder, evasion, and vanish features.
Additionally, you can now mark an additional two targets using your ranger's quarry feature.









Ranger Conclaves
The ranger has two classic expressions: The Hunter and the Beast Master. However, there are countless others: Gloom Stalker, Horizon Walker, Monster Slayer, and many more.
Hunter
Choosing the Hunter conclaves means accepting your place as a force that exists between civilization and the wilderness. As you walk the Hunter's path, you learn techniques for tracking and fighting the countless creatures of the wild.
Hunter's Intuition
Starting at 1st level, you learn to thoroughly read intent of whatever you square up against. You gain proficiency in Wisdom (Insight) checks. If you are already proficient in Wisdom (Insight), you add double your proficiency bonus to the skill instead of your normal proficiency bonus.
Decisive Harrier
At 1st level, when you attack a creature, you may move up to half your movement speed without provoking opportunity attacks.
Specialty Tactics
At 3rd level, you gain one of the following features of your choice.
Target Wounds: You capitalize on a foe's wounds. 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.
Bring Low: When a creature within 5 feet of you 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. If the creature is Large or larger, you make the attack at advantage.
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.
Unyielding Predator
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 or charmed.
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 a melee weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Reflexes
At 15th level, you gain one of the following feature's of your choice.
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.
Beast Master
Beast Masters are rangers that have developed an especially close bond with nature and call upon an animal companion to fight alongside them.
Animal Companion
At 1st level, you learn to create a bond with a creature of the natural world.
With 8 hours of work, you call forth a creature from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, you are not limited by these choices. Your DM might also pick another creature for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
At the end of the 8 hours, you form a bond with an animal companion. You can have only one animal companion at a time.
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.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast what to do and where to move as a bonus action. If the creature has a Multiattack action, it is unable to use it while it is your companion.
Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
Companion's Bond
Starting at 3rd level, you bond with your companion is greatly strengthened.
Your animal companion gains proficiency in saving throws you know and can benefit from your ranger's quarry feature.
Your animal 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 that bonus to its AC.
Additionally, for each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion's ability scores also improve under the same restrictions as you.
Additionally, when you gain the extra attack feature, you may have your companion make one attack in place of you when both you and your companion take the Attack action on your turn.
Bolstered Predator
At 7th level, your bond with your companion has allowed it transcend into an prime specimen of its type. The hit die of your companion increases by one size, increasing its health accordingly. Additionally, its attacks are considered magical for overcoming immunities and resistances.
Storm of Claws and Fangs
At 11th level, as a bonus action, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Additionally, your companion may benefit from your dire pursuit class feature.
Defensive Teamwork
At 15th level, whenever a creature that you or your companion can see hits it with an attack, the other can use its reaction to halve the damage taken from the attack if it is adjacent to the target.
Gloom Stalker
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats as they stalk the inky veils. Such rangers are often found in the Underdark, but they lurk in every place where the light doesn't reach.
Umbral Sight
At 1st 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.
Alacrity
At 1st level, acting quickly means a decisive victory, especially when dealing with things in the dark. You add your Wisdom modifier to initiative rolls.
Dread Ambusher
At 3rd level, you master the art of the ambush. 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 of the weapon's damage type.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers that your prey may have. 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. If the target of the attack is also the target of your ranger's quarry feature, you may add your Wisdom modifier to the attack roll.
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.
Horizon Walker
Horizon Walkers watch the other planes, seeking out planar portals for one reason or another; venturing to the Inner and Outer Planes as necessary. These rangers are also acquainted to many forces in the multiverse - especially those that are well aware of the natural order and balance of the planes.
Detect Portal
At 1st level, you 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.
Flicker
Starting at 1st level, you gain the ability to traverse short distances by temporarily passing between planes. As a bonus action, you may teleport up to 30 feet to an unoccupied space you can see.
You can use this feature once per short or long rest. You gain additional uses of this feature when you gain ranger conclave features at 3rd, 7th, 11th, and 15th level.
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.
You may use this feature as part of your attack if your target is also the target of your ranger's quarry. If you do, the additional 1d8 damage is reduced to 1d4 damage.
When you reach 11th level in this class, the extra damage increases to 2d8. Additionally at 11th level, if you use this feature against your quarry as part of the attack, the damage increases to 2d4.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, 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 rapidly pass between the planes in the blink of an eye. When you take 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.
Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, fey, fiends, and other beings that may wield magic. Trained to hyper-refine focus, Slayers are experts at unearthing and defeating mighty, mystical foes.
Hunter's Sense
At 1st level, you gain the ability to peer at 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. Additionally, the next attack you hit against that target deals additional damage equal to your Wisdom modifier.
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 when you finish a long rest.
Walking Bestiary
Starting at 1st level, whenever you make an History, Nature, or Religion check related to recalling information about creatures, you are considered proficient in those skills and gain advantage on the check.
Slayer's Prey
Starting at 3rd level, as a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. If the target is not under the effects of your ranger's quarry feature, the first time each turn that you hit that target with an weapon attack, it takes an extra 1d6 damage from the weapon.
If the target is under the effects of your ranger's quarry feature, you may instead begin concentrating as if concentrating on a spell. While concentrating, the ranger's quarry feature now deals an extra 1d6 damage to the target whenever you hit it with a weapon attack.
This benefit lasts until you finish a short or long rest. The feature ends early if the creature is reduced to 0 hitpoints or you lose concentration.
Supernatural Defenses
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 targets grapple, add 1d6 to your roll.
Disruptor
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 a DC 8 + your proficiency modifier + your Wisdom modifier, or its spell or teleport fails and is wasted. If the creature is under the effect of your slayer's prey it makes the roll at disadvantage.
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 your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
Wildheart
You have an innate connection with nature that goes beyond that of your peers. A Wildheart truly protects the line between civilization and nature, letting neither consume the other. They use primal energies surrounding them to augment their physical prowess.
Primeval Awareness
Beginning at 1st level, your connection with nature allows you to establish a link to beasts and detect unnatural presences. You now have an innate ability read a beast's basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, and its short-term needs (such as food and safety).
Additionally, you may concentrate for 1 minute as if concentrating on a spell. If you do, 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 reveal the creatures' types, relative direction (north, south-east, west, etc.) rough numbers (few or many). You can use this feature a number of times equal to your Wisdom modifier. You regain all uses after finishing a long rest.
Wild Prodigy
Starting at 1st level, you learn the druidcraft cantrip and one other Druid cantrip of your choice. Wisdom is your spellcasting ability. Whenever you gain a level in this class, you can replace one of the cantrips you know with another cantrip of your choice from the druid list.
Sylvan Harmony
Starting at 3rd level, you become deeply attuned to all facets of nature. You gain proficiency with Intelligence (Nature) checks if you do not already have proficiency. You add double your proficiency bonus to any check that uses this skill instead of your normal proficiency bonus.
Spellcasting
When you reach 3rd level, you augment your martial prowess with- the ability to cast spells.
Cantrips. You learn another Druid cantrip of your choice at 11th level.
Spell Slots. The Wildheart Spellcasting 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.
Preparing and Casting Spells. The Wildheart table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a spell slot of the spell's level or whigher. 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 (minimunm of one spell). The spells must be of a level for which you have spell slots.
One of the spells prepared may come from the Druid list. You may prepare one additional druid spell at 7th, 11th, 15th, and 20th level in this class.
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 focusing inward and recalling your experiences: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells, since you learn your spells through inherent understanding and practice. 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 spell you cast and when making an attack roll with one.
Spellcasting Focus. You can use a druidic focus as a spellcasting focus.
Spell Save DC = 8 + your proficiency bonus +
Spell attack modifier = your proficiency bonus +
Wildheart Spellcasting Table
| Ranger Level | Cantrips Known | 1st | 2nd | 3rd | 4th | |||
|---|---|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | — | — | — | |||
| 4th | 2 | 3 | — | — | — | |||
| 5th | 2 | 4 | 2 | — | — | |||
| 6th | 2 | 4 | 2 | ─ | ─ | |||
| 7th | 2 | 4 | 3 | — | — | |||
| 8th | 2 | 4 | 3 | — | — | |||
| 9th | 2 | 4 | 3 | 2 | — | |||
| 10th | 3 | 4 | 3 | 2 | ─ | |||
| 11th | 3 | 4 | 3 | 3 | ─ | |||
| 12th | 3 | 4 | 3 | 3 | ─ | |||
| 13th | 3 | 4 | 3 | 3 | 1 | |||
| 14th | 3 | 4 | 3 | 3 | 1 | |||
| 15th | 3 | 4 | 3 | 3 | 2 | |||
| 16th | 3 | 4 | 3 | 3 | 2 | |||
| 17th | 3 | 4 | 3 | 3 | 3 | |||
| 18th | 3 | 4 | 3 | 3 | 3 | |||
| 19th | 3 | 4 | 4 | 4 | 4 | |||
| 20th | 3 | 4 | 4 | 4 | 4 |
Gaia's Boon
Beginning at 7th level, when you make a Constitution saving throw to maintain concentration, you may use your reaction to gain proficiency in Constituion saving throws until the end of the turn. If you already have proficiency, you add twice your proficiency to the save instead.
Shamanic Fighting
Beginning at 11th level, you learn how to weave spells using successful strikes. Once on each of your turns, if you successfully hit with both attacks using your Attack action, you may cast a cantrip or a 1st-level spell as a bonus action. The spell must have a casting time of 1 action and must be from the druid or ranger spell list. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all uses after a long rest.
Primal Conduit
At 15th level, you learn one 5th level spell from the druid or ranger spell list. You may cast spells gained from this feature once per long rest. You may change this spell to another 5th level spell from the druid or ranger spell list when you gain a level in this class.
You gain a second 5th level spell and usage at 17th level, and a third spell and usage at 20th level.
Appendix
Unused/Scrapped Ideas
Exploitive Strikes (Hunter)
At 2nd level, your weapon attacks against targets marked by by your ranger's quarry feature score a critical hit on a roll of 19 or 20.
Discover Weakness (Monster Slayer)
At 1st level, as a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. On a success, you gain advantage against that creature.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Worldly Guide
You are more than adaptable enough to navigate and lead others around but excel in certain locales.
You have advantage on initiative rolls and gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn’t slow your group’s travel.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- Your group can move stealthily at a normal pace.
- While tracking other creatures, you also learn their sizes and how long ago they passed through the area.
You also select a favored terrain from the following list: Arctic, Coast/Sea, Desert, Forest, Grassland, Open Sky, Swamp, Subterranea/Ruins (Underground), Urban/Ruins (Above ground). You gain the following benefits while in your favored terrain:
- When you make an Intelligence or Wisdom check related to your selected terrains, you add your proficiency modifier to the roll. If you already add proficiency for that check, your proficiency is doubled for that roll.
- On the first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
You gain an additional favored terrain at 6th level, and again at 10th level.
Ranger's Quarry
Beginning at 1st level, you can handle any creature that comes your way, but excel at dispatching certain types.
Choose one of the following options for a favored enemy. You may select from the following: beasts, humanoids, fey, undead, monstrosities, aberrations, celestials, constructs, dragons, elementals, fiends, or giants. If you pick “humanoids,” you instead pick two from the subcategories listed at the end of this feature.
When you gain this feature, you also gain one additional language that your favored enemy could possibly speak, if any. Additionally, you have advantage on Wisdom (Survival) checks to track your selected enemy types, as well as Intelligence checks to recall information about them.
Starting at 2nd level, you gain the following bonuses:
- You learn the hunter’s mark spell. This does not count against the number of ranger spells known.
- You may cast hunter’s mark at 1st-level without using a bonus action or spell slots as part of an attack once per short or long rest.
- When you attack your favored enemy type while under the effects of your hunter’s mark spell, you score a critical hit on a 19-20.
You choose one additional favored enemy, as well as one associated language, at 6th and 14th level.
| Humanoid Subcategory | Humanoids Included |
|---|---|
| Aquatic | Sahuagin, Sea Spawn, Aquatic Elves, Triton |
| Bestials | Aarakocra, Flind/Gnoll, Jackalwere, Kenku, Lycanthrope, Tabaxi, Thri-kreen, Minotaurs |
| Deep-Dwellers | Deep Scion, Drow, Duergar, Grimlock, Quaggoth, Svirfneblin, Troglodyte, Xvart |
| Demi-Humans | Dwarf, Elf (Wood, High, Eladrin), Halfling, Half-Elf, Human, Gnome (Forest, Tinker), Goliath |
| Goblinoid | Bugbear, Goblin, Hobgoblin, Half-Orc, Nilbog, Orc, Orog |
| Outsiders | Aasimar, Firbolg, Genasi, Githyanki, Githzerai, Tiefling |
| Reptilians | Dragonborn, Half-Dragon, Kobold, Lizardfolk, Yuan-ti |
Credits!
I, No Laifu, don't own ANY of the pieces of art used in this document, nor do I profit from any of them, nor do I intend to profit from any of them in any capacity. If this document is circulated at cost, it is being sold illegally.
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Image on Page 1 is made and owned by Will O'Brien (source: http://www.epilogue.net/art/45522-ranger).
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Image on Page 7 is made and owned by Cristi-B (source: https://www.deviantart.com/cristi-b/art/Falconer-349601676)
This document was made by No Laifu (\u\the15thpaladin). Special Thanks to those people on Matt Colville's Discord for helping me form ideas. Special Thanks to these individuals in particular:
- McDom
- Okra the Bugbear (\u\o-kra)
- Skrzynek the Mimic
- Entrench
- Rangerpool
- EL-GBT
- Xaireph
- Ursaskye
- Sky