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# 5e Revised Ranger Rangers, embody the very essence of an adventurer, forging their way through the uncharted wilds to confront threats wherever they originate. 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 densely packed trees of trackless forests, and across wide and barren plains, rangers keep their unending watch. They are accustomed to traveling through dangerous terrain, surviving off of the land, and hunting down terrible foes. Rangers are warriors of the wilderness that specialize in hunting the monsters that threaten the edges of civilization, including humanoid raiders, rampaging beasts, malicious monstrosities, gruesome giants, and deadly dragons. They learn to track their quarry much as a predator does, by moving stealthily through the wilds and striking with preternatural precision. 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. 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. Though some rangers gather in secretive orders or join forces with druidic circles, most are independent almost to a fault. But all rangers know that when the world's enemies come knocking, they 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. Always the voice of pragmatism and gruff reality, they are ever prepared for what may come. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers often respond with some mixture of amusement, frustration, and compassion. But they quickly learn that any adventurer who can carry their own weight in a fight against civilization’s most fearsome foes are worth the 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.
##### Ranger | Level | Proficiency Bonus | Features |1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Hunter's Mark, Natural Explorer | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting | 2 | — | — | — | — | | 3rd | +2 | Primal Awareness, Ranger Archetype | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement| 3 | — | — | — | — | | 5th | +3 | Extra Attack | 4 | 2 | — | — | — | | 6th | +3 | Land's Stride | 4 | 2 | — | — | — | | 7th | +3 | Ranger Archetype Feature | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — | | 9th | +4 | | 4 | 3 | 2 | — | — | | 10th | +4 | Hide in Plain Sight | 4 | 3 | 2 | — | — | | 11th | +4 | Ranger Archetype feature | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — | | 13th | +5 | | 4 | 3 | 3 | 1 | — | | 14th | +5 | Vanish | 4 | 3 | 3 | 1 | — | | 15th | +5 | Ranger Archetype 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 |
\pagebreak ## Ranger 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:** Medium armor, Light armor, Shields - **Weapons:** Simple Weapons, Martial Weapons - **Tools:** Herbalism Kits ___ - **Saving Throws:** Dexterity, Constitution - **Skills:** Choose two from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, 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 simple melee weapons or (b) one martial weapon and a shield - (a) a dungeoneer's pack or (b) an explorer's pack - (a) a longbow and a quiver of 20 arrows or (b) a light crossbow and 20 bolts Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. #### Multiclassing as a Ranger To multiclass as a ranger, you must meet the following prerequisites: Dexterity 13 and Wisdom 13 You gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons ## Hunter's Mark Starting at 1st level, you can mark a creature as your quarry. As a bonus action, choose one creature you can see within 90 feet of you. The chosen creature is marked for 1 hour, until it dies, or until you use a bonus action to mark a different creature. You gain the following benefits against the marked creature: - Your weapon attacks against the marked creature deal an additional 1d4 damage. The extra damage increases when you reach certain levels in this class, to 1d6 at 5th level, to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. - You have advantage on Wisdom (Survival) checks made to track the marked creature, and on Wisdom (Perception) and Intelligence (Investigation) checks made to find it. ## Natural Explorer Starting at 1st level, your significant experience exploring the natural world has taught you how to survive in harsh environments and navigate cumbersome terrain. - You gain proficiency in the Survival skill and your proficiency bonus is doubled for ability checks you make using that skill. - You gain a swimming speed and a climbing speed equal to your walking speed. - You learn two languages of your choice. - You regain all of your expended Hit Dice when you finish a long rest. ## Fighting Style Starting 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. #### Druidic Warrior You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. #### 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. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ## Spellcasting Starting at 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 ranger spells of 1st level and higher. To cast one of these ranger 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. \pagebreak 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 are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level 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 quiet contemplation and preparation: 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 + your Wisdom modifier** ###### **Spell attack modifier = your proficiency bonus + your Wisdom modifier** #### Ritual Casting You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use a druidic focus as a spellcasting focus for your ranger spells. ## Primal Awareness Starting at 3rd level, your deep connection to the natural world grants you the ability to magically focus your awareness on your surroundings. You gain access to additional spells when you reach certain levels in this class, as shown in the Primal Awareness Spells table. These spells are ranger spells for you, and Wisdom is your spellcasting ability for them. You always have these spells prepared, and they don't count against the number of spells you can prepare each day. | Level | Spells |:---:|:---: | 3rd | detect poison and disease, speak with animals | 5th | beast sense, locate animals or plants | 9th | speak with plants | 11th | locate creature | 17th | commune with nature You can cast each of these spells once without expending a spell slot. Once you cast one of these spells, you can’t cast that spell again using this feature until you finish a long rest. \columnbreak ## Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Beast Master, Gloom Stalker, Horizon Walker, Hunter, or Monster Slayer, each of which is detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 11th, and 15th level. ## 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. If your DM uses the optional Feats rule, you can instead take a feat in place of increasing your ability scores. ## Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ## Land's Stride Starting at 6th level, moving through difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. ## Hide in Plain Sight Starting at 10th level, you have mastered the art of blending into your surroundings and masking your presence. You gain a bonus to Dexterity (Stealth) checks equal to your Wisdom modifier. Additionally, you can use the Hide action as a bonus action on your turn. ## Vanish Starting at 14th level, you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Additionally, you can't be tracked by nonmagical means, unless you choose to leave a trail. ## Feral Senses Starting 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. \pagebreak ## Foe Slayer Starting at 20th level, you become an unparalleled hunter of your enemies. You add your Wisdom modifier to the attack and damage rolls of your weapon attacks against the target of your Hunter's Mark. ## Ranger Archetypes ### Beast Master While wandering the wilds, a ranger encounters many sorts of animals, some of which they might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures. A ranger of the Beast Master archetype can form an even stronger bond with an animal, akin to that of a sibling. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth, each detailed at the end of the class description. Such a creature seeks out the deep companionship a Beast Master offers. #### Beast Companion Starting at 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Your companion is a Beast of the Air or a Beast of the Earth. You choose which type of beast when you gain this feature and you determine its appearance. In combat, your beast companion shares your initiative count. You determine its actions, reactions, decisions, attitudes, and so on. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to use one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. You can command your beast companion to attack a creature as part of marking that creature with your Hunter's Mark. When you do so, your companion will continue use its action to attack the marked creature until you use a bonus action to mark a different creature or command your companion to use a different action, or until the marked creature dies. If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself. Your beast companion has abilities and game statistics determined in part by your level. It's health increases each time you gain a level in this class, as shown in its stat block. Your companion uses your proficiency bonus rather than its own, and is proficient in all saving throws. Your companion also adds your proficiency bonus to its AC. Whenever you gain the Ability Score Improvement class feature, your companion’s ability scores 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, and it can't select a feat in place of increasing its ability scores. If your beast companion is injured or dies, you can use your action to touch it and expend a spell slot of 1st level or higher. After 1 minute, all of its hit points are restored and it is returned to life if it was dead. You can return your companion to life in this manner even if you do not possess any part of its body. When you finish a long rest, if your companion was dead, it is returned to life with all of its hit points restored. Also at the end of a long rest, you can summon a new Beast of the Air or a Beast of the Earth to serve as your companion. If you have an existing beast companion when you use this feature, your bond to it immediately breaks and it returns to the wild. #### Exceptional Training Starting at 7th level, your beast companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 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. #### Bestial Fury Starting at 11th level, your beast companion can make two of its Shred or Maul attacks whenever it takes the Attack action on its turn. #### Primal Resilience Starting at 15th level, while your beast companion can see you, it has advantage on all saving throws. Whenever your companion succeeds on a saving throw made against a spell or other effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on its saving throw and only half damage if it fails. ### 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. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. #### Gloom Stalker Magic Starting at 3rd level, you gain access to additional spells when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. These spells are ranger spells for you, and Wisdom is your spellcasting ability for them. You always have these spells prepared, and they don't count against the number of spells you can prepare each day. | Level | Spells |:---:|:---: | 3rd | disguise self | 5th | darkness | 9th | fear | 11th | shadow of moil | 17th | seeming \pagebreak #### Umbral Sight Starting 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. This darkvision allows to you see in both magical and nonmagical darkness. 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. #### Dread Ambusher Starting at 3rd level, you have mastered the art of the ambush. You gain a bonus to 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 use the Attack action on that turn, you can make one additional weapon attack as part of that action. When you reach 11th level in this class, you can make another additional weapon attack as part of that action. #### Iron Mind Starting at 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 Starting at 11th level, you can 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. ### 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. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes. #### Horizon Walker Magic Starting at 3rd level, you gain access to additional spells when you reach certain levels in this class, as shown in the Horizon Walker Spells table. These spells are ranger spells for you, and Wisdom is your spellcasting ability for them. You always have these spells prepared, and they don't count against the number of spells you can prepare each day. | Level | Spells |:---:|:---: | 3rd | protection from evil and good | 5th | misty step | 9th | haste | 11th | banishment | 17th | teleportation circle #### Detect Portal Starting at 3rd level, you gain the ability to magically sense the presence of planar portals near you. As an action, you detect the distance and direction of any planar portals within 5 miles of you. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Planar Warrior Starting at 3rd level, you can augment your attacks with the energy of the multiverse and phase them between planes. When you make a weapon attack on your turn, you can make any point you can see within 30 feet of you the origin of that attack, as you momentarily open a portal at that point and attack through it. Additionally, whenever you make a weapon attack, you can cause all damage dealt by that attack to become force damage. #### Ethereal Step Starting at 7th level, you can to step through the Ethereal Plane. As a bonus action, you can cast the Etherealness spell with this feature, without expending a spell slot or requiring components, but the spell ends at the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Distant Strike Starting at 11th level, you gain the ability to pass between the planes in a 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 Starting 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. ### Hunter Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. \pagebreak #### Hunter's Prey When you choose this archetype at 3rd level, you gain one of the following features of your choice. **Colossus Slayer** Your tenacity can wear down even the most potent foes. Whenever you hit a creature that is below its hit point maximum with a weapon attack, it takes an extra 1d6 damage. **Giant Killer** When a Large or larger creature makes a melee attack against you, you can use your reaction to make one weapon attack against the attacking creature. You make your attack immediately before the creature makes its attack. If your attack hits, the creature has disadvantage on its attack roll against you. **Horde Breaker** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. #### Defensive Tactics Starting at 7th level, you gain one of the following features of your choice. **Escape the Horde** You can use the Disengage action as a bonus action on your turn. **Multiattack Defense** After a creature makes an attack against you, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. **Steel Will** You are immune to the frightened condition. #### Multiattack Starting 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 attack and must 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 your weapon's reach. You must make a separate attack roll for each target. #### Superior Hunter's Defense Starting at 15th level, you gain one of the following features of your choice. **Evasion** 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 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 within range. **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. \columnbreak ### Monster Slayer You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. #### Monster Slayer Magic Starting at 3rd level, you gain access to additional spells when you reach certain levels in this class, as shown in the Horizon Walker Spells table. These spells are ranger spells for you, and Wisdom is your spellcasting ability for them. You always have these spells prepared, and they don't count against the number of spells you can prepare each day. | Level | Spells |:---:|:---: | 3rd | protection from evil and good | 5th | zone of truth | 9th | magic circle | 11th | banishment | 17th | hold monster #### Slayer's Sense Starting at 3rd level, you gain the ability to peer at a creature and magically discern how best to slay 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, as well as any condition immunities the creature has. If the creature is hidden from divination magic, you sense that it has no immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. #### Slayer's Ire Starting at 3rd level, you focus your ire on the target on your Hunter's Mark, increasing the harm you inflict upon it. The damage of your Hunter's Mark increases to 2d4 and increases further when you reach certain levels in this class, to 2d6 at 5th level, to 2d8 at 9th level, to 2d10 at 13th level, and to 2d12 at 17th level. #### Supernatural Defense Starting at 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Hunter's Mark forces you to make a saving throw or contested ability check, roll 1d6 and add it to your roll. #### Magic-User's Nemesis Starting at 11th level, you gain the ability to thwart another creature'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. \pagebreak #### Slayer's Counter Starting 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 your attack hits, your save automatically succeeds, in addition to the attack’s normal effects. ## Ranger Spell List ### 1st level - Absorb Elements - Alarm - Animal Friendship - Beast Bond - Comprehend Languages - Cure Wounds - Detect Magic - Detect Poison and Disease - Ensnaring Strike - Entangle - Expeditious Retreat - Fog Cloud - Goodberry - Hail of Thorns - Jump - Longstrider - Purify Food and Drink - Snare - Speak with Animals - Sudden Awakening - Zephyr Strike ### 2nd Level - Acid Arrow - Aid - Alter Self - Animal Messenger - Barkskin - Beast Sense - Cloud of Daggers - Continual Flame - Cordon of Arrows - Darkvision - Dust Devil - Enhance Ability - Find Traps - Flame Blade - Gust of Wind - Invisibility - Lesser Restoration - Locate Animals or Plants - Locate Object - Magic Weapon - Pass Without Trace - Protection from Poison - Rope Trick - See Invisibility - Silence - Skywrite - Spike Growth - Warding Bond - Warding Wind ### 3rd Level - Conjure Animals - Conjure Barrage - Create Food and Water - Daylight - Elemental Weapon - Flame Arrows - Lightning Arrow - Meld into Stone - Nondetection - Plant Growth - Protection from Energy - Revivify - Speak with Plants - Tongues - Water Breathing - Water Walk - Wind Wall ### 4th Level - Conjure Woodland Beings - Death Ward - Dominate Beast - Elemental Bane - Freedom of Movement - Grasping Vine - Greater Invisibility - Guardian of Nature - Locate Creature - Stoneskin ### 5th Level - Awaken - Commune with Nature - Conjure Elemental - Conjure Volley - Control Winds - Greater Restoration - Skill Empowerment - Steel Wind Strike - Swift Quiver - Tree Stride - Wrath of Nature \pagebreak ## Beast Companions: ___ ___ > ## Beast of the Air > *small beast, neutral* > ___ > - **Armor Class** 10 + the beast's Dexterity modifier + your proficiency bonus > - **Hit Points** 6 + four times your ranger level (your beast companion has a number of Hit Dice [d6s] equal to your ranger level) > - **Speed** 10ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|16 (+3)|14 (+2)|8 (-1)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Str +0, Dex +5, Con +4, Int +1, Wis +4, Cha +2 > - **Skills** Perception +4, Stealth +5, Survival +4 > - **Senses** Darkvision 60ft., passive Perception 14 > - **Languages** understands the languages you speak > ___ > > ***Flyby:*** Your beast companion doesn’t provoke opportunity attacks when it flies out of a creature's reach. > > ### Actions > ***Shred:*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage. ___ ___ > ## Beast of the Earth > *Medium beast, neutral* > ___ > - **Armor Class** 10 + the beast's Dexterity modifier + your proficiency bonus > - **Hit Points** 8 + five times your ranger level (your beast companion has a number of Hit Dice [d8s] equal to your ranger level) > - **Speed** 40 ft., climb 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|16 (+3)|8 (-1)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Str +4, Dex +4, Con +5, Int +1, Wis +4, Cha +2 > - **Skills** Perception +4, Stealth +4, Survival +4 > - **Senses** Darkvision 60ft., passive Perception 14 > - **Languages** understands the languages you speak > ___ > > ***Charge:*** If your beast companion moves at least 10 feet in a straight line toward a creature before hitting it with a maul attack on the same turn, the creature takes an extra 1d8 slashing damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone. > > ### Actions > ***Maul:*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage.