##### The Ranger
**— Spell Slots per Spell Level —**
| Level | Proficiency
Bonus | Features | Spells
Known | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:--:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Favored Enemy, Natural Explorer, Animal Empathy | — | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — |
| 3rd | +2 | Ranger Conclave, Stalker | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Natural Explorer Improvement | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Conclave feature | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | — | — | — |
| 9th | +4 | ─ | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Natural Explorer Improvement, Vanishing Action | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Conclave feature | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 9 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Feral Senses | 10 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Conclave feature | 11 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 12 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ─ | 13 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Primal Detection | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Apex Hunter |15 | 4 | 3 | 3 | 3 | 2 |
### 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? Did you leave your apprenticeship, or was your mentor slain? 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.
Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
#### Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.
## Class Features
As a ranger, you gain the following class features.
#### Hit Points
**Hit Dice:** 1d10
**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:** Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, 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 melee weapons
* (*a*) a dungeoneer's pack or (*b*) an explorer's pack
* (*a*) a simple or martial ranged weapon and a container with 20 pieces of ammunition or (*b*) a shield
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### Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, and hunting your opponent.
You can focus your attentions to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know.
### Natural Explorer
You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.
##### Canny
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice.
##### Roving
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
##### Tireless
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier. You can use this action a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
### Animal Empathy
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.
Over the course of a long rest you can befriend a wild beast from the surrounding region. The DM chooses the beast, which regards you as a friendly acquaintance for the next 24 hours, and can help you forage, track, or scout but will not fight for you.
Through sounds and gestures, you can communicate simple ideas with the beast and they can understand the meaning of your words, though you have no special ability
to understand them in return.
### Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, or Two-Weapon Fighting. You can't take a Fighting Style option more than once, even if you later get to choose again.
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#### Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
#### Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
#### 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.
### Spellcasting
By the time you reach 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 spellcasting and chapter 11 for the ranger spell list.
#### Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger 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.
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.
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#### Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, whenever you finish a long rest, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
#### 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** = 8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** = your proficiency bonus +
your Wisdom modifier
### Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Those features include conclave spells.
#### Conclave Spells
Each conclave has a list of associated spells. You learn these spells at the levels specified in the conclave description. Once you gain a Conclave spell, you always know it, and it doesn't count against the number of ranger spells you know.
If you gain a conclave spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
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### Stalker
Starting at 3rd level, you learn hunting techniques that let you be unseen by your prey. You can use the Hide action as a bonus action on your turn.
In addition, if you make no attacks on the turn you use the Hide action, you gain a bonus to Dexterity (Stealth) checks equal to your Wisdom modifier as long as you don't move or take actions. Once you move or take an action or a reaction, you lose this bonus.
### 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.
### 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 can't be tracked by nonmagical means, unless you choose to leave a trail.
### Vanishing Action
Starting at 10th level, you can momentarily obscure your actions. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
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.
### Feral Senses
Beginning at 14th level, you gain heightened senses like a beast of the wilds. You have advantage on initiative rolls and Wisdom (Perception) checks that rely on hearing or sight.
### Primal Detection
At 18th level, you gain preternatural senses that help you fight creatures you can't see. You ignore the invisible condition of any creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
### Apex Hunter
At 20th level, your instincts have been sharpened to the point of precognition. You can take two turns during the first round of any combat. You take your first turn at your initiative plus 10 and your second turn at your normal initiative. You can't use this feature when you are surprised.
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## Ranger Conclaves
While all rangers gain skill in hunting, exploration, and a blend of magic and martial skill, each ranger could have a different expression of their talents, depending on what skill they wish to master or the prey they prefer to hunt. These are represented by the conclave they choose.
### Beast Master Conclave
Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Master Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
#### Beast Master Magic
You gain conclave spells at the ranger levels listed.
##### Beast Master Spells
| Ranger Level | Spell |
|:---:|:---:|
| 3rd | *command* |
| 5th | *enhance ability* |
| 9th | *catnap ^XGE^* |
| 13th | *dominate beast* |
| 17th | *awaken* |
#### Animal Companion
At 3rd level, you forge a powerful bond with a creature of the natural world.
With 8 hours of work, you call forth an animal from the wilderness to serve as your faithful companion. You determine the nature of the companion when you call it (see Companion Types below). The companion obeys your commands as best it can.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and special talismans, you call forth your companion's spirit and use your magic to restore it's body for it. You can return an animal companion to life in this manner even if you only possess a 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.
#### Companion's Bond
Your animal companion gains a variety of benefits while it is linked to you.
**Companion's Bond.** While you and your companion are within 5 miles of each other, your bond lets either of you know the other's direction and distance from them (in miles), and if the other's current hit points are at 0.
**Actions in Combat.** Your animal companion 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
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your turn, you can verbally command (no action required) your companion to move and to take the Dash, Disengage, Dodge, Help, or Search action, or use your bonus action to command it to take the Attack action. If you don't issue a command, the beast takes the Dodge action.
**Attacks in Combat.** You can use a bonus action on your turn to command your companion to attack a target that you can see. Your companion can use its action to attack that target until it or your companion dies, you call off your companion (no action required), or use a bonus action on your turn to command your companion to attack a different target.
**Proficiencies.** Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. Your animal companion also adds your proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills listed under its Companion Type and two ability saving throws of your choice.
**Maximum Hit Points & Hit Dice.** For each ranger level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. It also has a number of hit dice equal to your ranger level, which it can spend during a short rest.
**Saving Throw DC.** If an ability, attack, or feature of your companion involves forcing a target to make a saving throw, the saving throw DC is equal to your spell save DC.
**Ability Score Improvement.** Any time you gain an Ability Score Improvement, your companion can increase one of it's ability scores of your choice by 2, or it can increase two of it's ability scores of your choice by 1. You can't increase an ability score above 20 or Intelligence above 3 using this feature.
**Personality.** Your companion shares your alignment, and you determine its personality traits and flaws. Alternatively, you can select them 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."
>##### Companion Types
>There are three distinct types of animal companions. Each with its own strengths and weaknesses. You choose a companion's type as well as its size and movement speeds (determined by the companion type) when you summon it for the first time. The three companion types are:
>
>**Sentinel.** Sentinel companions are trusted bodyguards and brothers-in-arms. Sentinels might be slow but they are strong and tough. Typical sentinel animals are bears or boars.
>
>**Stalker.** Stalker companions combine both agility and fighting prowess and are the preferred companions of rangers who rely on stealth. Typical stalker animals are panthers or wolfs.
>
>**Scout.** Scout companions are ideally suited to sneak ahead and alert the ranger to looming dangers or to harass and distract your enemies. Typical scout animals are weasels or owls.
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## Animal Companion Statistics by Type
___
___
> ## Sentinel Companion
>*Large or medium beast, unaligned*
> ___
> - **Armor Class** 12 (10 + Dexterity modifer + proficiency bonus
> - **Hit Points** 29 (3d12 + 9)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|10 (+0)|17 (+3)|3 (-4)|10 (+0)|7 (-2)|
>___
> - **Skills** Athletics, Intimidation, Perception, Survival
> - **Senses** Darkvision 30 ft.
> - **Languages** —
>
>
>***Intimidating Presence.*** The sentinel can use Strength instead of Charisma when making Intimidation checks.
>
> ***Keen Sense.*** The sentinel has advantage on Wisdom (Perception) checks that rely on one specific sense. Choose one of either hearing, sight, or smell.
>
> ***Rush.*** If the sentinel moves at least 20 ft. straight toward a creature and then hits it with a natural weapon attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone.
>
> ### Actions
> ***Natural Weapon.*** Melee Weapon Attack: +5 (Str + proficiency bonus) to hit, range 5 ft., one target.
>*Hit*: 12 (2d6 + Str + proficiency bonus) piercing, slashing, or bludgeoning damage.
>
___
___
> ## Stalker Companion
>*Medium or small beast, unaligned*
> ___
> - **Armor Class** 14 (10 + Dexterity modifer + proficiency bonus)
> - **Hit Points** 20 (3d10 + 3)
> - **Speed** 40 ft., either swim 30 ft. or climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|14 (+2)|13 (+1)|3 (-4)|13 (+1)|7 (-2)|
>___
> - **Skills** Acrobatics, Athletics, Intimidation, Perception, Stealth, Survival
> - **Senses** Darkvision 60 ft.
> - **Languages** —
>
>***Intimidating Presence.*** The stalker can use Strength instead of Charisma when making Intimidation checks.
>
> ***Keen Sense.*** The stalker has advantage on Wisdom (Perception) checks that rely on two specific senses. Choose two of either hearing, sight, or smell.
>
> ### Actions
> ***Natural Weapon.*** Melee Weapon Attack: +4 (Str/Dex + proficiency bonus) to hit, range 5 ft., one target.
>*Hit*: 9 (1d8 + Str/Dex + proficiency bonus) piercing, slashing, or bludgeoning damage.
>
___
___
> ## Scout Companion
>*Small or tiny beast, unaligned*
> ___
> - **Armor Class** 15 (10 + Dexterity modifer + proficiency bonus)
> - **Hit Points** 14 (3d8 + 0)
> - **Speed** either 50 ft., climb 40 ft., swim 40 ft.
or 10 ft., flying 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|7 (-2)|17 (+3)|10 (+0)|3 (-4)|16 (+3)|7 (-2)|
>___
> - **Skills** Acrobatics, Athletics, Perception, Stealth, Survival
> - **Senses** Darkvision 120 ft.
> - **Languages** —
>
>***Elusive.*** Opportunity attacks against the scout are made with disadvantage.
>
> ***Keen Senses.*** The scout has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.
>
> ***Uncanny Dodge.*** When an attacker that the scout can see hits it with an attack, it can use its reaction to halve the attack's damage.
>
> ### Actions
> ***Natural Weapon.*** Melee Weapon Attack: +5 (Dex + proficiency bonus) to hit, range 5 ft., one target.
>*Hit*: 7 (1d4 + Dex + proficiency bonus) piercing, slashing, or bludgeoning damage.
>
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##### Companion Trait
| 1d6 | 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. |
| 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. |
##### Companion Quirk
| 1d6 | Flaw |
|:---:|:---:|
| 1 | Any food is clearly food for me. |
| 2 | I menace at strangers, and all people except my ranger are strangers to me. |
| 3 | Any time is a good time for scritches. |
| 4 | There is a problem, you were not paying attention to me. I have solved that problem. |
| 5 | Sunlight makes me sleepy. |
| 6 | I jump on creatures to tell them how much I love them. |
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#### Magical Bond
At 7th level, you gain the following benefits:
* Your companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
* When you cast a spell targeting yourself, you can also affect your animal companion with the spell if you can see your companion.
#### Peerless Teamwork
Beginning at 11th level, you and your animal companion learn to master hunting as one coordinated unit. Both you and your animal companion can use the Help action as a bonus action, but only to aid your respective partner. Additionally, when you use the Help action to aid your animal companion in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
#### Protective Instinct
At 15th level, the powerful bond between you and your companion lets you aid each other when facing danger. When you and your companion can see each other, you gain the following benefits:
* When either you or your animal companion is attacked by a creature within 5 feet of the other, the other can use their reaction to impose disadvantage on the attack.
* When either you or your animal companion must make a saving throw, the other can use their reaction to give the target advantage on the saving throw.
### Bounty Hunter Conclave
Mercenaries and detectives may be drawn to the Bounty Hunter’s lifestyle. Bounty Hunters excel at locating and apprehending their enemies, especially those who thrive in the shadows of urban environments. Their sense of perception and skills at investigating have developed to be razor sharp.
#### Conclave Spells
You gain conclave spells at the ranger levels listed.
##### Bounty Hunter Spells
| Ranger Level | Spell |
|:---:|:---:|
| 3rd | *disguise self* |
| 5th | *hold person* |
| 9th | *tongues* |
| 13th | *locate creature* |
| 17th | *passwall* |
#### Disarming Strike
At 3rd level, when you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding, or release a creature it is grappling. The target must make a Strength saving throw. On a failed save, it drops the object, which lands at its feet, or releases the grapple. You can use this feature a number of times equal to your Wisdom modifier. You regain expended uses on a short or long rest.
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#### Investigator
At 3rd level, you are adapt at finding your marks. Whenever you make an Intelligence (Investigation) check to determine the whereabouts or information of a creature, treat a roll of 7 or lower on the d20 as an 8. When speaking with humanoids, you have advantage on any Wisdom (Insight) checks you make to determine whether a creature is lying.
#### Heightened Awareness
At 7th level, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
In addition, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
#### Press the Attack
At 11th level, the power or finesse behind your attacks leaves your target vulnerable, giving you an opportunity to strike again. When you take the Attack action and hit with two weapon attacks against one target, you can make an additional weapon attack against the same target as part of the same action.
#### Quick Draw
At 15th level, you respond to threats with extraordinary speed. You can make a special attack when a hostile creature that you can see within 30 feet uses its reaction. To make this special attack, you use your reaction to make one weapon attack against the provoking creature. The attack interrupts the provoking creature's reaction, occuring right before the creature's reaction takes effect. On a hit, the creature must make Constitution saving throw. On a failed save, the creature's reaction is wasted.
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### Gloom Stalker Conclave
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 before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
#### Conclave Spells
You gain conclave spells at the ranger levels listed.
##### Gloom Stalker Spells
| Ranger Level | Spell |
|:---:|:---:|
| 3rd | *bane* |
| 5th | *rope trick* |
| 9th | *fear* |
| 13th | *greater invisibility* |
| 17th | *mislead* |
#### 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.
Also, if you take the Attack action on your first turn of each combat, you can make one additional weapon attack as part of that action. If that attack hits, the target must make a Wisdom saving throw. If the creature fails its saving throw, it is frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
#### Umbral Presence
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, 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).
In addition, creatures can't detect your presence through any effect that would let them detect thoughts.
#### Stalker’s Terror
At 11th level, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Also, you have advantage on attack rolls against any creature that is frightened.
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#### Disruptive Counter
At 15th level, you can swiftly attack an enemy to foil their attempt to harm you. When a creature you can see forces you to make a spell saving throw, you can use your reaction to make one weapon attack against that creature. 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.
### Horizon Walker Conclave
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
#### Conclave Spells
You gain conclave spells at the ranger levels listed.
##### Horizon Walker Spells
| Ranger Level | Spell |
|:---:|:---:|
| 3rd | *protection from evil and good* |
| 5th | *misty step* |
| 9th | *protection from energy* |
| 13th | *banishment* |
| 17th | *teleportation circle* |
#### Planar Traveler
At 3rd 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 5 miles of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
In addition, when outside of the prime material plane, as an action, you may expend a spell slot to project a 30-foot radius sphere of protective energy for 24 hours or until dismissed. For the duration, the sphere moves with you, centered on you. Each nonhostile creature in the sphere (including you) is protected from general negative environmental effects of the current plane of existence. Such effects include temperature, poisonous gas, lack of air, despair and other generalized effects specific to that plane. This ability does not provide protection from the effects of traps, magic, physical sources of damage, or from specific, localized effects such as an earthquake, tornado, or lava pool.
#### Horizon Warrior
At 3rd level, you learn to direct the energies of the multiverse to weaken your foes’ tethers to the plane.
Once on each of your turns, when you hit a creature with a weapon attack, you can have all damage dealt by the attack become force damage, and the creature takes an extra 1d8 force damage from the attack. If the creature is not on its home plane, it takes an extra 2d8 force damage instead.
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 short or long rest.
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#### Spectral Step
At 7th level, you learn to step through the planes bordering your own. 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. When cast with this feature the spell will have an effect as long as there is at least one plane bordering your current one.
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 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.
#### Planar Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to dodge in unforeseen ways. 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.
\pagebreakNum
### Monster Hunter Conclave
There are many reasons a ranger will take on the mantle of a Monster Hunter: they may have accepted their role as the barrier between civilization and wild monsters, they may enjoy the abundant rewards that hunting rare but deadly beasts and monstrosities bring, but many hunters simply live for the thrill of the hunt. Monster Hunters are fierce predators that have mastered pinpointing and taking advantage of their foes’ weaknesses to bring them down.
#### Conclave Spells
You gain conclave spells at the ranger levels listed.
##### Monster Hunter Spells
| Ranger Level | Spell |
|:---:|:---:|
| 3rd | *faerie fire* |
| 5th | *magic weapon* |
| 9th | *slow* |
| 13th | *locate creature* |
| 17th | *hold monster* |
#### Exploit Weakness
At 3rd level, you intuitively know where to strike to take advantage of your foes’ weaknesses. 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.
#### Know Your Prey
At 3rd level, you gain the ability to size up your prey through observation. If you spend at least 1 minute observing or interacting with another creature, you learn whether the creature has any damage immunities, resistances, or vulnerabilities and any saving throw proficiencies, and what they are.
#### Adrenaline
At 7th level, you gain a bonus to your AC equal to your Wisdom modifier if you have no more than half of your hit points left. You must be conscious to gain this benefit.
#### Seize Opening
At 11th level, you know to strike when your enemies are most vulnerable. When a creature you can see misses an attack or casts a spell, you can use your reaction to move up to half your speed towards the creature and make one weapon attack against it. If you move, you cannot end your movement further from the creature than you started.
#### Monsterous Durability
At 15th level, hunting creatures stronger than you has honed your body’s physical defences. When you make a Strength, Constitution, or death saving throw, you can roll a d8 and add the result to your save. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
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### Nomad Conclave
Some rangers are tireless wanderers, with a hunger for exploring the world and traveling to new places. Explorers who take to the Nomad Conclave are hardened adventurers who have no true home, always on the move towards distant lands and exotic locations.
#### Nomadic Magic
You gain conclave spells at the ranger levels listed.
##### Nomadic Spells
| Ranger Level | Spell |
|:---:|:---:|
| 3rd | *feather fall* |
| 5th | *blur* |
| 9th | *fly* |
| 13th | *freedom of movement* |
| 17th | *far step ^XGE^* |
#### Wanderer
At 3rd level, you have learned much from your journeys, and your familiarity with nature makes you adept at traveling and surviving in different regions. You're naturally adapted to hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide.
Additionally, you gain the following benefits when traveling for an hour or more:
* Difficult terrain doesn't slow your group's travel.
* Your group can travel at a fast pace without a penalty to your Wisdom (Perception) scores.
* Your group can't become lost except by magical means.
* Your group has advantage on checks to avoid becoming lost by magical means.
#### Speed of the Wind
At 3rd level, you can take the Dash action as a bonus action on your turn. Also, your speed increases by 5 feet, while you aren't wearing heavy armor.
#### Escapist
At 7th level, after a creature hits or misses you with an attack, you can use your reaction to move up to half your speed. Opportunity attacks triggered by you are made with disadvantage.
#### Wind Blades
At 11th level, your attacks are empowered by the wind itself. When you take the Attack action to make a weapon attack, you can deal an additional 1d6 magical slashing damage to your target whether you hit or miss, as the winds your attack leaves in its wake slice at your foe. You can deal this extra damage to a single target only once per round.
#### Windrunner
At 15th level, you always have the wind at your back. When you take the Attack, Dash or Dodge action, you also gain the benefits of the Disengage action.
\pagebreakNum
### Ranger Spells
##### 1st Level
- Absorb Elements *^XGE^*
- Alarm
- Animal Friendship
- Beast Bond *^XGE^*
- Calm Beast *^UA^*
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Ensnaring Strike
- Fog Cloud
- Goodberry
- Hail of Thorns
- Hunter's Mark
- Jump
- Longstrider
- Protection from Evil and Good *^+^*
- Purify Food and Drink *^+^*
- Sanctuary *^+^*
- Snare *^XGE^*
- Speak with Animals
- Zephyr Strike *^XGE^*
##### 2nd Level
- Aid *^+^*
- Animal Messenger
- Augury *^+^*
- Barkskin
- Beast Sense
- Cordon of Arrows
- Darkvision
- Dust Devil *^+^*
- Enhance Ability *^+^*
- Find Traps
- Gust of Wind *^+^*
- Healing Spirit *^XGE^*
- Magic Weapon *^+^*
- Misty Step *^+^*
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Pass without Trace
- Protection from Poison
- Revivify Beast *^UA^*
- See Invisibility *^+^*
- Silence
- Spike Growth
- Warding Bond *^+^*
##### 3rd Level
- Conjure Animals
- Conjure Barrage
- Daylight
\columnbreak
- Flame Arrows *^XGE^*
- Meld into Stone *^+^*
- Lightning Arrow
- Nondetection
- Plant Growth
- Primeval Awareness *^UA^*
- Protection from Energy
- Speak with Plants
- Tongues *^+^*
- Water Breathing
- Water Walk
- Wind Wall
##### 4th Level
- Conjure Woodland Beings
- Dominate Beast *^+^*
- Freedom of Movement
- Grasping Vine
- Guardian of Nature *^XGE^*
- Locate Creature
- Stoneskin
##### 5th Level
- Commune with Nature
- Conjure Volley
- Steel Wind Strike *^XGE^*
- Swift Quiver
- Tree Stride
- Wrath of Nature *^XGE^*
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*^~^*
\columnbreak
*^~^*
\columnbreak
\pagebreak

## New Ranger Spells
___
#### 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.
___
#### Primeval Awareness
*3rd-level divination*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** S
- **Duration:** Concentration, up to 1 minute
___
For the duration of the spell, you can sense whether the following types of creatures are present within 5 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature reveals a group of one or more creatures and their group’s general direction in relation to you, but not their exact numbers or distance. If there are multiple groups of creatures within the spell’s range, you learn this information for each group.
___
**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the duration is increased to 1 hour. When you cast this spell using a spell slot of 5th level or higher, you can sense creatures within 10 miles of you.
___
#### Revivify Beast
*2nd-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (rare herbs and fine food worth 50 gp, which the spell consumes)
- **Duration:** Instantaneous
___
You touch a beast that has died within the last 10 minutes. 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.
\columnbreak
### Design Goals (v1.3.0)
This ranger has not been play tested. If any features are imbalanced, difficult to understand, or not suited for a ranger, please feel free to message me on reddit (/u/Varlothen). I am happy to hear reviews and receive input for improvement.
* Balance and simplicity are the primary design goals, as well as observing 5th Edition's design philosophies.
* Design focus is on utilizing all of Wizards of the Coast's past efforts to retool the class and giving the ranger a distinct feel during play that is balanced but distinct from other classes.
* Redesigned how Beast Master chooses their beast in an effort to more easily balance the subclass and possibly increase the diversity of kinds of beasts you can have.
* Updated Gloom Stalker and Horizon Walker subclasses to fit the main class.
## Acknowledgements
* [**Wizards of the Coast**](https://dnd.wizards.com/) for creating D&D 5E and producing continued content for rangers in their Unearthed Arcana.
* **/u/RegularAbsentee** for the original inspiration and the Bounty Hunter, Monster Hunter, and Nomad Conclaves. [See their own Versatile Ranger homebrew here](https://www.gmbinder.com/share/-LetYo9SOKNF_5mL73fR).
* **/u/KibblesTasty** for inspiration for the Beast Master's animal companion design. [See their own Beast Master Redux homebrew here](https://www.gmbinder.com/share/-LW4mwkl1RfhNcctC73_).
### Art Credits
Art credits arranged by appearance. If any of the artists would like their work to be taken down from the live version of this document, please feel free to message me on reddit (/u/Varlothen). I will happily remove it for you.
* [Official Art by Wizards of the Coast](https://dnd.wizards.com/) (p.1-6 , 11)
* ["Beast Conclave Ranger and Lynx" by Aurore Folny](https://www.artstation.com/aurorefolny) (p.7)
* ["Forests" by Veli Nyström](https://velinystrom.com/projects/PEKAy?album_id=574055) (p.8-9)