Ranger Overhaul
Ranger
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Survival Training, Ranger Camp, Familiar Terrain | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting, Hunter's Mark | 2 | — | — | — | — |
| 3rd | +2 | Ranger Conclave, Primeval Awareness | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
| 6th | +3 | Greater Hunter's Mark, Hunter's Eye | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Conclave Feature, Quick Reflexes | 4 | 3 | — | — | — |
| 8th | +3 | Land's Stride, Ability Score Improvement | 4 | 3 | — | — | — |
| 9th | +4 | - | 4 | 3 | 2 | — | — |
| 10th | +4 | Superior Hunter’s Mark | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Conclave Feature | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | - | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Hide in Plain Sight | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Conclave Feature | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | - | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Foe Slayer | 4 | 3 | 3 | 3 | 2 |
Class Features
As a ranger, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per ranger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
- Armor: light armour, medium armour, shields
- Weapons: simple weapons, martial weapons
- Tools: hunter's tools
- Saving Throws: Constitution, Dexterity
- Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- a longbow, a quiver of 20 arrows, and a set of hunter's tools
Survival Training
Choose two skills you are proficient in among Animal Handling, Nature, Perception, Stealth, or Survival, or one of those skill proficiencies and your proficiency with hunter’s tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Ranger Campsite
You can take 1 hour to set up a campsite. Your campsite has a maximum radius of 10 ft from a spot you designate, but must include some sort of shelter, such as a tent, a lean-to, or a cave. For the next 8 hours, or until you pack up your camp, your campsite gains the following features.
- Creatures on watch have advantage on Wisdom (Perception) checks.
- Creatures within the campsite's shelter are unaffected by non-magical cold or heat.
- Non-hostile beasts are disinterested in your campsite and will not attack unless provoked.
- If you have a campfire, you can choose whether or not it gives off smoke.
You may not have more than one active campsite at a time. If you go farther than 100 feet from the center of the campsite, it loses its effects until you return. When you decide to pack up your camp, you may choose to take 1 hour to remove all traces of the camp ever being there.
Your DM determines whether or not it is possible for you to set up a campsite given the area around you and the materials at your disposal.
Familiar Terrain
You are particularly familiar with one type of natural environment and are adept at surviving in such regions; you choose one of the following familiar terrain options.
Arctic: You gain resistance to cold damage. You can survive on half the amount of food and water as usual.
City: You become proficient with disguise kits and thieves' tools. You learn an additional language of your choice.
Coast: Swimming does not cost you additional movement (or if you have a swimming speed, then add 10 feet to it). Being underwater doesn’t affect your visibility. This feature does not grant low-light vision or darkvision.
Desert: You gain resistance to fire damage. You have advantage on Constitution saves to avoid exhaustion from non-magical extreme cold.
Forest: You become proficient with herbalism kits, poisoner's kits, and one additional skill from the Ranger proficiencies list.
Grassland: Your walking speed increases by 5 feet. You may travel for up to 24 hours before you must begin to make Constitution saving throws to avoid exhaustion.
Mountain: Climbing does not cost you additional movement (or if you have a climbing speed, then add 10 feet to it). You have advantage on saving throws to grab ledges or to otherwise avoid falling.
Swamp: You gain resistance to poison damage. You have advantage on saving throws to avoid diseases and being poisoned.
Underdark: You gain darkvision up to 60 feet (if you already have darkvision, then add 30 feet to it). Additionally, if you use half your movement or less on your turn, then your steps are not felt by creatures with tremorsense.
Underdark Variant
You may choose this variant if you have the Sunlight Sensitivity racial feature:
Underdark: You no longer suffer the effects of the Sunlight Sensitivity racial feature. Additionally, if you use half your movement or less on your turn, then your steps are not felt by creatures with tremorsense.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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
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.
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you know the 1st level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Hunter's Mark
You know the spell hunter’s mark. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Ranger Conclave
At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Those features include conclave spells.
Conclave Spells
Each conclave has a list of associated spells. You gain access to these spells at the levels specified in the conclave description. Once you gain access to an conclave spell, you always have it prepared. Conclave spells don't count against the number of spells you can prepare each day.
If you gain an conclave spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
Primeval Awareness
Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Greater Hunter's Mark
At 6th level, when you make an attack roll against a creature marked by your hunter's mark, you score a critical hit on a roll of 19 or 20.
Additionally, you have advantage on saving throws against the spells and abilities used by a creature marked by your hunter's mark.
Hunter's Eye
Also at 7th level, you can expend a use of your Primeval Awareness to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
Quick Reflexes
At 8th level, you can take a bonus action on each of your turns in combat. This action can be used only to take the dash or hide action.
When a creature within 5ft of you that you can see makes a Dexterity (Stealth) check, you may use your reaction to add your Wisdom modifier to the roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the check succeeds or fails.
Superior Hunter’s Mark
Starting at 10th level, when you cast hunter’s mark, it lasts its duration without concentration. However, you may have only one hunter’s mark cast at a time and the spell ends if you cast it again. The spell also ends if you are incapacitated or killed. Otherwise, the spell functions as usual.
Hide in Plain Sight
At 14th level, you can spend 1 minute creating camouflage for yourself or another creature. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once a creature is camouflaged in this way, they can try to hide by pressing up against a solid surface, such as a tree or wall, which is at least as tall and wide as they are. They gain a +10 bonus to Dexterity (Stealth) checks as long as they remain there without moving or taking actions. Once they move or take an action or a reaction, they must be camouflaged again to gain this benefit.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. When you make an attack roll against a creature marked by your hunter's mark, you score a critical hit on a roll of 18 or higher.
Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack against a creature marked by your hunter's mark. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Beast Master Conclave
Beast Master Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | beast bond, animal friendship |
| 5th | beast sense, enlarge/reduce |
| 9th | conjure animals, haste |
| 13th | dominate beast, polymorph |
| 17th | awaken, skill empowerment |
Animal Empathy
You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You have advantage on Intelligence checks to recall information about beasts as well as on Wisdom (Survival) checks to track them.
You can cast animal companion and speak with animals as rituals. You don't need to have these spells prepared. At 5th level, you can also cast animal messenger and beast sense in the same way.
Beast Training
Your skill at training animals allows you to tame powerful beasts to use in battle. The companion you summon with animal companion is more powerful then normal.
The beast you choose as your companion may have a challenge rating of 1 or lower and be no larger than Large. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Your companion also gains the benefits of your Land's Stride feature at 8th level.
Whenever you gain the Ability Score Improvement class feature in this class, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1.
As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
As an action, you can give your companion a command. Once you have the Extra Attack feature, you can make one attack yourself and also give your companion a command.
Your companion follows the given command on its turn until another command is given, it completes the command, or the command becomes impossible. Your companion cannot follow more than one command at a time. You can issue a command not listed here. Your DM determines if your companion can follow the command.
Attack. You designate an enemy for your companion to attack. Until you give it another command, your companion will move towards the designated creature and use its action to make an attack with the designated creature as the target. Your companion will use it's action to dash towards the creature, if necessary to reach it.
Dodge. Your companion focuses on avoiding attacks. Your companion will take the Dodge action.
Find. Your companion tries to find something. Your companion will take the Search action.
Help. Your companion does its best to assist you or another creature you designate. Your companion will take the Help action.
Hide. Your companion attempts to become hidden. Your companion will take the Hide action.
Lie Down. Your companion will go prone. It will stand if a command you give it requires it to use its movement.
Run. Your companion uses all of its movement to move where you direct it. Your companion will use its action to dash until it reaches the designated place, if necessary.
Sneak. Your companion focuses on moving quietly. It will move at a slow pace.
Stay. Your companion will stay where it is. It will not use its movement.
Stop. Ends the current command. Your companion acts on its own, focusing on protecting you and itself.
Exceptional Training
Beginning at 7th level, your companion’s attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, when your animal companion hits a creature marked by your hunter’s mark with a weapon attack, your companion deals an extra 1d6 damage to it.
Your animal companion also has advantage on Perception and Survival checks to find a creature you have marked by hunter’s mark.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has that action.
Beast Master's Pack
Also at 11th level, your magic creates beasts more powerful then most. Beasts you summon with conjure animals gain the following benefits
- Each beast gains temporary hit points equal to your ranger level
- Natural weapon attacks made by the beasts are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Superior Beast's Defense
At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Wilderness Explorer Conclave
Wilderness Explorer Conclave Spells
Your connection to the land infuses you with the ability to cast certain spells. Your conclave spells are determined by the Familiar Terrain option you chose at 1st level.
Arctic
| Ranger Level | Spell |
|---|---|
| 3rd | absorb elements, ice knife |
| 5th | snilloc's snowball swarm, warding wind |
| 9th | sleet storm, protection from energy |
| 13th | freedom of movement, ice storm |
| 17th | commune with nature, cone of cold |
City
| Ranger Level | Spell |
|---|---|
| 3rd | comprehend languages, zephyr strike |
| 5th | enhance ability, knock |
| 9th | nondetection, tongues |
| 13th | compulsion, dimension door |
| 17th | passwall, scrying |
Coast
| Ranger Level | Spell |
|---|---|
| 3rd | fog cloud, ensnaring strike |
| 5th | gust of wind, misty step |
| 9th | tidal wave, water breathing |
| 13th | control water, watery sphere |
| 17th | control winds, maelstrom |
Desert
| Ranger Level | Spell |
|---|---|
| 3rd | absorb elements, create or destroy water |
| 5th | Maximilian's earthen grasp, wall of sand |
| 9th | create food and water, protection from energy |
| 13th | hallucinatory terrain, wall of fire |
| 17th | commune with nature, immolation |
Forest
| Ranger Level | Spell |
|---|---|
| 3rd | ensnaring strike, jump |
| 5th | barkskin, spider climb |
| 9th | plant growth, speak with plants |
| 13th | conjure woodland beings, grasping vine |
| 17th | awaken, tree stride |
Grassland
| Ranger Level | Spell |
|---|---|
| 3rd | longstrider, zephyr strike |
| 5th | lesser restoration, pass without trace |
| 9th | haste, Leomund's tiny hut |
| 13th | freedom of movement, locate creature |
| 17th | commune with nature, steel wind strike |
Mountain
| Ranger Level | Spell |
|---|---|
| 3rd | feather fall, earth tremor |
| 5th | rope trick, spider climb |
| 9th | erupting earth, meld into stone |
| 13th | stone shape, stoneskin |
| 17th | commune with nature, wall of stone |
Swamp
| Ranger Level | Spell |
|---|---|
| 3rd | ray of sickness, detect poison and disease |
| 5th | ray of enfeeblement, protection from poison |
| 9th | stinking cloud, water walk |
| 13th | blight, freedom of movement |
| 17th | cloudkill, insect plague |
Underdark
| Ranger Level | Spell |
|---|---|
| 3rd | cause fear, faerie fire |
| 5th | darkness, web |
| 9th | fear, nondetection |
| 13th | greater invisibility, stone shape |
| 17th | mislead, synaptic static |
Outdoor Living
At 3rd level, you are at home among the plants and creatures of the land.
You have advantage on Wisdom (Survival) checks to track beasts, fey, and plants, as well as on Intelligence checks to recall information about them.
You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Ambush
Also at 3rd level, if you are hidden from a creature at the beginning of your turn, the first time that you hit that creature that turn with a weapon attack, it takes an extra 1d6 damage from the weapon. When you reach 11th level in this class, the extra damage increases to 2d6.
Land Strider
Starting at 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical natural hazards such as thorns, sharp rocks, or similar without being slowed by them and without taking damage from them.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Survival Master
By 11th level, you have refined your survival skills until they approach perfection. Whenever you make an Animal Handling, Nature, Perception, Stealth, or Survival ability check that lets you add your proficiency bonus, or when using hunter's tools, you can treat a d20 roll of 9 or lower as a 10.
Instinctive Vigour
At 15th level, you add both your Dexterity modifier and your Wisdom modifier to determine your initiative modifier.
Horde Breaker Conclave
Horde Breaker Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | entangle, faerie fire |
| 5th | spike growth, web |
| 9th | conjure barrage, slow |
| 13th | hallucinatory terrain, ice storm |
| 17th | steel wind strike, wrath of nature |
Swarm Inhibitor
At 3rd level, you have extensive experience building and fortifying structures to protect against enemies who attack in large groups. You are proficient with carpenter’s tools and mason’s tools.
You have advantage on Wisdom (Perception) checks to determine if a horde has a chain of command or to locate a specific creature in a horde.
Offensive Tactics
At 3rd level, you gain one of the following features of your choice.
Pierce the Front Line. Once on each of your turns when you make a ranged weapon attack, you can make another ranged attack with the same weapon and piece of ammunition against a different creature in a line directly behind the original target and within range of your weapon.
Second Strike. Once on each of your turns when you make a melee weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde. Opportunity attacks against you are made with disadvantage.
Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target
Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Stand Against the Tide
Starting at 15th level, 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.
Gloom Stalker Conclave
Gloom Stalker Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | disguise self, sleep |
| 5th | invisibility, rope trick |
| 9th | fear, nondetection |
| 13th | greater invisibility, pass without trace |
| 17th | passwall, seeming |
Underdark Scout
At 3rd level, you have advantage on Intelligence checks made to recall information about the Underdark.
You have advantage on Wisdom (Survival) checks to track about abberations, oozes, and humanoids native to the Underdark (such as the Drow, Duergar, and Svirfneblin) as well as on Intelligence checks to recall information about them.
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.
When you gain this feature, you also learn Deep Speech and Undercommon.
Dread Ambusher
Also at 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Monster Slayer Conclave
Monster Slayer Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | heroism, protection from evil and good |
| 5th | magic weapon, zone of truth |
| 9th | elemental weapon, magic circle |
| 13th | banishment, locate creature |
| 17th | hold monster, planar binding |
Slayer's Prey
At 3rd level, you have advantage on Wisdom (Survival) checks to track dragons, giants, and monstrosities as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn Draconic and Giant.
Colossus Slayer
At 3rd level, your tenacity can wear down even the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Steel Will
At 7th level, your experience fighting terrifying monsters has strengthened your resolve and your fortitude. You have advantage on saving throws against being frightened and against being knocked prone.
Evasion
At 11th 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 a saving throw, and only half damage if you fail.
Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your hunter's mark forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Horizon Walker Conclave
Horizon Walker Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | absorb elements, protection from evil and good |
| 5th | misty step, rope trick |
| 9th | haste, sending |
| 13th | banishment, dimension door |
| 17th | dispel evil and good, teleportation circle |
Planar Knowledge
At 3rd level, you have advantage on Intelligence checks made to recall information about the inner, outer, and transitive planes of existence, as well as information about planar travel.
You have advantage on Wisdom (Survival) checks to track celestials, elementals, and fiends, as well as on Intelligence checks to recall information about them.
You also gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
When you gain this feature, you also learn two languages of your choice among Abyssal, Celestial, Infernal, and Primordial.
Planar Warrior
Also at 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. The first time each turn that you hit a creature marked by your hunter's mark with a weapon attack, you can use your bonus action to cause all damage dealt by the attack to become force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Spectral Defense
At 7th 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.
Distant Strike
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Ethereal Step
At 15th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Planar Ritual
Also at 15th level, you learn to transport yourself and others to other planes of existence. You can cast the plane shift spell with this feature, without expending a spell slot, but the casting time for the spell is 10 minutes.
Once you use this feature, you can’t use it again until you finish a long rest.
Bounty Hunter Conclave
Bounty Hunter Conclave Spells
| Ranger Level | Spell |
|---|---|
| 3rd | disguise self, sleep |
| 5th | invisibility, hold person |
| 9th | clairvoyance, slow |
| 13th | dimension door, locate creature |
| 17th | dominate person, scrying |
Mercenary's Intel
At 3rd level, you have advantage on Intelligence checks made to recall information about notable cities and towns, such as local customs, laws, and religions.
You have advantage on Wisdom (Survival) checks to track constructs, humanoids, and undead, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn two languages of your choice among Common, Dwarvish, Elvish, Gnomish, and Halfling.
Deadly Mark
At 3rd level, you focus on your foe, increasing the harm you inflict on it. The first time each turn that you hit a creature marked with your hunter's mark with a weapon attack, it takes an extra 1d6 damage from the weapon.
Uncanny Dodge
At 7th level, 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.
Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Time to Make the Donuts
At 15th level, your Deadly Mark now does its extra damage anytime you score a critical hit on an opponent, even if it's not the first hit on that turn.
In addition, any hit you score against a creature that is surprised is a critical hit.
Animal Companion
(druid, ranger)
1st-level transmutation (ritual)
- Casting Time: 8 hours
- Range: Self
- Components: V, S, M (25gp worth of rare herbs and fine food, which the spell consumes)
- Duration: Instantaneous
You learn to use your magic to create a powerful bond with a creature of the natural world.
Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. At the end of the casting time, your animal companion appears. You can have only one animal companion at a time.
The animal companion loses its Multiattack action, if it has one.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Like any creature, the beast can spend Hit Dice during a short rest.
The beast obeys your commands as best as it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. If you don't issue a command, the beast takes the Dodge action.
Your companion shares your alignment, and has a personality trait and a flaw. Your companion shares your ideal, and its bond is always, “The person who travels with me is a beloved companion for whom I would gladly give my life.”
If your animal companion is ever slain, the magical bond you share allows you to return it to life. By casting this spell again, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Hunter's Tools
Tools used to survive in the wilderness, hunter's tools are used to create simple weapons and traps, as well as harvest animals and plants.
Components. Hunter's tools include a hunting knife, a skinning knife, a hatchet, 50 feet of cord, a tinderbox, a compass, and a whetstone.
Investigation and Perception. You gain additional insight when looking for hunting traps, such as pits or snares, as you have learned a variety of common signs that betray their presence.
Craft Simple Weapon. As part of a short rest, you can craft one of the following as long as you have enough materials on hand:
- a net
- a wooden or bone blowgun
- a simple weapon made of wood, bone, hide, and/or stone
- up to five darts, arrows, or bolts (or up to twenty as part of a long rest)
Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.