The Revised Ranger, Revised

by BoBguyjoe

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The Revised Ranger, Revised

By BoBguyjoe

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent Adventurers

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first — and possibly the last — line of defense.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes 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.

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 your 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.

The Ranger
Level Proficiency Bonus Features Ranger Die
1st +2 Natural Explorer, Primeval Awareness d4
2nd +2 Eye for Weakness, Fighting Style, Gift of the Wild d4
3rd +2 Ranger Conclave d4
4th +2 Ability Score Improvement d4
5th +3 Extra Attack d6
6th +3 Prowler d6
7th +3 Ranger Conclave Feature d6
8th +3 Ability Score Improvement d6
9th +4 d8
10th +4 Greater Primeval Awareness d8
11th +4 Ranger Conclave Feature d8
12th +4 Ability Score Improvement d8
13th +5 d10
14th +5 Rugged Resilience d10
15th +5 Ranger Conclave Feature d10
16th +5 Ability Score Improvement d10
17th +6 d12
18th +6 Foe Slayer d12
19th +6 Ability Score Improvement d12
20th +6 Apex Predator d12

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: Herbalism Kit

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two simple weapons or (b) one simple weapon and a shield
  • (a) two martial weapons or (b) a bow (short or long) and 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a herbalism kit

Alternatively, you can start with 4d4 x 10 gp to buy your own equipment.

Natural Explorer

At 1st level, you've had lots of experience traversing the wilds. You have a Ranger die, which starts as a d4, and increases as you gain levels in this class as shown in the Ranger Die column of the ranger table.

You can add your Ranger die to Wisdom (Survival) checks, to Intelligence checks you make to identify creatures or recall lore about them, and to saving throws against weather effects and dungeon and wilderness hazards.

Primeval Awareness

Starting at 1st level, your knowledge of ranger lore allows you to detect the presence of potential threats in the land around you. By spending 1 uninterrupted minute in concentration, you can focus this awareness. When you do, choose one from: aberrations, celestials, dragons, elementals, fey, fiends, giants, monstrosities, or undead. You detect the presence of the closest creature of that type within 1 mile of you. You detect its direction from you, and whether its within or further than half a mile from you. If a creature detected this way is in a group, this does not reveal how many of them there are in said group, only the fact that there is a group of them.

You can use this feature a number of times equal to your Wisdom modifier (minimum of one time). You regain all expended uses when you complete a long rest.

Eye for Weakness

Starting at 2nd level you learn how to hit where it hurts most. You can add one Ranger die to the damage of a weapon attack you make against a creature for each of the following conditions that are met:

  • You've attacked the target since your last turn.
  • The target's movement speed is reduced.

This damage is of the same type as your weapon. You can only gain the bonus damage from each condition once per turn.

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 the same Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus on attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them.

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.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Gift of the Wild

When you reach 2nd level, your aptitude and versatility grants you your choice of one of two features: Exploits or Spellcasting.

Exploits

If you choose this as your Gift of the Wild at 2nd level, you become able to perform remarkable feats of athleticism and skill, called exploits.

You know two exploits of your choice from the ones below. You learn an additional exploit of your choice at 6th, 10th, 14, and 18th level. When you gain a level in this class, you can replace an exploit you know with another.

You can perform a number of exploits according to your ranger level, as shown on the ranger's exploits table. You can only perform one exploit for a given attack. You regain all expended uses of your exploits when you finish a short or long rest.

Ranger's Exploits
Ranger Level Exploit Uses
2-4 3
5-8 5
9-12 7
13-16 9
17+ 11

Some exploits require a saving throw to be made. The DC for such a save is 8 + your proficiency bonus + your Wisdom modifier.

Administer Aid. You can spend an action on your turn to heal a willing creature within reach. That creature regains hit points equal to your Ranger die plus your Wisdom modifier (minimum of 1 hit point). You cannot use this exploit on constructs or undead.

Critical Assessment. You can spend a bonus action on your turn to take the make an Intelligence (Investigation) or Wisdom (Perception) check, adding your Ranger die to the roll.

Deliberate Movement. You can spend a bonus action on your turn to take the Disengage action and increase your movement speed by a number of feet equal to 5 times a roll of your Ranger die.

Natural Connection. When you make a Wisdom (Animal Handling) check, you can add your Ranger die to it. You can do this before or after rolling the d20, but before the result is determined.

Parry. When another creature damages you with a melee attack, you can use your reaction and a melee weapon to reduce the incoming damage by 1d8 + your Strength or Dexterity modifier (your choice). You can do this before or after

Riposte. When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If you hit, you add your Ranger die to the attack's damage roll.

Tripping Attack. When you hit a creature with a weapon attack, you can attempt to knock them down. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone.

Spellcasting

If you choose this as your Gift of the Wild at 2nd level, you become able to use your connection to the innate magical essence of nature to cast spells.

Spell Slots

The Ranger Spellcasting table shows you 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 spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know three 1st level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger Spellcasting table shows you when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which must also be of a level for which you have spell slots.

This revised ranger uses the same spell list as the PHB ranger, except the spell hunter's mark is removed.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Ritual Casting

You can cast a Ranger spell you know as a ritual if that spell has the ritual tag.

Ranger Spellcasting
Ranger Level Spells Known 1st 2nd 3rd 4th 5th
2nd 3 2
3rd 4 3
4th 4 3
5th 5 4 2
6th 5 4 2
7th 6 4 3
8th 6 4 3
9th 7 4 3 2
10th 7 4 3 2
11th 8 4 3 3
12th 8 4 3 3
13th 9 4 3 3 1
14th 9 4 3 3 1
15th 10 4 3 3 2
16th 10 4 3 3 2
17th 11 4 3 3 3 1
18th 11 4 3 3 3 1
19th 12 4 3 3 3 2
20th 12 4 3 3 3 2

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Master, Gloom Stalker, Hunter, Horizon Walker, or Witch Slayer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.

You can only choose the Horizon Walker conclave if you have the Spellcasting feature, and you can only choose the Witch Slayer Conclave if you have the Exploits feature.

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.

Prowler

At 6th level, you learn to swiftly move about the battlefield while keeping a low profile. You can take the Disengage action as a bonus action, and moving through nonmagical difficult terrain doesn't cost you extra movement.

In addition, when you would normally be in half cover, you are instead considered to be in three-quarters cover. When you would normally be in three-quarters cover, you are instead considered to be in full cover.

Greater Primeval Awareness

When you reach 10th level, your senses border on the supernatural. You can add your Ranger die to your Wisdom (Perception) checks.

In addition, as long as you aren't both blinded and deafened, you have blindsight out to a range of 30 feet. If you are either blinded or deafened, the range is reduced to 15 feet.

Rugged Resilience

Beginning at 14th level, when you make a saving throw, you can add your Ranger die to the roll. You can do this before or after the roll, but before its outcome is determined.

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.

Foe Slayer

At 18th level, once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of a weapon attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Apex Predator

At 20th level, you become an unparalleled ranger. If you would roll your Ranger die, you can instead take the maximum. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a short or long rest.

Ranger Conclaves

Beast Master

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Master Conclave develop a close bond with a beast, then further strengthen that bond through the use of training and magic.

Gift of the Beast Master

When you choose this conclave at 3rd level, you gain benefits based on which Gift of the Wild you chose at 2nd level. If you chose Exploits, you gain the Master's Exploits feature. If you chose Spellcasting, you gain the Beast Master Magic feature.

Master's Exploits

You learn an additional exploit of your choice. When you learn new exploits, including this one, you can choose from the ones below.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your Ranger die to the attack's damage roll.

Distracting Strike. When you hit a creature with a weapon attack, you can distract the target of the attack. Add your Ranger die to the attack's damage roll, and the next attack roll made against the target by an attacker other than you has advantage if that attack is made before the start of your next turn.

Maneuvering Attack. When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous position. Choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Beast Master Magic

You learn an additional spell when you reach certain levels in this class, as shown in the table below.

Ranger Level Spell
3rd heroism
5th warding bond
9th catnap
13th dominate beast
17th polymorph

Animal Companion

At 3rd level, You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Your companion takes the form of any beast of CR 1 or lower. Your companion's stats are determined by the stat block below and the traits you select. This stat block uses a proficiency bonus (PB) in several places. Your companion's proficiency bonus is equal to yours.


Animal Companion

Medium or small beast, unaligned


  • Armor Class 10 + its Dexterity modifier + PB
  • Hit Points 4 + its Constitution modifier for each of your ranger levels
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 4 (-3) 12 (+1) 6 (-2)

  • Saving Throws Strength, Dexterity
  • Senses passive Perception 10 + its Wisdom modifier
  • Languages Understands your languages, but cannot speak

Actions

Attack. Melee Weapon Attack: its Strength modifier + PB to hit, reach 5ft., one target. Hit: 1d8 + its Strength modifier damage.

When you receive your companion, you choose which type of damage between bludgeoning, piercing, and slashing its natural weapon attack deals. When you receive your companion and whenever you gain an Ability Score Increase, you can increase two of its ability scores by 1, or one of its ability scores by 2. As normal, none of its ability scores can go above 20 this way.

In addition, choose three traits to give to your companion from the ones below. These traits must match with the form you chose your companion to take. You cannot choose a trait more than once.

Some traits call for saving throws to be made, the DC for these is 8 + PB + its Strength or Dexterity modifier (your choice).

Amphibious. Your companion gains a swimming speed equal to its movement speed, and can breathe underwater.

Boosted. Increase one of your companion's ability scores by 2. You can take this trait multiple times.

Charge. When your companion scores a hit with its natural weapon attack, if it moved at least 20ft in a straight line this turn, the target takes an additional 1d6 damage and must also make a Strength saving throw or be knocked prone.

Climbing. Your companion gains a climbing speed equal to its movement speed. It can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Flying. Your companion gains a flying speed equal to its movement speed. You cannot choose this trait and the Large trait.

Intimidating. Your companion gains proficiency in Intimidation. Increase its Charisma to 10 if it is below 10.

Keen Senses. Your companion gains proficiency in the Perception skill. In addition, choose either seeing, or hearing and smelling. Your companion has advantage on Wisdom (Perception) checks that rely on the chosen sense or senses.

Large. Your companion's size becomes Large, its hit points are increased by 3 for each of your ranger levels, and the damage die on its natural weapon attack becomes 1d10. You cannot choose this trait and the Flying trait.

Natural Armor. Increase your companion's AC by 1. You cannot choose this trait and the Shell trait.

Pact Tactics. Your companion has advantage on an attack roll against a creature if at least on of your companion's allies is within 5ft. of the creature and the ally isn't incapacitated.

Shell. Your companion's AC is 16. It increases to 17 when you reach 7th level, and to 18 when you reach 11th level. You cannot choose this trait and the Natural Armor trait.

Stealthy. Your companion gains proficiency in the Stealth skill.

Swift. Your companion's movement speed increases by 10 feet.

Venomous. Whenever your companion hits with its natural weapon attack, the target must succeed on a Constitution saving throw or take poison damage equal to two rolls of your Ranger die.

Web. Your companion gains the following action: Ranged Weapon Attack (PB/rest): its Dexterity modifier + PB to hit, range 30/60ft., one target. Hit: The target is restrained. As an action, the restrained target can make a Strength check against the companion's save DC, bursting the webbing on a success.

Finally, your companion can optionally have a quirk from the ones below:

Animal Companion Quirks
d6 Quirk
1 Anything left unattended is clearly food for it.
2 It thinks it is a small sized creature. It is not a small sized creature.
3 Any time is a good time for a belly rub.
4 Sunlight makes it sleepy.
5 It has a tendancy to fetch things. Many things. Surely you wanted this thing.
6 It will climb mountains and fight dragons for ear scritches.

In combat, your companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dash, Dodge, Disengage, of Help actions, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice.

Whenever you spend hit dice to recover hit points, your companion regains the same amount of it points. Whenever you complete a long rest, your companion regains all of its hit points.

Should your companion die, it can be revived by any means you would a character, or you can spend a long rest to bond with a new one.

Beast's Defense

By 7th level, you and your companion are always watching out for any possible threats to the other. When you or your companion are forced to make a saving throw while you're within 60 feet of each other while you can see or hear each other, the other can spend its reaction to call out a warning, giving advantage on the saving throw.

Excellent Training

At 11th level, your bond and training of your companion has allowed it to specialize in a certain endeavor. Your companion gains one of the following traits of your choice:

Evolved. Your companion gains 2 more traits of your choice from the ones listed in the Animal Companion feature. The physical form of your companion changes to match these new traits.

Ferocious. When your companion reduces a creature to 0 hit points, you may have it spend its reaction to have it move up to half its movement and make an attack with its natural weapon.

Guardian. When a creature your companion sees hits one of its allies within 5ft. of it, it can use its reaction to reduce the incoming damage by a roll of your Ranger die plus your ranger level.

Sentry. Your companion has advantage on Wisdom (Perception) checks, as well as on Wisdom (Survival) checks it makes to track creatures. In addition, it cannot be surprised.

Shared Tactics

At 15th level, the bond between you and your companion has deepened. You gain one of the following features, corresponding to whether you picked Expoits or Spellcasting as your Gift of the Wild

Shared Exploits. When you use a ranger exploit, your companion can use the same exploit, without having you expend another use of your exploits. It can use the exploit immediately, or at any time before the beginning of your next turn.

Shared Spells. When you cast a spell targeting yourself, you can also affect your companion with the spell if you can see your companion.

Gloom Stalker

Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world.

Gift of the Gloomstalker

When you choose this conclave at 3rd level, you gain benefits based on which Gift of the Wild you chose at 2nd level. If you chose Exploits, you gain the Stalker's Exploits feature. If you chose Spellcasting, you gain the Gloom Stalker Magic feature.

Stalker's Exploits

You learn an additional exploit of your choice. When you learn new exploits, including this one, you can choose from the ones below.

Exploit Weakness. When you hit a creature with a weapon attack, you can add your Ranger die to the attack's damage roll. This damage cannot be reduced or prevented in any way.

Into the Shadows. You can spend a bonus action on your turn to take the Hide action, adding your Ranger die to the associated ability check.

Precision Attack. When you make an attack roll with a weapon, you can add your Ranger die to the roll. You can do this before or after making the attack roll, but before its outcome is determined.

Gloom Stalker Magic

When you choose this conclave at 3rd level, if you chose Spellcasting as your Gift of the Wild, you learn an additional spell when you reach certain levels in this class, as shown in the table below.

Ranger Level Spell
3rd disguise self
5th rope trick
9th fear
13th greater invisibility
17th seeming

Dread Ambusher

At 3rd level, you master the art of the ambush. You can add your Ranger die to initiative rolls. In addition, when you use your Eye for Weakness feature, you can add an additional die of damage if it is your first turn in combat.

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.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

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.

Hunter

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Gift of the Hunter

When you choose this conclave at 3rd level, you gain benefits based on which Gift of the Wild you chose at 2nd level. If you chose Exploits, you gain the Hunter's Exploits feature. If you chose Spellcasting, you gain the Hunter Magic feature.

Hunter's Exploits

You learn an additional exploit of your choice. When you learn new exploits, including this one, you can choose from the ones below.

Giant Killer. When a Large or larger creature hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Add your Ranger die to the attack's damage roll.

Goading Attack. When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. Add your Ranger die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Hoard Breaker. When you use your action to make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon as a part of that same action.

Hunter Magic

You learn an additional spell when you reach certain levels in this class, as shown in the table below.

Ranger Level Spell
3rd faerie fire
5th magic weapon
9th magic circle
13th hallucinatory terrain
17th hold monster

Hunter's Mark

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you mark one creature you can see within 60 feet of you as the target of this feature. When you use your Eye for Weakness feature, you can add an additional die of damage if you attack the marked target.

This benefit lasts until you finish a short or long rest. It ends early if you mark a different creature.

Defensive Tactics

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the the creature you've marked with your Hunter's Mark feature forces you to make a saving throw or whenever you make a check to escape its grapple, add your Ranger die to the roll.

Multiattack

At 11th level, you gain one of the following features of your choice:

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within reach of you, with a separate attack roll for each target.

Superior Defensive Tactics

At 15th level, you gain one of the following features of your choice.

Evasion. 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

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Horizon Walker

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes.

Horizon Walker Magic

When you choose this conclave at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table.

Horizon Walker Spells
Ranger Level Spell
3rd protection from evil and good
5th misty step
9th haste
13th banishment
17th teleportation circle

Rift Detection

At 3rd level, you gain the ability to magically sense the presence of a planar portal. When you use your Primeval Awareness feature, you can choose to detect a planar portal instead of a type of creature. If you detect a portal this way, you learn its distance from you.

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes extra damage equal to your Ranger die.

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.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Distant Strike

At 11th level, you gain the ability to pass between the planes in 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.

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.

Witch Slayer

Witch Hunters have developed a vendetta with unnatural forces, and have sworn to hunt down those who use them irresponsibly. These rangers have made a decision to never use magic, as they know they could be tempted by its power.

Slayer's Exploits

You learn an additional exploit of your choice. When you learn new exploits, including this one, you can choose from the ones below.

Dazing Strike. When you hit a creature with a weapon attack, you can attempt to temporarily daze the target. The target must succeed on a Constitution saving throw or become blinded and deafened until the end of its next turn. If the creature is Huge or bigger, it makes this saving throw with advantage.

Disarming Attack. When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Menacing Attack. When you hit a creature with a weapon attack, you can attempt to strike fear into it. That creature must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mage Killer

When you choose this conclave at 3rd level, you gain key abilities for the hunting of magic users. Creatures must subtract a roll of your Ranger die on saves to maintain concentration on spells as a result of damage you deal. In addition, you can add your Ranger die on saving throws made against magical effects.

Slayer Training

At 3rd level, you gain proficiency in one of the following skills: Athletics, Insight, Intimidation, or Investigation.

Chilling Efficiency

At 7th level, whenever you use an exploit, you can move of to 10 feet and take the Disengage or Search action as a part of the action used to do the exploit. This movement can be done before or after the additional action.

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 make a weapon attack against it to try to foil it. It must succeed on a Wisdom saving throw against your exploit 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.

Brutal Execution

Starting at 15th level, when you kill a creature, you can use your bonus action to strike fear into others with your brutality. Each ally of that creature within 60ft. of it must make a Wisdom saving throw against your exploit DC or become frightened of you until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

 

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