Ranger
Coated with leaves, branches, and soot, a human stalks alone through the shadows of trees, skulking behind a pack of trolls marked by a bounty. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
A half-orc, eyes burning with anger, quickly deflects the magical influence of an vampire. As her comrades rush in to flank the hissing monster, she trains her crossbow at its chest. Muttering under her breath, she looses a bolt as it bursts into flames.
Holding her hand high, a half-elf whistles to the hawk that circles high above her, calling the bird back to her side. Whispering instructions in Elvish, she points to the owlbear she's been tracking and sends the hawk to distract the creature while she rushes in, pulling the maul off her back.
Far from the bustle of cities and towns, the biting wind whistles as a cloaked man stalks through tall, dead grass amid the cold tundras of winter. Crouching low, he examines a large set of tracks as a shadow slowly looms over the hill. He quickly stands up, nocking an arrow and drawing his bow.
Worldly Denizens
Rangers specialize in interacting and fighting within the landscape around them. Some explore and wander freely, while others try to simply settle down and live in peace as best they can. Should they find themselves in combat, rangers have learned techniques that can readily adapt to deadly effect.
Thanks to their familiarity with the wilds and the need to survive, rangers tend to acquire the ability to cast spells that harness nature's power, much as a druid does. Some will say that it's a pale imitation, but it is just another tool to aid in survival. Regardless of origin, these abilities, like their combat abilities, emphasize speed, stealth, and the hunt.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to adapt to and master the physical world around them. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers are independent almost to a fault, knowing that when a dragon or a band of orcs attacks, a ranger might be the first - and possibly the last - line of defense. Perhaps it may also the be the case that a ranger might be the instigator of such an event; their knowledge of the area enabling seemingly disadvantageous situations and terrain to become their boon.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against a merciless foe in the wild are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
The Ranger
| Level | Proficiency Bonus |
Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Celerity, Wayfarer | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting, Ranger's Quarry | 2 | — | — | — | — |
| 3rd | +2 | Ranger Conclave, Skirmisher | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
| 6th | +3 | Forge Ahead, Hunter's Senses | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Conclave Feature | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
| 9th | +4 | — | 4 | 3 | 2 | — | — |
| 10th | +4 | Advanced Bushcraft, Evasion | 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 | Relentless Tracker, Wayfarer Improvement | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Conclave Feature | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Seasoned Traveler, Hunter's Senses Improvement | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Ranger Conclave Feature | 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 - perhaps by the same kind of monster that became a favored enemy? 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.
Quick Build
To quickly generate a playable ranger, Make Dexterity your highest ability score, and wisdom your second. (It can also be valid to choose strength, if you plan to use some melee weapons). Choose a shortsword for your melee weapon, and leather for your armor. Outlander is a thematic background choice.
Class Features
As a ranger, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per ranger Level.
- Hit Points at 1st Level: 10 + your Constitution modifier.
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st.
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose three skills from: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A ranged weapon of choice and 20 pieces of corresponding ammunition (if any)
Celerity
Starting at 1st level, you respond to danger at a startling pace. You can act while surprised during combat.
Additionally, you have advantage on weapon attacks made against creatures who have not acted yet.
Wayfarer
Also at 1st level, you gain proficiency in the Survival skill. You also learn one language when you gain this feature and another at 14th level.
Additionally, while traveling, you gain the following benefits:
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- You have advantage on Wisdom (Perception) checks.
- You and creatures who take a long rest with you regain an additional number of hit dice equal to your ranger level divided by 4 (minimum of 1).
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the 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.
Spell Slots
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. 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.
Preparing and Casting Spells
The ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a spell slot of the spell's level or 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 (minimunm of one spell). The spells must be of a level for which you have spell slots.
Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time focusing inward and recalling your experiences: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since 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 +
Spell attack modifier = your proficiency bonus +
Ranger's Quarry
Starting at 2nd level, you can use your bonus action to choose a creature that you are currently tracking or can see or hear and mark them as your quarry. A creature remains your quarry until it drops to 0 hit points, you fall unconscious, you mark another creature using this feature, or until you take a short or long rest.
You deal an additional 1d6 damage whenever you hit your quarry with a weapon attack. You also have advantage on Perception and Survival checks to find it.
Ranger Conclave
At 3rd level, you choose to emulate the ideology, training, or legacy of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 20th level.
Skirmisher
Also 3rd level, when you attack a creature marked by your ranger's quarry feature, you may choose to immediately move up to half your movement speed without provoking any opportunity attacks.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Forge Ahead
Starting at 6th level, you begin to see more efficient paths through the natural realm. You ignore the effects of nonmagical difficult terrain.
Additionally, you can use the Dash Action as a bonus action.
Hunter's Senses
At 6th level, your senses allow you to detect things in your blind spots. Creatures do not gain advantage on attacks made against you while they are hidden or invisible.
You also are aware of the location of any invisible creature within 15 feet of you, provided that you aren’t deafened. At 18th level, this area increases to 30 feet and you can cast the see invisbility spell without the need for spell slots or components as a bonus action.
Advanced Bushcraft
Starting at 10th level, traversing the realms is never impossible in your presence. You gain the following benefits.
- You have advantage on saving throws made against any spell or effect that would impede movement.
- You and your party have advantage on saving throws against conditions caused by weather.
- You can forage and track up to two hours without disrupting a long rest.
- When you forage, you find twice as much food as you normally would.
Evasion
At 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Relentless Tracker
Starting at 14th level, an obsessive dedication to tracking down your quarry drives you. While tracking your quarry, the only way for a creature to cease being your quarry is when it's reduced to 0 hit point, or when you choose a new quarry.
Seasoned Traveler
At 18th level, even now you discover a few nuances that makes traveling easier. You gain the following benefits:
- You benefit from a long rest in half the time. If you choose to take the full time, you gain temporary hitpoints equal to your Ranger level upon finishing and lose up to two points of exhaustion.
- You can no longer be tracked by nonmagical means.
- You and your party no longer suffer penalties for traveling at a fast pace.
- You and your party have advantage on Stealth and Survival checks made while traveling at a slow pace.
Beast Master
Beast Masters are rangers that have developed an especially close bond with nature and call upon an animal companion to fight alongside them. You embody the harmony between creatures in the material plane; an unshakable pact galvanized by fire. As you walk your path, the bonds you forge empower both you and your companion.
Beast Master Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you and is always prepared.
Beast Master Spells
| Ranger level | Features |
|---|---|
| 3rd | command |
| 5th | beast sense |
| 9th | life transference |
| 13th | charm monster |
| 17th | rary's telepathic bond |
Animal Companion
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. With 8 hours of work, you call forth a Beast of the Air or of the Earth. You determine its appearance.
Bonded Predators. You add your Proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.
Natural Connection. If the beast dies, becomes lost, or leaves for being mistreated, you can spend 8 hours to bond with a friendly beast, though it does not have to be the same type of beast you had chosen previously. You cannot have more than one animal companion at any time.
On My Mark. The beast does not roll initiative, and instead acts on your initiative on your command, immediately after your turn. You may, however, choose to roll initiative for the creature if you wish.
Twin Hunters. Your companion can deal damage using your ranger's quarry feature against a target marked by you if you did not deal damage using the feature on your previous turn.
Struggler. If the beast is reduced to 0 hit points, they begin dying and make death saving throws as if they were a player character. When you complete a short rest, the beast regains hit points equal to half their maximum hit points. When you complete a long rest, they regain all their hit points.
Tandem Tactics
Starting at 7th level, you and your companion come to understand each other's skills and quirks. Your companion's attacks are considered magical for overcoming resistances and benefits from your skirmisher feature.
Additionally, if you or your companion would be able benefit from your skirmisher feature, the other may use its reaction to also immediately benefit from it.
Beast of the Air
Small beast, Neutral
- Armor Class 13
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + 5 times your ranger level.
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
- Saving Throws: Dex +5, Con +3, Wis +4
- Skills: Perception +4, Stealth +5
- Senses: darkvision 60 ft., passive Perception 14
- Languages: understands the languages you speak
Abilities
Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Rebirth. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hitpoints restored.
Actions
Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 +3 slashing damage.
Blade and Fang
Starting at 11th level, attacking as one, you and your beast companion disrupt and disorient your foes. You may use your action to have you and your companion make an attack against a marked creature. You make an additional attack if your companion scores a critical hit this way. If both you and your companion hits with your attacks, you may have the target be knocked prone or be pushed back 10 feet.
Additionally, your companion can now use your ranger's quarry feature to mark a creature on its turn. This is not an additional mark.
Selfless Sacrifice
Starting at 15th level, you and your companion refuse to simply let the end come for each other. Whenever a creature would deal damage to you or your companion while within 5 feet of the other, the other can use its reaction to take half the damage. The creature that uses its reaction this way has resistance to all of that attack's damage on this turn.
Beast of the Earth
Medium beast, Neutral
- Armor Class 12
- Hit Points equal the beast's Constitution modifier + your Wisdom modifier + 5 times your ranger level.
- Speed 40 ft., climb or swim 40 ft. (your choice when you bond with the beast).
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
- Saving Throws: Dex +4, Con +4, Wis +4
- Skills: Perception +4, Stealth +4
- Senses: darkvision 60 ft., passive Perception 14
- Languages: understands the languages you speak
Abilities
Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Rebirth. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hitpoints restored.
Actions
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 +2 slashing damage.
Twins of the Wild Hunt
Starting at 20th level, the bond between you and your companion creates a powerful magic, irrevocably linking the two of you. When your companion is reduced to 0 hitpoints, you may use a reaction to spend a hit die and have your companion regain hitpoints equal to three times the amount rolled.
Your companion may also use its action to remove up to two failures while you are making death saving throws. Once your companion has used this ability twice, it cannot use it again until it finishes a long rest.
Additionally, you may use your action to create a copy of your companion within 5 feet of it that lasts for 10 minutes. You direct both at the same time. You may only have one copy of your companion at any time. You may use this feature twice per long rest.
Grave Warden
Grave Wardens are those who are much more keenly aware of the border between life and death. You embody the cold apathy of nature; survival of the fittest. As you walk your path, you become a grim reminder of the end.
Grave Warden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Grave Warden Spells table. The spell counts as a ranger spell for you and is always prepared.
Grave Warden Spells
| Ranger level | Features |
|---|---|
| 3rd | cause fear |
| 5th | gentle repose |
| 9th | fear |
| 13th | death ward |
| 17th | hallow |
Marked for Death
Starting at 3rd level, the gaze you throw your foes reminds them of their mortality. When you target a creature for your ranger's quarry feature, the target must make a Wisdom saving throw against your spell save DC or become frightened until it saves or is no longer marked. If the frightened creature is undead, it can't take reactions and has its movement speed halved. If a creature saves from this effect, it is immune to being frightened by this ability for the next 24 hours.
Whispers of the Dead
Also at 3rd level, You may cast the speak with dead spell at 2nd level twice a day without spending a spell slot or the need for material components. However, you ask a number of questions equal to your Wisdom modifier per casting (minimum 1).
Spectral Guidance
At 7th level, you gain the ability to call upon the knowledge and experience of the dead you have encountered across the lands. When you make an ability check or saving throw, you can use your reaction to add your proficiency bonus to the roll. If you use this feature and you already add your proficiency bonus to the roll, you have advantage instead. You may use this ability once per short or long rest.
Stygian Artes
Starting at 11th level, you learn how to draw vitality from those you ferry on. Once on each of your turns when you hit a marked creature with an attack, you may gain temporary hit points equal to the damage dealt to the target. If you gain temporary hit points from a targeted undead, you gain additional temporary hit points equal to your Wisdom modifier.
Lingering Will
Beginning at 15th level, you can stave away death and rally yourself from the brink. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you do, you gain temporary hit points equal to twice your ranger level. You can’t use this feature again until you finish a short or long rest.
Planar Warrior rework created by Okra the Bugbear (u/o-kra) and retooled here.
Horizon Walker
Choosing to become a horizon walkers means learning of the worlds outside your own. You embody extraplanar forces; powers that maintain the veil. As you walk your path, you learn how to manipulate the line between dimensions in your favor.
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of rangers spells you know.
Horizon Walker Spells
| Ranger level | Features |
|---|---|
| 3rd | protection from evil and good |
| 5th | misty step |
| 9th | haste |
| 13th | banishment |
| 17th | teleportation circle |
Detect Portal
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 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your strikes. Whenever you use your ranger's quarry feature, you can choose to target any weapons you are currently wielding instead of a creature, making it warble with planar energy.
While channeling this energy, enemies you attack are considered marked by you until the end of the turn and all damage you deal with this weapon becomes force damage.
This energy immediately dissipates if you end your turn without the weapon in your hand, you target another creature or weapon using your ranger's quarry feature, or if you fall unconscious.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. Once per short or long rest 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.
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.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Vorpal Break
Starting at 20th level, using violent, planar energy, you turn a creature's greatest strengths into crippling weaknesses. When you damage a creature with a weapon under the effects of your planar warrior feature, you may choose to end the effect of the feature immediately.
If you do, you cannot use your planar warrior feature until the start of your next turn and the target must make a Constitution saving throw. On a failure, the target gains vulnerabilities to all damage types until it takes damage again, ignoring all resistances and immunities it may have.
Skulker
Skulkers are those who prefer the places of the world where one can easily hide or blend in, exercising a methodical and precise art as they prowl about. You embody a silent hunter; it's uncanny ability to fell its prey without a whisper. As you walk your path, you learn how to vanish on a whim and strike where no one expects you.
Skulker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Skulker Spells table. The spell counts as a ranger spell for you and is always prepared.
Skulker Spells
| Ranger level | Features |
|---|---|
| 3rd | disguise self |
| 5th | invisibility |
| 9th | clairvoyance |
| 13th | greater invisibility |
| 17th | mislead |
Guerilla Tactics
Starting at 3rd level, you've mastered the art of the ambush. When you deal damage to a surprised creature, or with an attack as part of a reaction (such as an opportunity attack or Readied action), the weapon deals an additional 1d6 damage.
In addition, you can take the Hide action as a bonus action on each of your turns.
Skulker's Instinct
At 3rd level, you gain proficiency in Stealth (Dexterity) checks if you don't already have it. You also gain advantage on checks made to find places to hide for you or a friendly creature.
Clinging Shadows
At 7th level, you easily meld into the environment as if the the shadows embraces you. When you would use your skirmisher feature, you may choose to take the Hide action at the end of that movement.
Additionally, if you use the Dash action while hidden, you may leave cover and still remain hidden unless you end this additional movement outside of cover.
Stalker's Flurry
At 11th level, you learn to attack at such unexpected angles that you can turn a miss into another strike with a simple motion. 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.
Ambuscade
At 20th level, you duck into the shadows and position yourself to set your plans into motion as foes swarm you. When you roll initiative, you can move up to your movement speed at the start of the first round without provoking opportunity attacks, and are considered invisible until you cast a spell or miss an attack.

Slayer
Choosing the Slayer conclave means accepting your place as an apex predator. You embody the relentless nature of the hunt; intellectual prowess with a blend of feral finesse. As you walk your path, you learn techniques to harry your foes to an early grave without falling prey to their tricks and traps.
Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you and is always prepared.
Slayer Spells
| Ranger level | Features |
|---|---|
| 3rd | bane |
| 5th | blindness/deafness |
| 9th | slow |
| 13th | staggering smite |
| 17th | hold monster |
Decisive Action
Starting at 3rd level, the first to act is the first to survive. You have advantage on initiative rolls.
Additionally, on your first turn of each combat, your movement speed is increased by 10 feet and your ranger's quarry die increases to 1d10.
Discerning Eye
Also at 3rd level, you can recognize subtle tells in your prey's behavior. You have advantage on Insight (Wisdom) checks made against a marked creature.
Supernatural Reflexes
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your ranger's quarry forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add your ranger's quarry die to your roll.
Huntmaster
Beginning at 11th level, your senses are honed to allow you to pierce through a target's defenses. You may add your ranger's quarry die to an attack roll you make rather than deal the additional damage.
Additionally, you score a critical hit against a creature marked using your ranger's quarry feature on an attack roll of 19 or 20.
Slayer's Counter
At 15th level, in the event your mark gets the upper hand, you can immediately dull that edge. When a creature marked by you 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.
Feral Assault
At 20th level, the thrill of a successful hunt emboldens your spirit. On each of your turns, if you reduce a creature marked by you to 0 hitpoints, you can use a reaction to take an additional turn on the same initiative immediately after the current one. This turn is not added to the initiative order and benefits from your decisive action feature as if it were your first turn of combat.
Marked?
A creature is marked by you when it is the target of your ranger's quarry feature.
Stormrider
Stormriders are those who have been bestowed a shard of elemental lightning. You embody the fury of the storm; the humbling howl of nature's wrath. As you walk your path, you learn to wield the primal strength of lightning without fear.
Stormrider Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Stormrider Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of rangers spells you know.
Stormrider Spells
| Ranger level | Features |
|---|---|
| 3rd | thunderous smite |
| 5th | gust of wind |
| 9th | thunder step |
| 13th | storm sphere |
| 17th | control winds |
Living Conduit
Starting at 3rd level, you learn to channel the power of the great storm within the palm of your hands. You learn the shocking grasp cantrip; it counts as a ranger spell for you.
Leaping Plasma
Also at 3rd level, power arcs at the end of your strikes. Once per turn when you hit a creature marked by you, you may cause another creature within 15 feet of your target to make a Dexterity saving throw. On a failed save, a creature takes 1d8 lightning damage. If there is no other target, the target of the attack makes the saving throw.
At 11th level, you can cause the lightning to arc to another creature within 15 feet of the secondary target.
Flash of Light
At 7th level, you learn how to traverse the realms by riding lightning itself. You gain resistance to lightning damage. Also, when you deal lightning or thunder damage to a creature, you may choose to teleport up to 15 feet using a bonus action.
Child of Thunder
At 11th level, the air hums with primeval thunder as sparks of energy swirl around your targets to culminate in a wild bolt of energy. You can use your action to have a target creature you dealt lightning damage to on your last turn and creatures within 5 feet of it to make a Dexterity saving throw. The target must be within 90 feet of you. On a failed save, a creature takes 4d10 lightning damage or half as much damage on a successful one. If you are outdoors in stormy conditions when you use this feature, the radius around a target creature increases to 10 feet and the damage increases by 1d10.
Overcharge
At 15th level, you intensify the power of the storm to overwhelm your foes. When you would deal lightning or thunder damage to a target creature, you can choose to use a reaction to cause a target creature to make a Constitution saving throw. On a failure, the target is stunned until the end of its next turn. You can use this feature a number of times equal to your Wisdom modifier. You regain all uses at the end of a long rest.
Stormcaller
At 20th level, you no longer fear the storm, able to call it at will. You can call forth or dismiss stormy weather up to 5 miles by concentrating up to 10 minutes or by expending a 3rd level or higher spell slot. The weather behaves normally otherwise.
Additionally, when you would be dealt lightning damage, you instead gain temporary hitpoints equal to the lightning damage you would have taken. If the value of gained temporary hitpoints is at least 20, you come under the effects of the haste spell until the end of your next turn, but are not stunned once the effects end.
Torchbearer
Torchbearers travel across the world, offering special cremations recorded in a huge lexicon brought along during their travels. You embody the influence of fire; a cornerstone in the circle of life. As you walk your path, the light gives way not to darkness but warm, glowing ash.
Torchbearer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Torchbearer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of rangers spells you know.
Torchbearer Spells
| Ranger level | Features |
|---|---|
| 3rd | fog cloud |
| 5th | continual flame |
| 9th | melf's minute meteors |
| 13th | fire shield |
| 17th | immolation |
Ancient Rites
Starting at 3rd level, you gain the knowledge of the mythos behind an ancient burial rite and how to perform it. You learn the produce flame cantrip.
Additionally, you gain proficiency with calligrapher's supplies if you are not already proficient.
Lingering Flame
At 3rd level, you breathe embers into each strike, igniting on contact and burning deeply. Once per turn, when you deal damage to a creature, you deal an additional 1d6 fire damage. At the start of that target's next turn, it takes additional fire damage equal to half the fire damage rolled this way. At 11th level, this damage increases to 2d6.
Covered in Ash
Beginning at 7th level, your prolonged exposure to fire
and its remnants grants you insight into how to apply it and mitigate its effects. You gain resistance to fire damage, and any fire damage you deal ignores resistances.
Wildfire
Beginning at 11th level, flames under your power leap from foe to foe. When you deal fire damage to a creature as part of an attack or spell, you may have another creature within 10 feet of that creature you haven't damaged this turn take additional fire damage equal to your Wisdom modifer.
Ashwraith
At 15th level, you scatter a large clump of ashes and breathe magic into it, causing it to expand rapidly across the battlefield. You may cast the fog cloud spell at 3rd level centered on yourself without expending a spell slot. You can't do so again until you roll for initiative.
Additionally, you can see through thick fog, ash, falling snow, and other natural phenomena, both magical and nonmagical.
Pyre Havoc
At 20th level, you can summon forth a series of ethereal flames to engulf the area. You may choose to use your ranger's quarry feature to target a 5-foot cube you can see within range. You may have up to three points designated this way. Hostile creatures that start its turn or enters within 5 feet of a point designated this way takes 4d6 fire damage and are marked by your ranger's quarry feature
until the end of your
next turn.
Wildergard
Wildergards choose to foster earthly, primordial powers within themselves, gaining influence over it and the world it coexists in. You embody the humbling strength of the earth; a conduit for Mother Gaia. As you walk your path, you learn how to call upon the powers of nature and form a deep connection with it beyond what your peers can imagine.
Wildergard Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wildergard Spells table. The spell counts as a ranger spell for you and is always prepared.
Wildergard Spells
| Ranger level | Features |
|---|---|
| 3rd | entangle |
| 5th | earthbind |
| 9th | plant growth |
| 13th | grasping vine |
| 17th | contagion |
Sylvan Harmony
Starting at 3rd level, you become deeply attuned to all
facets of nature. You gain proficiency in the Nature skill
if you do not already have it.
Additionally, you learn the druidcraft cantrip and two additional druid cantrips. These count as ranger spells for you.
Primal Conduit
At 3rd level, natural magic courses through you with ease, amplifying its effects while invigorating you. When you cast a spell that uses a spell slot, you may move up to half your movement speed without provoking opportunity attacks and make a weapon attack. This attack counts as magical for the purposes of overcoming resistances.
Blessing of the Earth
Beginning at 7th level, the land itself seems to fuel your power. You may cast each of the spells on the Wildergard Spells table without expending a spell slot or the need for material components once per short or long rest provided that you have the spell granted by the subclass and access to the respective spell slots.
Verdant Acolyte
Beginning at 11th level, you can call out to the land around you for aid. You may prepare up to two druid spells of your choice for which you have spell slots to cast with. These do not count against the number of spells you can prepare each day. You can change your prepared druid spells when you finish a long rest.
Gaia's Wrath
Starting at 15th level, you are now fully capable of harnessing streams of primordial energies to empower your strikes. You may use your primal conduit feature at the start each of your turns in which you are concentrating on a prepared ranger or druid spell.
Ancient Roots
At 20th level, the natural world restores your very essence over time if you will it. You may use your bonus action to enter a special trance for the next minute. Once you use this feature, you must finish a long rest before you can use it again. While in this state, you gain the following benefits:
- You regain a number of temporary hitpoints equal to your ranger level at the start of each of your turns.
- You have advantage on Constitution saving throws and against effects that would knock you prone or push you.
- At the start of each of your turns, the area within 5 feet of you becomes difficult terrain until the start of your next turn.
Ranger Spell List
1st Level
- Absorb Elements
- Alarm
- Animal Friendship
- Beast Bond
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Ensnaring Strike
- Fog Cloud
- Goodberry
- Hail of Thorns
- Jump
- Longstrider
- Snare
- Speak with Animals
- Zephyr Strike
2nd Level
- Aid
- Animal Messenger
- Barkskin
- Beast Sense
- Cordon Of Arrows
- Darkvision
- Enhance Ability
- Find Traps
- Gust of Wind
- Healing Spirit
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Magic Weapon
- Pass Without Trace
- Protection from Poison
- Silence
- Spike Growth
3rd Level
- Blinding Smite
- Conjure Animals
- Conjure Barrage
- Daylight
- Flame Arrows
- Lightning Arrow
- Meld into Stone
- Nondetection
- Plant Growth
- 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
- Locate Creature
- Stoneskin
5th Level
- Awaken
- Commune with Nature
- Conjure Volley
- Greater Restoration
- Steel Wind Strike
- Swift Quiver
- Tree Stride
- Wrath of Nature
Thanks
Special thanks goes to a variety of people in the MCDM Discord, the Discord of Many Things, and r/DnD5CommunityRanger for taking a bit of time to try and help me reach a semblance of balance in a variety of pieces and parts that would eventually lead to the products seen here.
In particular, I would like to thank Okra the Bugbear (u/o-kra) for continued aid while he works on his own version.
Major Changelog
June-September, 2020
- General wording and formatting updates.
- Added Stormrider Conclave.
- Reworked base class features at 1st level, 6th level, and 14th level.
- Tweaked subclass features.
March, 2020
- Updated Title Page art - Source of previous art has ended.
- Art Credits updated.
- Buff to Hunter's Senses, removed blinded penalty - still debating.
- Buff to first responder to grant advantage on initiative rather than a bonus at 5th level.
- Separated wayfarer feature into two smaller skills.
- Renamed swift repositioning to skirmisher.
February, 2020
- Reworked ranger's quarry feature to function like the hunter's mark spell rather than the slayer's prey feature.
- Tweaks to Slayer, Beastmaster, Skulker, and Wildegard subclasses.
- New subclass: Grave Warden, Torchbearer, Horizon Walker
December, 2019
- Moved capstone abilities into the subclasses.
- Added Fleet of Foot feature to main class.
- Started adding more images - sources needed.
- Reworked Subclasses into: Slayer, Beast Master, Skulker
- New Subclass: Wildengard
- Added Spell list; removed Hunter's Mark
October/November, 2019
- Changed Primal Flurry feature to Ranger's Quarry feature.
- New features implemented (skirmisher, Hunter's Senses, Survival Instinct, Seasoned Traveler)
- Reworked subclasses again to tie into Ranger's Quarry feature.
- Changed Fighting Style options to include Druidic Warrior.
September, 2019
- Taking the frame work of my ARRNAF ranger, I reconstructed the combat feature of the base class and subclasses (link to this ranger: here)
Credits
Disclaimer
This is unofficial fan content that was made for recreation by No Laifu (u/the15thpaladin; Discord: No Laifu#7941). None of the images used are owned by me in any capacity, nor do I claim to have permission to use them for financial gain. These images are used purely because the aesthetic and theme are appropriate for descriptions. Artists have been named next to the picture, and again, including links, in this credits section. Thank you, artists, for your time and effort on these works.
| Artist: | Artwork Title: | Use: |
|---|---|---|
| Arman Akoplan | "Archer" | Title Page |
| Alexandr Malex | "Mercenary" | Subclass: Slayer |
| Cristi Balanescu "Cristi-B" | "Falconer" | Subclass: Beastmaster |
| "jiaojiefeng" | "Ge Jiaer Scouts" | Subclass: Skulker |
| Tomasz Jedruszek | "Primal Druid" | Subclass: Wildergard |
| Maciej Kuciara | "Grisly Salvage" | Subclass: Grave Warden |
| Joel Chaim Holtzman | "Knight of Wands - Khazar Bagathur" | Subclass: Torchbearer |
| Magali Villeneuve | "Narset, Parter of Veils" | Subclass: Horizon Walker |
| Magali Villeneuve | "Weather the Storm" | Subclass: Stormrider |
Art Sources
- "Archer" by Arman Akopian. Source here.
- "Mercenary" by Alexandr Malex. Source here.
- "Falconer" by Cristi Balanescu. Source here.
- "Ge Jiaer Scouts" by jiaojifeng. Source here.
- "Primal Druid" by Tomasz Jedruszek for Magic: the Gathering. Source here.
- "Grisly Salvage" by Maciej Kuciara for Magic: the Gathering. Source here.
- "Knight of Wantds - Khazar Bagathur" by Joel Chaim Holzman. Source here.
- "Narset, Parter of Veils" by Magali Villeneuve. Source here.