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##### The Ranger | Level | Proficiency Bonus | Features | Hunter's Die | Hunter's Dice | |:---:|:---:|:---|:---:|:---:| | 1 | +2 | Favored Terrain, Hunter's Superiority, Skirmisher | 1d4 | 2 | | 2 | +2 | Fighting Style, Ranger Path, Tamer | 1d4 | 3 | | 3 | +2 | Favored Prey, Ranger Path Feature | 1d6 | 3 | | 4 | +2 | Ability Score Improvement | 1d6 | 4 | | 5 | +3 | Extra Attack, Favored Prey Improvement | 1d6 | 4 | | 6 | +3 | Improved Superiority, Primal Strikes | 1d6 | 5 | | 7 | +3 | Ranger Path Feature | 1d8 | 5 | | 8 | +3 | Ability Score Improvement | 1d8 | 5 | | 9 | +4 | Favored Prey Improvement, Swift Reflexes | 1d8 | 6 | | 10 | +4 | Ranger Path Feature | 1d8 | 6 | | 11 | +4 | Traveler | 1d10 | 6 | | 12 | +4 | Ability Score Improvement | 1d10 | 6 | | 13 | +5 | Hunter's Supremacy | 1d10 | 7 | | 14 | +5 | | 1d10 | 7 | | 15 | +5 | Ranger Path Feature | 1d10 | 7 | | 16 | +5 | Ability Score Improvement | 1d12 | 7 | | 17 | +6 | - | 1d12 | 8 | | 18 | +6 | Attuned Senses | 1d12 | 8 | | 19 | +6 | Ability Score Improvement | 1d12 | 8 | | 20 | +6 | Flawless Accuracy | 1d12 | 8 |
## 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 \columnbreak #### Proficiencies ___ - **Armor:** Light, medium armor, shields - **Weapons:** Simple, martial weapons - **Tools:** Herbalism kit or Cartographer's tools ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose three from Animal Handling, Acrobatics, 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 - Any one simple or martial melee weapon - *(a)* any one simple or martial melee weapon or *(b)* a shield - A dungeoneer's pack - Any one simple or martial ranged weapon and a container of 20 ammunition with that weapon ### Favored Terrain You have learned the ways to survive in a particular environment, and you carry that knowledge with you on your travels. Choose one favored terrain from the list detailed at the end of the class description. You gain the benefits listed for that favored terrain. ##### Arctic You have resistance to cold damage. You also ignore difficult terrain caused by ice or snow, and have advantage on any Acrobatics check made to keep balance on unstable surfaces. ##### Aquatic/Coastal Swimming no longer costs extra movement. You also can hold your breath for twice as long as normal, and have advantage on any Athletics check made to swim in rough waters. ##### Desert You have resistance to fire damage. You also have advantage on any Survival check made to find food or water. ##### Forest You gain proficiency in Perception, Expertise if you are already proficient. You also ignore difficult terrain caused by plants. ##### Grassland Your walk speed increases by 10 feet. You also have advantage on Constitution checks to avoid exhaustion caused by extended marching, and on checks to avoid being moved by magical wind effects. ##### Mountain Climbing no longer costs extra movement. You also ignore difficult terrain caused by rock, and take half damage from falling. \pagebreakNum ##### Swamp You gain resistance to poison damage and have advantage on saves against the Poisoned condition. You also are immune to disease and ignore difficult terrain caused by thick mud or ooze. ##### Urban You have advantage on Stealth and Performance checks to blend into a crowd, and advantage on Perception checks made to find someone trying to blend into a crowd. Your attacks also ignore creatures as half and three-quarters cover, and you ignore difficult terrain caused by rubble. ##### Underdark You gain darkvision out to 30 feet, or increase your darkvision by 30 feet. You also gain resistance to poison damage and learn Undercommon. ### Hunter's Superiority You are a master of combat, able to use your awareness and intuition to find weak points in an enemy's defenses, terminating them with ease. You gain a pool of dice, called hunter's dice, which you can use to fuel certain ranger features. ***Techniques.*** You learn the two techniques listed below. As you gain levels in this class, you gain access to more techniques. ***Hunter's Dice.*** You have two hunter's dice, which are d4s. A hunter's die is expended when you use it. You regain one expended hunter's die when you finish a short rest, and all expended hunter's dice when you finish a long rest. As you gain levels in this class, you gain more hunter's dice, as shown in the Hunter's Dice column of the Ranger table, and the die type changes, as shown in the Hunter's Die column of the Ranger table. #### Techniques - **Mark for Death:** As a bonus action, you can mark a creature you can see within 60 feet of you by expending a hunter's die. Whenever you deal damage to a marked creature, roll a hunter's die and add the roll to the damage dealt. A Mark for Death lasts 1 hour on a creature - **Tracker's Quarry:** As an action, you can choose a creature you can see and attune your senses to it by expending a hunter's die. Whenever you make an Investigation, Perception, or Survival check to find that creature, roll a hunter's die and add the roll to the total. A Tracker's Quarry lasts for 24 hours on a creature. When the 24 hours are over, you can expend one more hunter's die to extend the quarry another 24 hours. ### Skirmisher You can add your Wisdom modifier to initiative rolls. Additionally, if you are not surprised, then when you roll initiative, you can use your reaction to move your walk speed in any direction. \columnbreak ### 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. #### 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. #### 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. ### Ranger Path At 2nd level, you devote yourself to a ranger path. Choose one of the following paths. * **Horizon Walker:** An arcane guardian of the breaches between planes. * **Beasblood:** A lycan who has mastered their monstrous form. * **Shaman:** A spiritualist who has formed a strong bond with a spirit of the wild. * **Slayer:** An apex hunter, an unstoppable force of termination. * **Survivalist:** A master of the wild, knowledgeable in every aspect of survival. * **Warden:** A guardian of the wild, using druidic magic to defend the wild. Your choice grants you features at 2nd, 3rd, 7th, 10th, and 15th levels. ### Tamer Though many learn to handle pets and train animals, rangers have a special bond with wild beasts that far surpasses even the most talented of mundane trainers. At 2nd level, you can spend a short or long rest interacting with a willing beast of challenge rating 1/2 or lower to create a temporary bond of friendship with it. Until you use this feature on another beast, you can communicate simple ideas with the animal and understand its responses. It will follow you as a companion and attempt to carry out your instructions to the best of its ability, but may leave if mistreated. \pagebreakNum In combat, the beast acts on your turn, and can move without any action from you. If you do not use your bonus action to command it, it will take the Dodge action. If you command it, it can take any other action you wish it to. While bonded with you, its proficiency bonus is replaced with yours, and it adds its proficiency bonus to its AC, attack rolls, damage rolls, and all saving throws. It gains a number of extra hit dice equal to your ranger level and increases its hit point maximum accordingly. If the beast had multiattack, it loses that feature while bonded with you. The beast does gain the same benefits as you from your Favored Terrain and Favored Prey features. Once you have bonded with a creature in this manner, you can’t do so again until you finish a long rest. The maximum challenge rating of the beast increases to 1 when you reach 6th level, and to 2 when you reach 14th level. ### Favored Prey At 3rd level, you learn how to hunt your prey with expert efficiency. Choose a favored prey from the following types: beasts, fey, humanoids (two races, may choose multiple times), monstrosities, or undead. You have advantage on Investigation and Survival checks made to track a favored prey, as well as on Intelligence checks to recall information about them. You also add your Wisdom modifier to damage rolls against your favored prey with weapon attacks. During a long rest, you may decide to replace one of your chosen favored prey with another favored prey, but you must have spent at least 1 hour studying the behavior of a creature of the chosen type at some point within the past week to do so. At 5th level, you can have up to two favored prey at a time. At 9th level, you can have up to three favored prey at a time, and they can be of a type from the above list, or from the following: aberrations, celestials, constructs, dragons, elementals, fiends, or giants ### 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 Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action. ### Improved Superiority At 6th level, you gain the following additional techniques that can be used with your hunter's dice: * **Swift Step:** As an action, you may expend a hunter's die to launch yourself at inhuman speeds to a strategic spot. Roll the hunter's die, add your Dexterity modifier (minimum of 1), and move a number of feet equal to 5 times the total. As part of this action, you may take the Disengage or Hide actions, or make a single weapon attack. * **Maul:** As a bonus action, you can command your companion to maul a creature within its reach by expending a hunter's die. To maul, your companion makes a Shove, Grapple, or Attack against the creature. If it succeeds on the check or attack roll, the targeted creature takes damage equal to a hunter's die roll + your Wisdom modifier (the additional damage is of the type of one of the companion's attacks of your choice). You also have advantage on your next attack against the mauled creature before the end of your next turn. ### Primal Strikes At 6th level, your companion's attacks count as magical for the purposes of overcoming resistances. ### Swift Reflexes At 9th level, you can use up to two reactions per round. Additionally, as a reaction to being surprised, you can either command your companion or take the Attack action. ### Traveler At 11th level, you choose a second terrain from the Favored Terrain feature. You now gain the benefits of that terrain in addition to your original one. Your choice should depend on terrains you've been in during your travels. ### Hunter's Supremacy At 13th level, you can decide to reroll a hunter's die result, but you must use the new result. You can do so a number of times equal to your Wisdom modifier. You regain all expended uses after finishing a long rest. Additionally, you can forgo rolling a hunter's die, and instead choose to use the highest result. After doing so, you must finish a long rest before doing so again. ### Attuned Senses At 18th level, So long as you can see or hear, you have blindsight out to 30 feet. Your companion also gains this feature. ### Flawless Accuracy At 20th level, your attacks seem to always find their target. Once per turn when you miss with an attack roll, you can decide to hit instead. ## Ranger Paths ### Horizon Walker #### Detect Portal As an action, you can learn the distance and direction towards the closest planar portal within 1 mile of you. Once you use this feature, you cannot do so again until you finish a short or long rest. #### Planar Superiority When you choose this path at 2nd level, you gain the following technique: \pagebreakNum * **Distant Strike:** Before making an attack roll against a creature, you can expend a hunter's die to step through a portal to get to a better position for the attack. You can teleport up to 10 feet with a ranged attack, or up to 30 feet with a melee attack. If you hit with the attack, the damage changes to force, and you deal additional damage equal to the roll of a hunter's die. #### Spellcasting At 3rd level, your connection with planar gates gives you access to spellcasting. ***Cantrips.*** You learn two cantrips of your choice from the horizon walker spell list. You learn an additional horizon walker cantrip of your choice at 10th level. ***Preparing and Casting Spells.*** The Horizon Walker 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. You prepare the list of spells that are available for you to cast, choosing from either the ranger spell list or horizon walker spell list. When you do so, choose a number of spells equal to your Wisdom modifier + half your ranger level (minimum of one spell). You can change your list of prepared spells when you finish a long rest. ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your ranger spells. You use your Wisdom whenever a spell refers to your spellcasting ability. You also 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 + proficiency + Wisdom **Spell attack modifier** = proficiency + Wisdom
##### Horizon Walker Spellcasting | Ranger Level | Cantrips Known | 1 | 2 | 3 | 4 | |:---:|:---:|:---|:---:|:---:|:---:| | 3 | 2 | 2 | - | - | - | | 4 | 2 | 3 | - | - | - | | 7 | 2 | 4 | 2 | - | - | | 10 | 3 | 4 | 3 | - | - | | 13 | 3 | 4 | 3 | 2 | - | | 16 | 3 | 4 | 3 | 3 | - | | 19 | 3 | 4 | 3 | 3 | 1 |
#### 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. Your companion is also targeted by this instance of *etherealness*. Once you use this feature, you can’t use it again until you finish a short or long rest. #### War Magic At 10th level, when you use your action to cast a ranger or horizon walker spell, you can use your bonus action to make a single weapon attack. \columnbreak #### Planar Tap At 15th level, you learn how to tap into the energy of the cosmos to gain power you wouldn’t have had before. After taking a long rest, you may choose one spell from any spell list of a level for which you have spell slots. For the day, that spell is considered to be a ranger spell that you have prepared, but does not count against your total number of prepared spells. ### Beastblood #### Lycan Veins At 2nd level, while you are still unable to alter yourself into a hybrid monstrosity, you have the blood of one, which gives you the following features: **Acute Senses.** You have advantage on Perception checks that rely on hearing and smell. **Beastly Appetite.** You can consume uncooked meat without experiencing any negative side-effects of doing so. You also have advantage on any Survival checks made to track a creature whose blood you have spilled within the past 24 hours. **Feral Movement.** Your walk speed increases by 5 feet, and you can Disengage as a bonus action. #### Monstrous Transformation At 3rd level, you gain the Shapechanger type. You also gain the following technique: **Hybrid Form:** As an action, you can expend one of your hunter's dice to transform into your Hybrid form, a mix of man and beast, which lasts 10 minutes. You can speak, use equipment, and wear armor in this form. You revert to your normal form if you use an action to do so or if you fall unconscious or die. While in your hybrid form, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered, but you are vulnerable to damage from silvered weapons. Your unarmed attacks now deal slashing damage equal to the roll of a hunter's die, and have the Finesse property. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action. At the start of your turn, if you’ve taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you’ve taken from attacks since your last turn, whichever number is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn. #### Alpha Predator At 7th level, your unarmed strikes while in hybrid form count as magical for the purposes of overcoming resistances. Whenever you use your bonus action in hybrid form to make an unarmed attack, you can use your reaction, instead of bonus action, to command your companion to act. Additionally, you can speak to beasts, and they can communicate simple thoughts and emotions to you. You also have advantage on Animal Handling and Charisma checks made to control beasts. \pagebreakNum #### Bestial Mastery Starting at 10th level, you've begun to master your lycanthropy to use it to the most advantageous effect. Without expending any action or hunter's dice, you can activate your hybrid form until the end of your current turn. You can do this a number of times equal to your Wisdom modifier, and regain all expended uses when you finish a long rest. You also learn the following technique: * **Taste of Blood:** While in hybrid form, you can sate your thirst for blood when you damage a creature with an unarmed attack by expending a hunter's die. Roll the hunter's die, add your Constitution modifier, and heal that many hit points. The creature you hit must have blood to use this technique on it. #### True Beast At 15th level, It only costs a bonus action to activate hybrid form. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage. You also have advantage on attack rolls against a creature if that creature is at or below half health, or if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. ### Shaman #### Spellcasting At 2nd level, your connection with the spirit realm gives you access to spellcasting. ***Preparing and Casting Spells.*** The Shaman 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. You prepare the list of spells that are available for you to cast, choosing from either the ranger spell list. When you do so, choose a number of spells equal to your Wisdom modifier + half your ranger level (minimum of one spell). You can change your list of prepared spells when you finish a long rest. ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your ranger spells. You use your Wisdom whenever a spell refers to your spellcasting ability. You also 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 + proficiency + Wisdom **Spell attack modifier** = proficiency + Wisdom ***Ritual Casting.*** You can cast any ranger spell as a ritual if it has the ritual tag and you have the spell prepared. ***Shaman Spells.*** The shaman has a list of spells that you gain at the ranger levels noted in the table below. Once you gain a shaman spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a shaman spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you. | Ranger Level | Spells | |:---:|:-----------:| | 2 | *animal friendship, find familiar* | | 5 | *augury, warding bond* | | 9 | *phantom steed, speak with plants* | | 13 | *divination, dominate beast* | | 17 | *awaken, commune with nature* | ##### Shaman Spellcasting | Ranger Level | 1 | 2 | 3 | 4 | 5 | |:---:|:---:|:---:|:---:|:---:|:---:| | 2 | 2 | - | - | - | - | | 3 | 3 | - | - | - | - | | 5 | 4 | 2 | - | - | - | | 7 | 4 | 3 | - | - | - | | 9 | 4 | 3 | 2 | - | - | | 11 | 4 | 3 | 3 | - | - | | 13 | 4 | 3 | 3 | 1 | - | | 15 | 4 | 3 | 3 | 2 | - | | 17 | 4 | 3 | 3 | 3 | 1 | | 19 | 4 | 3 | 3 | 3 | 2 | #### Animal Spirit At 2nd level, choose an animal spirit to bond with: Bear, Eagle, or Wolf. When using your Tamer feature, you may decide to spend the rest in meditation to summon your animal spirit as a companion. The exact form this animal takes may vary based on both your personality and the environment in which you find yourself, but its attitude and statistics generally resemble the chosen animal spirit. You gain a feature depending on your choice of animal spirit. ***Bear:*** You and your companion each have resistance to nonmagical bludgeoning, slashing, and piercing damage while you have less than half your hit points left and are within 100 feet of each other. ***Eagle:*** You can Dash as a bonus action if you are not wearing heavy armor. Additionally, you can decide for your companion to take the Dash or Disengage actions, instead of Dodge, if you do not command it. ***Wolf:*** When you or your companion are within 5 feet of a hostile creature, the other has advantage on attack rolls against that creature. #### Spirit Tactics At 3rd level, you gain the following technique to use with your hunter's dice: * **Spirit Form:** As a bonus action, you both command your companion to act normally and to make an ethereal combat maneuver by expending a hunter's die. Your companion becomes ghostly, allowing it to pass through objects and creatures unhindered, and see into and attack creatures in the ethereal plane, and also preventing creatures on the material plane to attack it or affect it, all until the start of your next turn. \pagebreakNum During this time, your companion's attacks all deal force damage, and deal additional damage equal to the roll of a hunter's die. If your companion becomes material again while it is inside an object, it gets safely shunted to the nearest empty space. #### Bonded Magic At 7th level, you can cast *beast sense* and *speak with animals* at will, without expending spell slots. When cast in this way, *beast sense* must be cast targeting your companion. You also can cast *warding bond* targeting your companion once without expending a spell slot or using material components, and regain the ability to do so when you finish a long rest. Additionally, whenever you cast a spell that can only target yourself, it also targets your companion, if you are within 100 feet of each other. #### Primal Aspect At 10th level, you gain the feature from the list below which matches the form of your animal spirit: **Bear.** You and your companion can add your Wisdom modifier to damage rolls of weapon attacks, are counted as one size larger for the purposes of determining carrying capacity, and have advantage on Athletics checks. **Eagle.** You become a swift-striking predator and a master of the skies. Your jump distance and height are doubled. Additionally, when you would fall 10 feet of more, you can choose to glide the same distance horizontally above the ground as well. If you would land this glide within 5 feet of a creature, you can use your reaction at any point while gliding to make a single weapon attack against that creature. You also do not take any falling damage if you land a glide. **Wolf.** You become a war leader among animals. When you call for aid, nature answers. You can cast *conjure animals* as a 5th level spell without expending a spell slot. Once you use this feature you can’t do so again until you finish a long rest. The conjured animals do not need to be beasts, but must be thematically appropriate to fit with your animal spirit. For example, a wolf spirit can only summon Blink Dogs, Death Dogs, Dire Wolves, Giant Hyenas, Hyenas, Jackals, Mastiffs, Wolves, or Worgs, while a cat spirit would summon Cats, Lions, Panthers, Saber-Toothed Tigers, or Tigers. It is up to the DM to determine what is thematically appropriate for your chosen animal spirit. #### Bestial Tandem At 15th level, you and your companion have bonded to the point that you are almost indistinguishable from each other in combat. You gain the following features: **Instinctive Tactics.** It no longer costs a bonus action to command your companion to act. **Defensive Maneuvers.** If you and your companion are within 5 feet of each other, and one of you is targeted by an attack, the other can use its reaction to redirect the attack to it. **Magical Channeling.** If you can see your companion, you can cast any spell as if you were in its space, using its senses. You, however, must supply all the components of the spell. **Soul Bond.** If either you or your companion dies, your spirit remains connected. Resurrection magic which requires touching a corpse can instead touch the remaining living creature to function. \columnbreak ### Slayer #### Signature Style When you choose this ranger path at 2nd level, you gain one of the following features of your choice: **Counterattack.** When a creature makes an attack on you, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature and it is within range of your weapon. **Crowd Control.** 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 10 feet of the original target and within range of your weapon. **Wear Down.** Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below half its hit point maximum. #### Hunter At 3rd level, You can have one additional favored prey at a time. Additionally, when attacking a favored prey, you score a critical hit on a roll of 19 or 20. #### Slayer's Superiority At 3rd level, you learn the following techniques: * **Hunter's Sense:** As a bonus action, you can focus your attention on a creature and figure out its weak spots and how best to harm it by expending a hunter's die. 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. After using this technique, the next time you attack the target with a weapon attack, roll a hunter's die and add the roll to the attack roll. * **Relentless Pursuit:** If the target of your Mark for Death or Hunter's Quarry is within 60 feet of you, you can expend a hunter's die to charge towards it. Roll the die, add your Dexterity modifier, and move a number of feet equal to 5 times the total. You must end the move closer to the target than before the move. Also, during this move, you can add the number rolled on the hunter's die to the number of feet you can travel with a long or high jump, and you have advantage on Acrobatics and Athletics checks made to get past obstacles between you and your target. #### Multiattack Defense At 7th level, you learn to defend yourself against the many attacks of monsters. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. #### Multiattack At 10th level, you gain one of the following features of your choice: - **Focused Attack** If you hit the same creature with both of your attacks, or you and your companion both hit the same creature with at least one of your attacks, you may make another weapon attack for free against the same creature. If you were using two-weapon fighting, only count the two main attacks for the purpose of this feature. \pagebreakNum - **Volley** You can use your action to make a volley attack. Choose a 10-foot radius sphere within your weapon’s short range. All creatures within the sphere must make Dexterity saves (DC = 8 + DEX + Prof), taking full weapon damage on a fail, or half on a success. You must spend an amount of ammunition equal to the number of creatures in the sphere. - **Whirlwind Attack** You can use your action to make a special whirlwind attack. You may make a melee weapon attack against any or all creatures within reach of your weapon with separate attack rolls for each target. #### Zealous Resistance Starting at 15th level, you and your companion gain advantage on saving throws and skill contests against spells or attacks from your favored prey and have advantage on death saving throws when reduced to 0 hit points by a favored prey. Additionally, if a spell or blow from one of your favored prey would reduce you or your companion to 0 hit points without killing you outright, it reduces you to 1 instead. Both you and your companion can use this feature once. After you both have done so, you can’t use it again until you complete a long rest. ### Survivalist #### Herbal Medicine When you choose this path at 2nd level, you gain the following techniques: * **Mending Remedy:** During a rest, you can spend a hunter's die to apply medicine and bandages to wounded creatures. Choose a number of creatures present equal to your Wisdom modifier, and roll a hunter's die for each of them, adding your Wisdom modifier and ranger level to the roll. Each creature heals a number of hit points equal to the total. * **Triage:** As an action, you can spend a hunter's die to quickly heal a creature within reach. Roll the hunter's die, adding your Wisdom modifier and ranger level to the roll. The creature heals a number of hit points equal to the total. #### Ranger of the Wild At 2nd level, your time in the wilderness has honed your survival skills. You gain the following benefits: * You have advantage on Survival checks made to forage for food and water. * You add your proficiency bonus to the DC for creatures to detect and avoid triggering the traps you set up. * You learn one language of your choice. * You learn one additional skill of your choice available to rangers. * 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. #### Minor Magic of the Wild Starting at 3rd level, you gain very limited access to magic that would help you in the wild. The table below has a list of spells that you gain at the ranger levels noted in the table. Once you gain a spell, you can cast it once without expending a spell slot, using Wisdom as your spellcasting ability, and regain the ability to do so when you finish a long rest. You also learn the *spare the dying* cantrip. | Ranger Level | Spells | |:---:|:-----------:| | 3 | *create or destroy water, goodberry, purify food and drink* | | 7 | *find traps, locate animals or plants* | | 13 | *revivify, water breathing* | | 19 | *freedom of movement* | #### Improved Stealth At 3rd level, you are 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. You also can move up to half your speed in the open while remaining hidden, if you end your move still hidden. You can also Hide as a bonus action. Your companion also benefits from this feature. #### Environmental Experience At 7th level, you choose an additional terrain from the Favored Terrain feature. You now gain the benefits of that terrain in addition to your original one. Your choice should depend on terrains you've been in during your travels. Additionally, you can spend 1 minute creating camouflage for yourself or others. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once camouflaged in this way, a creature has advantage on a Stealth check made to hide if it presses itself against a surface similar in appearance to its camouflage and is at least as big as the creature. Once a creature moves or takes an action or reaction that involves any kind of movement, it must camouflage again to gain this benefit. If you spend an hour hiding your campsite, which can be no more than 20 feet long on a side for this feature to work, then creatures who didn’t see you hide the campsite are at disadvantage on any check made to find it. #### Improved Medicine At 7th level, you learn the following techniques: * **Painkilling Herbs:** Over the course of 1 minute, you can apply painkillers to a number of creatures within reach equal to your Wisdom modifier by expending a hunter's die. For each creature, roll your hunter's die twice and add your Wisdom modifier, and that creature gains a number of temporary hit points equal to the total. * **Inoculation:** Over the course of 1 minute, you can inoculate a number of creatures within reach equal to your Wisdom modifier by expending a hunter's die. The creatures all gain resistance to poison damage, and have advantage on saves against the Poisoned condition for 8 hours. Additionally, you can end one nonmagical disease or condition affecting the target. The condition can be Blinded, Deafened, Paralyzed, or Poisoned. \pagebreakNum #### Rugged Authority At 10th level, the creatures of the wild recognize you and your companion as higher beings, and will often avoid attacking you, or might even come to you in times of need. When a beast or plant creature targets you or your companion with an attack, it must first make a Wisdom saving throw (DC = 8 + your proficiency + your Wisdom modifier). On a success, it continues with the attack. On a failure, it must choose a different target or forfeit the attack. Additionally, you gain the ability to communicate with beasts and plants. Through sounds and gestures, you can communicate ideas to any beast or plant you can see and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it. You can’t use this feature to communicate with a creature that you or your allies have attacked in the last hour. #### Eyes of the Prey At 15th level, you understand prey and predator alike, and know how to use the behaviors of both to your advantage. You have advantage on any Perception check made to locate a hidden creature. You also cannot be surprised. Additionally, you act twice on the first round of combat; once on initiative count 20, and once on your initiative roll. If you rolled a 20 for your initiative, you can take two full turns in a row. ### Warden #### Guardian Magic When you choose this path at 2nd level, your connection to nature and druid circles gives you access to spells. ***Preparing and Casting Spells.*** The Warden Spellcasting table shows how many spell slots you have to cast your spells, and what the level of those spell slots is. To cast one of your ranger or druid spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. You prepare the list of spells that are available for you to cast, choosing from the druid or ranger spell list. When you do so, choose a number of 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. You can change your list of prepared spells when you finish a short or long rest. ***Druidic Arcanum.*** At 13th level, choose a single 4th level spell from the druid or ranger spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot, and must finish a long rest before doing so again. At 17th level, you gain a 5th level arcanum. Whenever you gain a level in this class, you may replace one of your arcanum spells with a druid or ranger spell of same level of your choice. ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your ranger spells. You use your Wisdom whenever a spell refers to your spellcasting ability. You also 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 + proficiency + Wisdom **Spell attack modifier** = proficiency + Wisdom ***Ritual Casting.*** You can cast any druid or ranger spell as a ritual if it has the ritual tag and you have it prepared. ##### Warden Spellcasting | Ranger Level | Spell Slots | Slot Level | |:---:|:---:|:---:| | 2 | 1 | 1 | | 3 | 2 | 1 | | 5 | 2 | 2 | | 9 | 2 | 3 | | 11 | 3 | 3 | | 17 | 4 | 3 | #### Guardian Soul Starting at 2nd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form by expending a hunter's die, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form: * Your size becomes Large, unless you were larger. * Any speed you have becomes 10, unless it was slower. * Your reach increases by 5 feet. * At the beginning of each of your turns, roll a hunter's die and gain that many temporary hit points. These temporary hit points dissipate if you leave your guardian form. #### Warden's Superiority At 3rd level, you are a master of defending the wild and the beautiful. You gain the following technique: * **Warding Imposition:** When you or an ally within 10 feet of you takes damage, you can use your reaction to impose a druidic shield between the target and the source of damage by expending a hunter's die. Roll the hunter's die, add your Wisdom modifier, and reduce the damage taken by the total. After taking the damage, the target gains temporary hit points equal to the total rolled. #### Herbal Nature At 7th level, your guardian form starts leaking into your normal form. While not wearing armor, you can calculate your AC as 13 + your Dexterity modifier, and your unarmed damage increases to 1d6. You also gain the ability to photosynthesize sunlight into nourishment. If you spend at least 4 hours in direct sunlight, you don't need to consume food for that day. Additionally, while in guardian form, you gain an additional set of tree limbs that can be used to make unarmed attacks, Grapple or Shove actions, or hold and manipulate objects. #### Ancient Fortitude At 10th level, your hit point maximum increases by 10, and increases by an additional 1 whenever you gain a level in this class. You also have advantage on saves and checks to avoid being moved against your will, grappled, or knocked prone. Additionally, while in guardian form, the ground within 30 feet of you is difficult terrain for your enemies, as you twist and turn the earth under you. \pagebreakNum #### Warden Aura At 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs. \pagebreakNum
# Horizon Walker Spells ##### Cantrips (0 Level) - Booming Blade - Dancing Lights - Green-Flame Blade - Mage Hand - Message - Minor Illusion - Prestidigitation - Shillelagh - Sword Burst - True Strike \columnbreak ##### 1st Level - Chromatic Orb - Detect Evil and Good - Expeditious Retreat - Faerie Fire - Magic Missile - Protection from Evil and Good - Shield ##### 2nd Level - Blur - Invisibility - Mirror Image - Misty Step - Moonbeam - Shadow Blade - Spiritual Weapon - Zone of Truth ##### 3rd Level - Blink - Counterspell - Dispel Magic - Haste - Magic Circle - Remove Curse - Slow - Spirit Guardians - Thunder Step ##### 4th Level - Banishment - Charm Monster - Conjure Minor Elementals - Dimension Door - Elemental Bane - Greater Invisibility - Mordenkainen's Private Sanctum - Otiluke's Resilient Sphere