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# Ranger
##### Ranger Subclasses | Ranger Archetype | Description | |:----|:-------------| | [Arcanologist](#p2) | Searches ruins for magic items and artifacts to study and use in combat | | [Astronavigator](#p3) | Navigates by the stars and trains to navigate between them | | [Buckaroo](#p4) | Adept at roping, riding, and wrangling | | [Colossus Climber](#p5) | Fights colossal foes by climbing on top of them | | [Detective](#p6) | Spots the clues and pieces them together, more at home in cities and towns | | [Explorer](#p7) | Braves into the unknown to make new discoveries or uncover things thought lost | | [Fey Court Emissary](#p8)| Utilizes the tricks of the fey to serve them, accompanied by a fey familiar | | [Freediver](#p9) | Excels in underwater combat and exploration, able to move on land as if in water | | [Marksman](#p10) | A superb shot with ranged weapons, able to disable foes with careful aim | | [Survivalist](#p11) | Able to endure the harshest environments and attacks, prepares healing poultices | | [Tracker](#p12) | Can pursue any quarry with a combination of speed, stealth, and sight | | [Warden](#p13) | Protects the animals of the wild, drawing powers and abilities from them in turn | | [Wastelander](#p15) | Has adapted to survive a harsh, magical wasteland | | [Apothecary](#p16) | Creates a variety of magical tinctures from the various terrains and creature types | | [*Villainous Class Option:* Headhunter](#p20) | Keeps trophies from victims and uses them to power further slayings | | [*A Song of Ice and Fire:* Warg](#p21) | Perceives through beasts and keeps a special animal companion akin to a Beastmaster |
\pagebreakNum ### Arcanologist The Arcanologist studies the secret and lost within magic. Specifically, Arcanologists go into the field to search for magic items, catalogue artifacts, and study esoteric phenomena. Many tested Arcanologists are just at home discussing magic theory with learned mages as they are to trekking into ancient temples to better understand curses. #### Arcanologist Magic *3rd-level Arcanologist feature* You learn an additional spell when you reach certain levels in this class, as shown in the Arcanologist Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Arcanologist Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *identify* | | 5th | *magic weapon* | | 9th | *dispel magic* | | 13th | *arcane eye* | | 17th | *legend lore* | #### Arcanology *3rd-level Arcanologist feature* You gain proficiency in Arcana and your proficiency bonus is doubled with this skill. You also learn the *detect magic* spell. You may cast it as a ritual, as described in chapter 10 of the *Player's Handbook*, and it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know. #### Magic Item Discovery *3rd-level Arcanologist feature* Your treks and discoveries into the arcane means you discover and collect a variety of useful magical items. You gain two uncommon magic items of your choice that you have found. At 7th level, you gain one more uncommon magic item of your choice, at 11th level, you gain one rare magic item of your choice, and at 15th level, you gain one very rare magic item of your choice. #### Artifact Study *7th-level Arcanologist feature* Your knowledge of magical objects increases. When you use a magic item that requires a saving throw, you may use your ranger spell save DC instead of the DC listed with the item. Also, you ignore all class, race, spell, and level requirements on the use of magic items, and have advantage on saving throws to resist an effect of a magic item you are attuned to. \columnbreak #### Commune with Magic *11th-level Arcanologist feature* You may take 1 minute concentrating (as if on a spell) and connecting to the arcane elements around. When finished, you instantly gain knowledge of up to three facts of your choice about any of the following subjects within 1 mile of you: * powerful magic items * powerful spellcasters or groups of spellcasters * influence from other planes of existence * powerful spells currently in effect or being cast Once you use this feature, you must finish a long rest before you can use it again. #### Magic Item Combat *15th-level Arcanologist feature* You've mastered combat with your magic items. When you use a magic item or cast a spell using a magic item as an action, you may make a single weapon attack as a bonus action. \pagebreakNum ### Astronavigator Astronavigators use the stars above to plot their course and can create new guiding stars to help others find their way. They are extreme voyagers who train to withstand travel to alien worlds and survive such worlds while exploring them. It is even said some are capable of traveling between the stars they use to navigate. #### Astronavigator Magic *3rd-level Astronavigator feature* You learn an additional spell when you reach certain levels in this class, as shown in the Astronavigator Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Astronavigator Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *guiding bolt* | | 5th | *levitate* | | 9th | *hunger of Hadar* | | 13th | *Otiluke's resilient sphere* | | 17th | *teleportation circle* | #### Guiding Star *3rd-level Astronavigator feature* You can manufacture a waypoint for you and others. As an action, you may touch a willing creature, object not being worn or carried by another creature, or area and choose up to a number of willing creatures equal to your proficiency bonus. The target becomes a guiding star to the chosen creatures. While within 1 mile of a guiding star, a chosen creature knows the direction and distance to it as well as its movement and thus be able to trace its path. If a guiding star is not behind total cover, chosen creatures also see bright light emanating from it in a 20-foot radius and dim light for an additional 20 feet. A chosen creature can choose to ignore these benefits. A guiding star remains one until you make another one or end it as an action. Alternatively, you may attempt to make unwilling creatures guiding stars. When you successfully hit a creature with a weapon attack, you may use a bonus action to cause a burst of stellar energy and choose up to a number of willing creatures equal to your proficiency bonus. Each creature within 5 feet of the target of the attack must make a Constitution saving throw against your ranger spell save DC. Creatures you chose automatically succeed this saving throw. On a failure, a creature takes 1d6 radiant damage and is a guiding star to the chosen creatures for 1 hour. When you reach 11th level in this class, this damage increases to 2d6. You may attempt to make unwilling creatures guiding stars a number of times equal to your Wisdom modifier (a minimum of once). You may also expend a use of the ability to extend the duration an unwilling creature is a guiding star by 1 hour. You regain all expended uses when you finish a long rest. \columnbreak #### Navigator of the Stars *3rd-level Astronavigator feature* You gain proficiency in vehicles (your choice of land or water) and navigator's tools. In addition to charting courses at sea, you may use your navigator's tools proficiency to calculate flight navigation, ballistics, a variety of celestial mechanics, such as astrodynamics and astrometry, as well as the precise amount of time before the next sunrise, sunset, moonrise, moonset, lunar phase, equinox, solstice, year, or eclipse. >##### Variant: Vehicle Proficiency > If your campaign has access to more advanced vehicles like air or space, you may choose one those for your vehicle proficiency. #### Inhospitable Worlds *7th-level Astronavigator feature* Your body is adapted to the harshest and strangest environs and can subsist on things normally noxious and poisonous. If you must make a saving throw as a result of spending a certain amount of time or finishing a short or long rest in an environment, you do so with advantage. In addition if a creature native to an area can breathe the air, eat the food, or drink the water without issue, you can as well. #### Spacewalk *11th-level Astronavigator feature* You can float through the air. As a bonus action on your turn, you can travel in a direction a distance up to half your movement speed and may concentrate on this vector (as if you are concentrating on a spell). If you are concentrating on a vector at the end of your subsequent turns, you automatically travel in the direction and distance of the vector. This movement does not use up your movement speed. You fall if you are not concentrating on a vector while in the air and nothing else is holding you aloft. #### Focus and Training *15th-level Astronavigator feature* You have trained to focus in spite of a bevy of external force and pressure. While you are concentrating on a spell or ability, your concentration can't be broken as a result of taking damage, environmental phenomena (such as a wave crashing over you while you’re on a storm-tossed ship), or being incapacitated, unless you are unconscious. In addition, you have advantage on saving throws to resist the stunned condition. \pagebreakNum ### Buckaroo Buckaroos are wranglers and herders who tend creatures and escort them on drives. Most in this lifestyle herd cattle and the like and ride horses, but you are an extremely experienced sort and have handled more exotic beasts and maybe some monstrosities. You have traveled long and dusty trails, crossed dangerous mountain passes, and found your way through thick forests all while guiding dangerous creatures and protecting them from even more dangerous ones. This experience has given you a bevy of skills in riding, roping, and wrangling damn near anything you set your mind to. #### Buckaroo Magic *3rd-level Buckaroo feature* You learn an additional spell when you reach certain levels in this class, as shown in the Buckaroo Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Buckaroo Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *sleep* | | 5th | *find steed* | | 9th | *haste* | | 13th | *compulsion* | | 17th | *Bigby's hand* | #### Steady *3rd-level Buckaroo feature* When a mount you are on fails a saving throw, you may use your reaction to make a Wisdom (Animal Handling) check against the saving throw DC. On a success, your mount succeeds the saving throw instead. #### Lasso *3rd-level Buckaroo feature* You become proficient with the lasso which is a simple melee weapon which you can make from 50 feet of rope as an action. A lasso has the finesse property and a special property granting you a reach of 30 feet when attacking with the weapon. On a successful hit against a creature Large or smaller a lasso deals no damage, but the creature is lassoed and can't move further away from you than the distance it currently is while you hold the lasso, a taut line of rope connecting you to the creature. A lasso has no effect on creatures that are formless, or creatures that are Huge or larger. On your turn, you may expend your movement to pull a lassoed creature closer to you. The creature is pulled 1 foot for each foot you expend. A creature can remove itself from the lasso by taking an action to make a Strength (Athletics) or Dexterity (Acrobatics) check (its choice) contested by your Strength (Athletics) check. On a success, it is no longer lassoed. If you are within 5 feet of a lassoed creature, you can use a bonus action to attempt to hogtie it. Make a contested Strength (Athletics) or Dexterity (Sleight of Hand) check (your choice) contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (its choice). On a success, the creature is hogtied. While hogtied, a creature is restrained, and you can't use that lasso again until you use an action to untie the creature. A hogtied creature can use its action to make a Strength check or Dexterity (Acrobatics) check or another creature within reach of the hogtied creature can use its action to make an Intelligence (Sleight of Hand) check (DC equal to 8 + your proficiency bonus + your Dexterity modifier), freeing the hogtied creature on a success. Dealing 5 slashing damage to the lasso (AC 12) within reach of a lassoed or hogtied creature also frees the creature without harming it, ending the effects of being lassoed and hogtied and destroying the lasso. #### Tame *7th-level Buckaroo feature* You are trained in riding beasts and certain monstrosities and can make one your mount. As an action choose a beast or monstrosity within 30 feet of you that can see or hear you and make a Wisdom (Animal Handling) check against a DC of 10 plus the creature's CR. You have disadvantage this check if it is fighting you or your companions, and automatically fail if it is a monstrosity with an Intelligence of 8 or greater. On a success, the creature becomes friendly to you and your companions, and you can use it as a mount if it fits the requirements to be one. If you fail this check three times against the same creature, you can't use this feature on that creature again. #### Corral *11th-level Buckaroo feature* As a bonus action on your turn, you can choose a point you can see. For the rest of the turn, each creature you move within 10 feet of must make a Wisdom saving throw against your ranger spell save DC. On a failure, the creature must immediately move half its movement speed toward the point. This movement doesn't provoke opportunity attacks, and a creature won't move into an obviously deadly hazard, but will move around such hazards and other obstacles and creatures to get as close to the point as it can. Beasts have disadvantage on this saving throw. 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. #### Fast on the Draw *15th-level Buckaroo feature* Traveling the trail full of rustlers and other dangers has honed you to get the first strike. In the first round of combat, you can make an attack against each creature that hasn't taken a turn in combat yet and have an additional 10 feet of movement. \pagebreak ### Colossus Climber Many creatures can tower above humanoids. In their time traversing the wilds, Colossus Climbers have become well versed in scaling these behemoths to battle them, protecting themselves from their adversary's blows and utilizing their purchase to make their blows stronger. #### Colossus Climber Magic *3rd-level Colossus Climber feature* You learn an additional spell when you reach certain levels in this class, as shown in the Colossus Climber Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Colossus Climber Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *feather fall* | | 5th | *enlarge/reduce* | | 9th | *slow* | | 13th | *compulsion* | | 17th | *hold monster* | #### Bonus Proficiencies *3rd-level Colossus Climber feature* You gain proficiency in your choice of Acrobatics or Athletics. #### Colossus Climber *3rd-level Colossus Climber feature* You gain a climbing speed equal to your movement speed. You may climb creatures at least one size larger than you. A creature you are climbing has disadvantage on attack rolls against you, and you are never at disadvantage on attack rolls against a creature you are climbing. If an attack misses you while you are climbing a creature, the same attack roll is now applied to the creature you are climbing. Clambering on a creature gives you access to more vulnerable areas of that creature. You score a critical hit on a roll of 19 or 20 against creatures you are climbing. #### Steadfast *7th-level Colossus Climber feature* It takes great effort to knock you from a perch. If an effect allows you to make an ability check or saving throw to resist being pushed, pulled, or knocked prone, you have advantage on the roll. If an effect would push or pull you or knock you prone but does not allow an ability check or saving throw to resist the effect, you may use your reaction to make a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) against a DC of 15. On a success, you resist the effect. \columnbreak #### The Harder They Fall *11th-level Colossus Climber feature* You can send creatures tumbling. When you hit a creature with a weapon attack, you can attempt to knock the target down. The target must succeed on a Strength saving throw against your ranger spell save DC or be knocked prone and take bludgeoning damage as it hits the ground. A Medium or smaller creature takes 1d12 damage, a Large creature takes 2d12 damage, a Huge creature takes 3d12 damage, and a Gargantuan creature takes 4d12 damage. The creature would still be subject to any fall damage it would normally take. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. #### Control Colossus *15th-level Colossus Climber feature* You can begin to take command of the colossi you ride. When you are climbing a creature, you can attempt to control it as an action. The creature must make a Wisdom saving throw against your ranger spell save DC. On a failure for 1 minute or as long as you remain climbing the creature, you can use your action to control the creature. The creature performs your commands on its next turn. If you do not use your action to control the creature, it acts as normal. You can also cause the creature to use a reaction, but this requires you to use your own reaction as well. At the end of the creature's turns, it may make a Wisdom saving throw ending the effect on a success. Once you use this feature, you cannot use it again until you finish a long rest. \pagebreakNum ### Detective The Detective archetype helps with combating foes not of the natural world, but of civilization. The Detective is most at home hunting down criminals or uncovering the truth behind the actions of corrupt officials. Exposing the naked city to their keen eye and intellect, they show that the most dangerous foes can be the ones we live amongst. #### Detective Magic *3rd-level Detective feature* You learn an additional spell when you reach certain levels in this class, as shown in the Detective Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Detective Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *detect evil and good* | | 5th | *hold person* | | 9th | *speak with dead* | | 13th | *arcane eye* | | 17th | *mislead* | #### Detection *3rd-level Detective feature* Your trained mind flourishes. You have advantage on Intelligence (Investigation) and Wisdom (Perception, Insight) checks. Also, urban counts as your favored terrain as per the Natural Explorer feature, and whenever you are tracking or tailing a creature in one of your favored terrains, your quarry or quarries have disadvantage on Wisdom (Perception) checks to notice you. #### Calculated Strike *3rd-level Detective feature* You know how to damage a creature more effectively. When you successfully attack a creature, you may deal extra damage to the creature equal to your ranger level plus your Wisdom modifier. Once you use this feature, you must finish a short or long rest before you can use it again. #### Improved Hunter's Mark *7th-level Detective feature* You can gain additional information on your selected quarry. You know the *hunter's mark* spell if you did not already, and it doesn't count against your number of ranger spells known. You also gain the following additional benefits when you cast *hunter’s mark* at higher levels: * **2nd Level.** You know how many hit points the creature has and any spell currently affecting it. * **3rd Level.** For 1 minute, you learn the surface thoughts of the creature—what is most on its mind in that moment. * **4th Level.** You sense the direction and distance of the creature’s location, as long as that creature is within 500 feet of you. If the creature is moving, you know the direction of its movement. * **5th Level.** You learn everything about the creature that would be found in its stat block, as well as any prevalent lore about it. When casting at higher levels, you gain all the benefits of the levels below as well. #### Enemy Strike *11th-level Detective feature* Your dogged pursuit of your quarry aids you in combat. When you use your Calculated Strike feature on a creature you have been successfully tracking or tailing within the last hour, are successfully hidden from, is your Favored Enemy, or is currently under the effects of your *hunter's mark* spell, the extra damage you deal is equal to twice your ranger level plus your Wisdom modifier. #### Intuition *15th-level Detective feature* You can heighten your detective skills to get to the truth of the matter for 10 minutes. Choose how this heightened ability manifests from one of the options below: ***Dispel Deception.*** You gain truesight out to a range of 120 feet and know when someone tells a lie for the 10 minutes. ***Connect the Dots.*** If you spend the 10 minutes pouring over any facts or notes you have, you gain new information extrapolated from the information you already gathered or realize where you should focus your investigation to gain new information, provided there is any new information to be gained. ***Master Stratagem.*** If you spend the 10 minutes thinking about a question concerning a specific goal, event, or activity to occur within 7 days, you will be able to figure out the answer to the question. The answer won't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum ### Explorer The Explorer wants to discover unknown lands and traverse uncharted jungles and caves or perhaps to rediscover lost temples or treasures. They are studious of their quarries, though perhaps narrowly learned. But the unknown comes with unknown dangers, and the explorer must be formidable in their skills or they will not be able to share their discoveries with the world. #### Explorer Magic *3rd-level Explorer feature* You learn an additional spell when you reach certain levels in this class, as shown in the Explorer Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Explorer Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *identify* | | 5th | *knock* | | 9th | *dispel magic* | | 13th | *death ward* | | 17th | *legend lore* | #### Discovery *3rd-level Explorer feature* You gain proficiency with cartographer's tools and thieves' tools, as well as one Intelligence skill of your choice. In addition, you can decipher a word or passage in a language you are not fluent. If the language shares a script with a language you know (see pg. 123 in the *Player's Handbook* for language scripts), you can spend approximately 1 minute per 4 words to get a rough translation of the text that may lack precise wordings, grammatical comprehension, or important nuances. #### Trailblazing *3rd-level Explorer feature* Your experience trudging in undiscovered places has taught how to move through many environs and trained you to mitigate dangers. Climbing, crawling, and swimming does not cost you extra movement, and you may use your reaction to halve damage you take from environmental hazards, falling, or traps. #### Adventurer's Pack *7th-level Explorer feature* You always seem to have the right tool for the job. You gain an Adventurer's Pack that weighs 10 lbs. and magically holds 6 items. As a bonus action, you can draw an item of your choice from it. The item you choose must be from the items listed on the Adventuring Gear table on pg. 150 in the *Player's Handbook* (or something similar at the DM's discretion). After 24 hours the item breaks beyond repair, and its fragility is instantly detected by anyone (no check required). Alternatively, you can draw a tattered book or a worn parchment you've somehow managed to accumulate in your expeditions. This allows you to gain advantage on one Intelligence (History, Arcana, Nature, or Religion) check you make this turn. The book or parchment contains the knowledge, if any, you gain on this check. You regain a use of your Adventurer's Pack by spending 2 gp and taking 10 minutes to shop in a town or any place with a shop or vendor. You can regain an empty Adventurer's Pack you have lost by finishing a long rest in a town or any place with a shop or vendor and spending 20 gp. #### Fortuitous *11th-level Explorer feature* You possess the uncanny ability to avoid disaster. When you are hit with an attack, you may use your reaction to have the attack miss instead. Alternatively, when you fail a saving throw from an effect that allows you to make a saving throw to take only half damage, you may use your reaction to succeed instead. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Treasure Hunter *15th-level Explorer feature* You gain an ability to discover the secret and the valuable. You have advantage when making Intelligence (Investigation) or Wisdom (Perception) checks for anything hidden or concealed. Additionally, you're able to track down valuable objects and magic items by examining historical sources and gathering local rumors. When you come across a treasure hoard, you may pick any one item from the appropriate table to find in the treasure hoard. If there is no table associated with the treasure you discover, the DM may allow you to select an appropriate item of your choice to find among the treasure instead. \pagebreakNum ### Fey Court Emissary A friend to the fey, these rangers, either through appointment or of their own volition, protect the wilds. Sometimes this means having found allies with the hodgepodge of fairies that live or frequent the Material Plane, or on occasion, being knighted by a Fey Court. In either case, Fey Court Emissaries protect the fey, their enclaves, and their interests. #### Fey Court Emissary Magic *3rd-level Fey Court Emissary feature* You learn an additional spell when you reach certain levels in this class, as shown in the Fey Court Emissary Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Fey Court Emissary Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *faerie fire* | | 5th | *invisibility* | | 9th | *fly* | | 13th | *charm monster
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* | | 17th | *geas* | >##### Variant: Alternative Spells > For players who do not have access to *Xanathar's Guide to Everything*, the fey court emissary spell *charm monster* can be replaced with *dominate beast*. #### Fairy Guide *3rd-level Fey Court Emissary feature* You gain a fairy guide. You can cast the *find familiar* spell as a ritual as described in chapter 10 of the *Player's Handbook*. When casting it in this way it is always a fey creature, can speak Common and Sylvan, and can be the form of sprite or a quickling in addition to the normal forms. Your fairy guide can sense the nearest entrance to the Feywild within 1000 feet of it (if there is one) and lead you to it. While your fairy guide is present, you have advantage on Charisma checks to interact with fey and all of the Feywild counts as your favored terrain as per the Natural Explorer feature. You may also use your fairy guide as a spellcasting focus for your ranger spells if it is within 5 feet of you. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own. #### Fey Poison *3rd-level Fey Court Emissary feature* You can magically imbue an attack with magic poison. When you hit a creature with a weapon attack while you have a fairy guide, you can deal an extra ld4 poison damage to the target. \columnbreak #### Into Thin Air *7th-level Fey Court Emissary feature* You learn the tricks of the fey to vanish amongst nature. When you successfully hide from a creature while not in an urban environment, you are invisible to the creature until the end of your next turn. The invisibility ends early if you make an attack or cast a spell. #### Pesky Pixies *11th-level Fey Court Emissary feature* You can call on the fey for help. While you have a familiar, you may use your action to bring forth 1d4+4 pixies from the the Feywild which appear in unoccupied spaces within 60 feet of you. A pixie disappears when it drops to 0 hit points, after 10 minutes, or if you dismiss it as an action. The pixies are friendly to you and your companions and take the same initiative order as your familiar. You may give orders to the pixies (no action required by you), which the pixies perform on their next turn. If you don't issue any commands to them, they defend themselves from hostile creatures and act as they please, but will never travel further than 60 feet from you. Be warned however, at the option of the DM one or more pixies may choose to attempt to resist your commands making a Wisdom saving throw against your ranger spell save DC. On a failure, the pixies ignore their mischievous nature and follow your command on their next turn. On a success, the pixies do as they wish but remain friendly to you and your companions. Once you use this feature, you can't use it again until you finish a long rest. #### Fairy Magic *15th-level Fey Court Emissary feature* The Feywild empowers your magic. Creatures are at disadvantage against saving throws from your spells. This feature does not work on fey creatures. \pagebreakNum ### Freediver While most rangers exhibit their prowess on land, the Freediver instead masters the world beneath the water. They have developed resistance to the pressures of the deep and trained their lungs to retain their breath longer. They dive deep below the surface and acclimate to the almost extraplanar environments that exist below us to explore their strangeness and beauty. #### Freediver Magic *3rd-level Freediver feature* You learn an additional spell when you reach certain levels in this class, as shown in the Freediver Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Freediver Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *create or destroy water* | | 5th | *misty step* | | 9th | *wall of water
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* | | 13th | *control water* | | 17th | *maelstrom
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* | >##### Variant: Alternative Spells > For players who do not have access to *Elemental Evil Player's Companion*, the freediver spells *wall of water* and *maelstrom* can be replaced with *sleet storm* and *cone of cold* respectively. #### Freediving *3rd-level Freediver feature* Your training in diving below the depths provides you with numerous benefits. You have a 40 foot swimming speed and can hold your breath for up to 30 minutes. As long as you have adequate light, your vision is not hampered by being underwater. Your ranged weapon attacks suffer no penalty while underwater. Oceans, seas, and the underwater count as your favored terrain as per the Natural Explorer feature. Additionally while you are underwater, you can take the Dash action as a bonus action on your turn, and your weapon attacks deal an extra 1d6 damage. #### Air Into Water *3rd-level Freediver feature* You can treat the air as if it were water. As an action for 1 minute, you gain a flying speed equal to your swimming speed and gain any benefits as if you were underwater. Once you use this feature, you must finish a short or long rest before you can use it again. \columnbreak #### Melt *7th-level Freediver feature* You can temporarily become like water. As a bonus action, you can move through an area as little as 1 inch wide without squeezing for 1 minute. Unless you are underwater, each foot of movement you use costs 2 feet of your movement. If at the end of that minute you end in a space that cannot accommodate your size as you resolidify, you are pushed to the nearest empty space which can accommodate your size. You take 1d6 bludgeoning damage for each 10 feet you travel in this way. Once you use this feature, you must finish a long rest before you can use it again. #### Water Jet *11th-level Freediver feature* You can use water to rebuke attackers. As a reaction to a creature that is Huge or smaller making a melee attack against you, you may force the creature to make a Strength saving throw against ranger spell save DC. On a failure, the creature's attack fails, and it is pushed 20 feet away from you. If you are underwater, the creature is is instead pushed back 40 feet instead. You may do this a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. #### Conjure Sea Animals *15th-level Freediver feature* You can call upon the creatures of the deep. As an action, you summon swimming beasts that appear in unoccupied spaces that you can see within 30 feet of you. Choose one of the following options for what appears: * Two beasts with a natural swimming speed of challenge rating 2 or lower * Three beasts with a natural swimming speed of challenge rating 1 or lower * Six beasts with a natural swimming speed of challenge rating 1/2 or lower * Sixteen beasts with a natural swimming speed of challenge rating 1/4 or lower Each beast disappears when it drops to 0 hit points or after 1 hour. If you are currently under the benefits of your Air Into Water feature, the beasts can move and breathe as if underwater. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once you use this feature, you must finish a long rest before you can use it again. \pagebreakNum ### Marksman To become a Marksman, you must excel in ranged combat. Whether honing their abilities through hunting wild game, on the field of battle, or with archery exhibitions, a Marksman finds precision in their aim and ensures their ammunition is never wasted. #### Marksman Magic *3rd-level Marksman feature* You learn an additional spell when you reach certain levels in this class, as shown in the Marksman Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Marksman Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *magic missile* | | 5th | *Melf's acid arrow* | | 9th | *elemental weapon* | | 13th | *Mordenkainen's faithful hound* | | 17th | *Rary's telepathic bond* | #### Focused Shot *3rd-level Marksman feature* You can aim your shot to compromise your enemy. On your turn, you may expend a spell slot (no action required) in order to aim for one of the body parts from the list below or the equivalent body part for the creature (DM’s discretion). The next time you hit with a ranged weapon attack within the next minute, you deal damage plus an extra 1d8 damage per level of spell slot, and the target must make the corresponding saving throw against your ranger spell save DC. If you use this feature while you already have a focused shot prepared, the previous focused shot ends. ***Eye.*** The target must succeed on a Wisdom saving throw or become blinded until the end of your next turn. ***Hand.*** The target must succeed on a Strength saving throw or drop whatever it is holding and make weapon attacks with disadvantage until the end of your next turn. ***Leg.*** The target must succeed on a Dexterity saving throw or have its movement speed become 0 until the end of your next turn. ***Throat.*** The target must succeed on a Constitution saving throw or become unable to speak or use any abilities that use its mouth, throat, or breath until the end of your next turn. ***Vitals.*** The target must succeed on a Constitution saving throw or take an extra 2d8 damage. ***Wing.*** The target must succeed on a Strength saving throw or fall prone. #### Precision Aim *7th-level Marksman feature* Your ability to hit your mark becomes unparalleled. When you start your turn, you may choose to make all ranged weapon attacks you make this turn with advantage. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. #### Eagle Eye *11th-level Marksman feature* You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. #### Sniper *11th-level Marksman feature* You can hit targets across great distances by taking a moment to ready your shot. As an action, choose a creature or object you can see within 1 mile of you. Until the end of your next turn, all ranged attacks you make against the target are within your range and are never at disadvantage. #### Extra Ranged Attack *15th-level Marksman feature* Whenever you take the Attack action on your turn, you may make an additional ranged weapon attack as a part of that action. \pagebreakNum ### Survivalist All rangers are hardened and tested by the harsh, unforgiving aspects of nature. But the Survivalist finds these harsh, unforgiving aspects as a comfortable sojourn. You have adapted to thrive, where others merely survive, and to survive where others would die. #### Survivalist Magic *3rd-level Survivalist feature* You learn an additional spell when you reach certain levels in this class, as shown in the Survivalist Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Survivalist Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *feather fall* | | 5th | *alter self* | | 9th | *create food and water* | | 13th | *hallucinatory terrain* | | 17th | *antilife shell* | #### Natural Survivor *3rd-level Survivalist feature* Your Natural Explorer feature gains the additional benefits when traveling for 1 hour or more: * You gain advantage on Dexterity (Stealth) and Wisdom (Perception) checks. * You cannot be surprised. * You may subsist on half the daily amount of food and water normally required. * You are not affected from the negative effects of Extreme Heat, Extreme Cold, Strong Wind, or Heavy Precipitation. And your group has advantage with Constitution saving throws related to Extreme Heat or Extreme Cold. * During a Forced March, your group can travel for an additional number of hours equal to your Wisdom modifier (minimum 1) without risking exhaustion. #### Poultices *3rd-level Survivalist feature* You can create natural healing salves. You may create four poultices over the course of a long rest. Over the course of 1 minute, you may administer a poultice to a creature you can touch that has at least 1 hit point. The creature regains hit points equal to 5 plus your Wisdom modifier. If the creature took acid, cold, fire, lightning, poison, or thunder damage within the last hour, the hit points regained are doubled. Alternatively, a poultice can end one effect causing the poisoned condition or one disease. Poultices have no effect on undead or constructs. Any poultices not used before your next long rest lose their potency and become unusable. The number of poultices you can create over a long rest increases as when you reach certain levels in this class, increasing to six at 7th level, eight at 11th level, and ten at 15th level. #### Vigilance *7th-level Survivalist feature* Your alertness is unwavering. You may take the Dodge action as a bonus action on your turn, if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Also, if you are at maximum hit points your time needed for a short or long rest is reduced by half. #### Hearty Constitution *11th-level Survivalist feature* Your body’s durability has been honed to its peak. You gain proficiency with Constitution checks and saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Dexterity saving throws (your choice). Also, you now have an additional amount of d10 Hit Dice equal to your Constitution modifier (minimum of 1). These additional Hit Dice do not increase your maximum hit points. #### Endurance *15th-level Survivalist feature* Your body can shrug off physical forms of damage. While you are at or below half of your maximum hit points, you become resistant to all nonmagical damage. \pagebreakNum ### Tracker Hunting beast, humanoid, dragon, and everything in between and far removed, the Tracker excels at finding and catching their quarry. In addition to their expert abilities in following tracks, they have almost a preternatural ability to assess their surroundings, noticing nigh imperceptible changes in the air or hearing the quietest of sounds. And they can use this knowledge to prevent other creatures from noticing them as they stalk their prey. #### Tracker Magic *3rd-level Tracker feature* You learn an additional spell when you reach certain levels in this class, as shown in the Tracker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Tracker Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *entangle* | | 5th | *see invisibility* | | 9th | *haste* | | 13th | *arcane eye* | | 17th | *wall of stone* | #### Hemorrhaging Blow *3rd-level Tracker feature* Your attacks deal internal damage and can help leave a trail to follow. You gain a +10 bonus on any Wisdom (Survival) checks to track a creature you've damaged within the last 2 hours. Also, any creature you've hit with a weapon attack in the last minute takes 1d10 piercing damage every time it uses its full movement speed. #### Adept Tracker *7th-level Tracker feature* Only the most skilled of quarry can elude your tracking. You ignore any effect that would prevent a creature from being tracked, magical or otherwise, and whenever you make a Wisdom (Survival) check to track, treat a roll of 7 or lower on the d20 as an 8. #### Run Down *11th-level Tracker feature* You are skilled at pursuing quickly and across great distances. You can take the Dash action as a bonus action on your turn, you can track and move stealthily while traveling at a fast pace, and you are able to travel for 16 hours before risking exhaustion from a Forced March. \columnbreak #### Adept Senses and Camouflage *15th-level Tracker feature* You have honed your ability to hide and detect. You gain truesight in a 10 foot radius of you and a +2 bonus to your passive Wisdom (Perception) score. Additionally when you camouflage yourself using your Hide in Plain Sight feature and move or take an action or a reaction, you still gain the benefit of the feature for 1 minute. After which you must camouflage yourself again to gain the benefit. \pagebreakNum ### Warden As a protector of the wilderness, you draw strength from nature and the beasts that reside within. Wardens have taken attributes from various animals in nature – the keen sight of the hawk, the agility of the cat, the power of the boar. With these aspects you strive to guard nature and the beasts of the land, sea, and sky from undue harm. #### Warden Magic *3rd-level Warden feature* You learn an additional spell when you reach certain levels in this class, as shown in the Warden Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Warden Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *sanctuary* | | 5th | *enhance ability* | | 9th | *spirit guardians* | | 13th | *polymorph* | | 17th | *insect plague* | #### Aspects of the Beast *3rd-level Warden feature* Your connection with the wild has given you aspects of the beast. You gain 4 aspects of your choice, which are detailed under “Bestial Aspects” below. If an aspect requires a saving throw, the DC equals your ranger spell save DC. You learn two additional aspects of your choice at 7th, 11th, and 15th level. Each time you learn new aspects, you can also replace one aspect you know with a different one. #### Tongue of the Beast *3rd-level Warden feature* Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. #### Protector's Conviction *7th-level Warden feature* Your conviction to your creed increases. You have advantage on saving throws against being charmed or frightened. #### Avenger *11th-level Warden feature* You can deal retribution when your friends are attacked. When an ally is dealt damage by a creature, you may use your reaction to prepare to avenge your ally. On your next turn, your first attack against that creature has advantage, and you deal an extra 2d6 damage on the attack. #### Nature's Sanctuary *15th-level Warden feature* Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your ranger spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you. #### Bestial Aspects The Bestial Aspects are presented in alphabetical order. ***Bat.*** As long as you can hear, you gain blindsight within 15 feet of you. ***Bear.*** You gain a number of temporary hit points equal to twice your ranger level when you finish a long rest. ***Boar.*** If you move at least 20 feet straight toward a creature right before hitting it with a melee attack, the target takes an extra 1d6 damage and must succeed on a Strength saving throw or be knocked prone. ***Cat.*** You have advantage on any Dexterity check or saving throw to prevent from falling and take no damage when falling 40 feet or less while not incapacitated. ***Crocodile.*** You can hold your breath for 15 minutes and suffer no disadvantage on attack rolls when fighting under water. ***Dinosaur.*** When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. ***Eagle.*** You have advantage on Wisdom (Perception) checks. ***Fish.*** You gain a swimming speed equal to your walking speed. ***Frog.*** Your jump distance doubles and without a running start, you can jump as if you had. ***Goat.*** You have advantage on Strength and Dexterity checks and saving throws made against effects that would knock you prone. ***Hawk.*** As an action, you gain a flying speed equal to your walking speed until the end of your turn. ***Horse.*** Your movement speed increases by 10 feet, and your travel pace is doubled. ***Mastiff.*** You have advantage on Intelligence (Investigation) and Wisdom (Perception, Survival) checks that rely on smell. ***Monkey.*** You gain a 40 foot climb speed. ***Mule.*** You are considered to be one size larger for the purpose of determining your carrying capacity. ***Owl.*** You gain darkvision in a range of 60 feet. ***Octopus.*** Opportunity attacks against you are made with disadvantage, as you flee in a cloud of ink. ***Panther.*** You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. ***Rat.*** You may move through a hostile creature's space regardless of size and another creature's space isn't difficult terrain for you. ***Raven.*** You can flawlessly mimic any creature's speech or a simple sound. \pagebreakNum ***Scorpion.*** As a bonus action on your turn, you can add a poisonous sting to the next melee attack you make before the end of your turn. On a hit, the target must succeed a Constitution saving throw or take 1d4 poison damage. ***Shark.*** When you reduce a creature to 0 hits points, you may move up to your movement speed without expending any of your movement. ***Snake.*** Whenever you grapple a creature, it is also restrained by you until the grappled ends. ***Spider.*** Using a bonus action on your turn, you may create a net of spiderweb. The net functions as a normal net, but naturally degrades after 10 minutes. ***Wolf.*** Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. \pagebreakNum ### Wastelander The world is full of natural environments where only the most rugged and prepared creatures can survive. But powerful magics can also alter the landscape in unnatural ways to create similarly hostile environments. Influence from another plane may spill over, a creature's innate magical power can transform the surrounding land, or a cataclysmic magical event might forever destroy the ecosystem. These areas are often known as wastelands, and the people who have adapted to survive in them as Wastelanders. #### Wastelander Magic *3rd-level Wastelander feature* You learn an additional spell when you reach certain levels in this class, as shown in the Wastelander Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Wastelander Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *detect evil and good* | | 5th | *alter self* | | 9th | *dispel magic* | | 13th | *hallucinatory terrain* | | 17th | *antilife shell* | #### Arcane Acclimation *3rd-level Wastelander feature* Your time in the wastelands has transformed you, giving you an undercurrent of magic energy which you can unleash. As a bonus action on your turn, choose one of the following effects which lasts for 1 minute. Once you use this feature, you must finish a short or long rest before you can use it again. ***Waststeland Senses.*** In a range of 120 feet, you can see in normal and magical darkness and automatically detect illusions and succeed on saving throws against them. When you reach 11th level in this class, the range increases to 300 feet. ***Wasteland Speed.*** You gain an additional 10 feet of movement speed and moving through magical difficult terrain costs you no extra movement. When you reach 11th level in this class, the additional movement speed increases to 20 feet. ***Wasteland Strike.*** When you hit a creature with an attack, you may have magical energy shoot out to a different creature of your choice within 10 feet of it. The second creature takes 1d6 force damage. When you reach 11th level in this class, the damage increases to 2d6. \columnbreak #### Wasteland Wanderer *7th-level Wastelander feature* You are immune to regional effects and have advantage on any ability checks or saving throws you make against a lair action. In addition when traveling in an area, you instantly recognize if the area is consecrated, desecrated, under regional effects, influenced by other planes of existence, or in any other way effected by magic. #### Cleanse Environment *11th-level Wastelander feature* You can rebuff magical effects in an area. As an action, choose a point you can see. All magical effects currently active within 30 feet of the point are suppressed for 24 hours. Once you use this feature, you can't use it again until you finish a long rest. #### Supernatural Defenses *15th-level Wastelander feature* You are resistant to damage from spells and magical effects, and when you succeed a saving throw against magic, you gain a number of temporary hit points equal to half your ranger level. \pagebreakNum ### Apothecary The land can provide bountiful resources to those who can find it such as food, shelter, or medicine. It can even provide its own magical enhancements. The right mix of blended root powders, beast organs, and mineral deposits can grant supernatural powers. Apothecaries train and study in the ways of extracting powers from flora and fauna to one day open their own herbalism shops or merely to aid in their adventuring lifestyles. #### Apothecary Magic *3rd-level Apothecary feature* You learn an additional spell when you reach certain levels in this class, as shown in the Apothecary Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Apothecary Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *heroism* | | 5th | *alter self* | | 9th | *haste* | | 13th | *fabricate* | | 17th | *greater restoration* | #### Essence of Terrain *3rd-level Apothecary feature* You've learned appropriate ingredients unique to each terrain that are required to make essences -- a consumable product derived from the plants, animals, and minerals of an area. You may spend 2 hours foraging in a terrain to gather ingredients to make essences. Make a Wisdom (Survival) check to determine how much ingredients you procure and how many essences you can make as result based on the Terrain Essence Forage chart. Your DM may determine you have advantage or disadvantage on this check depending on the terrain being more lush or barren than normal. Once you forage material from an area of terrain enough for 10 essences, you must wait 7 days before foraging from the same area of terrain again. Traveling 24 miles in one direction will put you in a new area of terrain. You must create the essences within 24 hours of foraging the ingredients. Each essence takes 10 minutes to make. A creature may consume an essence of terrain as an action and gain its effects for 1 hour. The effect of each terrain's essence is shown in the Essence of Terrain table as are some of the possible ingredients you would use to make the essence. When you reach 15th level in this class, your essences bestow an additional effect as shown in the Essence of Terrain table. A creature can't benefit from two essences of terrain at the same time. If a creature consumes an essence of terrain while already under the effects of an essence of terrain, it becomes poisoned for 1 hour and does not gain the effects of the most recent essence consumed. ##### Terrain Essence Forage | Survival Check | Essence Yield | |:----:|:-------------:| | 1-4 | 1 | | 5-9 | 2 | | 10-14 | 3 | | 15-19 | 4 | | 20-24 | 5 | | 25+ | 6 | #### Natural Ingredients *3rd-level Apothecary feature* You gain proficiency with the herbalism kit and the poisoner's kit. Your proficiency bonus is doubled when using these tools to make checks related to your favored terrain or favored enemy. #### Favored in Nature *7th-level Apothecary feature* You choose an additional favored enemy and terrain. The favored enemy and terrain chosen by this feature can be changed. By taking one hour to study a terrain or a creature type, you can switch the favored terrain or enemy to the newly studied one. This study can be done through books and manuscripts or by spending time personally examining the terrain or creatures. #### Essence of Creature *11th-level Apothecary feature* You learn how to create essences of creatures like you have terrains. Make a Wisdom (Medicine) check to determine how much ingredients you can harvest from dead creature and how many essences you can make as a result based on the Creature Essence Harvest chart. Harvesting ingredients from one creature takes 30 minutes. You can't harvest ingredients from a creature that has a CR of less than 1, has been dead for more than 1 hour, or has been previously harvested. ##### Creature Essence Harvest | Medicine Check | Essence Yield | |:----:|:-------------:| | 1-4 | 0 | | 5-9 | 1 | | 10-14 | 2 | | 15-19 | 3 | | 20-24 | 4 | | 25+ | 5 | You must create the essences within 24 hours of harvesting the ingredients. Make an Intelligence (herbalism kit) check to create each essence which takes 10 minutes to make. This check determines the strength of certain effects of the essence unique to each creature type and cannot exceed the CR of the creature. For example, if you got an 18 for your Intelligence (herbalism kit) check, but the ingredients were from a CR 9 creature, the check would become a 9. \pagebreakNum
##### Essence of Terrain | Terrain | 3rd level effects | 15th level effects | Potential Ingredients | |:----:|:-------------|:--|---| | Arctic | You gain resistance to cold damage. | Whenever a creature within 5 feet of you hits you with a melee attack, the attacker takes 2d4 cold damage. | Frozenfire, bloodrime, antler velvet, holly berry, snow fur| | Coast | You gain a swimming speed equal to your walking speed.| You can breathe water. | Puffer neurotoxin, red kelp, flying fish wings, silver coral, quartz sand | | Desert | You gain resistance to fire damage. | Whenever a creature within 5 feet of you hits you with a melee attack, the attacker takes 2d4 fire damage. | Sunburst cactus flower, vengeance toad eyes, carrion bonemeal, tumbleweed, water from an oasis | | Forest | You can hide while partially obscured. | Once on your turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. | Dragonfruit, chestnuts, owl pellet, bark of a yew sapling, crimson sap | | Grassland | Your movement speed increases by 10 feet. | Your movement speed increases by an additional 20 feet. | Faerie mound grass, wolfsbane, nightshade, mistletoe, rabbit's foot | | Mountain | You gain a climbing speed equal to your walking speed. | You gain resistance to bludgeoning damage. | Blue devil flower, giant eagle eggshells, powdered giantstone, elder ram's horn, cloud dew| | Swamp | You gain resistance to acid damage and are immune to disease. | You gain immunity to poison damage. | Vampire-mosquito bloodmeal, mandrake, tongue of poison dart frog, ghost orchid, water lenses | | Underdark | You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. | You can see in magical darkness, and your darkvision now allows you to see darkness as bright light and discern colors. | Will o'wisp mushroom, giant fire beetle wings, stalactite waterdrops, lichen, eye of bat|
A creature may consume an essence of creature as an action and gain its effects for 1 minute. The effects for each creature type are listed below. A creature can't benefit from two essences of creature at the same time. If a creature consumes an essence of creature while already under the effects of an essence of creature, it becomes stunned for 1 minute and does not gain the effects of the most recent essence consumed. When you reach 15th level in this class, the time to harvest ingredients from one creature becomes 20 minutes, and the duration of your essences of creature becomes 10 minutes. #### Essence of Creature Effects ***Aberrations.*** You grow tentacles out of your body. As a bonus action on your turn, you may attack with each tentacle. The tentacle's have a 10 foot reach and a +6 bonus to the attack roll and deal 1d4 acid and 1d4 bludgeoning on a successful hit. The number of tentacles you grow is determined by the Aberration Essence table. ##### Aberration Essence | Herbalism Kit Check | Tentacles | |:----:|:-------------:| | 1-4 | 1 | | 5-9 | 2 | | 10-14 | 3 | | 15-19 | 4 | | 20+ | 5 | ***Beast.*** You transform into an animal. Your game statistics are replaced by the statistics of a beast of your choice, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. \pagebreakNum You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You are limited in the actions you can perform by the nature of your new form, and you can't speak, cast spells, or take any other action that requires hands or speech. Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of its equipment. The CR of the beast form can be any of an equal or lower value to the Intelligence (herbalism kit) check used to create the essence. ***Celestials.*** You gain a pool of d6s. As an action, you may touch a creature and expend any amount of the d6s, rolling them. The target regains hit points equal to the amount rolled. The amount of d6s you gain is determined by the Celestial Essence table. ##### Celestial Essence | Herbalism Kit Check | Number of d6s | |:----:|:-------------:| | 1-4 | 2 | | 5-9 | 4 | | 11-14 | 6 | | 15-19 | 8 | | 20+ | 10 | ***Constructs.*** You gain the adamancy of an arcanical automaton and become immune to certain conditions. The conditions you are immune to are determined by the Construct Essence table. In addition to the corresponding condition immunity, you gain the condition immunities of all the lower checks as well. ##### Construct Essence | Herbalism Kit Check | Condition Immunities | |:----:|:-------------:| | 1-4 | Petrified | | 5-9 | Poisoned | | 10-14 | Frightened | | 15-19 | Charmed | | 20+ | Exhaustion and Paralyzed | ***Dragons.*** Your lungs become filled with draconic air. Choose acid, cold, fire, lightning, or poison. You can use an action to exhale energy of the chosen type in a cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. The size of the cone and DC of the saving throw is determined by the Dragon Essence table. \columnbreak ##### Dragon Essence | Herbalism Kit Check | Cone Size | Saving Throw DC | |:----:|:-------------:|:-:| | 1-4 | 10 ft. | 12 | | 5-9 | 20 ft. | 13 | | 10-14 | 30 ft. | 14 | | 15-19 | 40 ft. | 15 | | 20+ | 50 ft. | 16 | ***Elementals.*** Your form takes on a shifting of air, earth, fire and water allowing you to traverse these elements with ease. You become resistant to fire damage and immune to fire damage from nonmagical sources. You can breathe water and gain a burrowing, flying, and swimming speed. Your gained speed is determined by the Elemental Essence table. ##### Elemental Essence | Herbalism Kit Check | Burrow Speed | Fly Speed | Swim Speed |:----:|:-------------:|:-:|--| | 1-4 | 5 ft. | 15 ft. | 30 ft. | | 5-9 | 10 ft. | 30 ft. | 60 ft. | | 10-14 | 20 ft. | 60 ft. | 100 ft. | | 15-19 | 40 ft. | 90 ft. | 150 ft. | | 20+ | 60 ft. | 120 ft. | 200 ft. | ***Fey.*** You become imbued the fey magic. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You may also cast the *druidcraft* and *minor illusion* cantrips at will without providing material components and additional spells once without providing material components. The additional spells and spell save DC are determined by the Fey Essence chart. In addition to the corresponding additional spells, you gain the additional spells of all the lower checks as well. ##### Fey Essence | Herbalism Kit Check | Spell Save DC | Additional Spells | |:----:|:-------------:|:-------:| | 1-4 | 12 | *charm person*, *sleep* | | 5-9 | 14 | *entangle*, *suggestion* | | 10-14 | 16 | *invisibility*, *phantasmal force* | | 15-19 | 18 | *dispel magic*, *fly* | | 20+ | 20 | *confusion*, *polymorph* | ***Fiends.*** You gain the supernatural resistance of fiends. The damage types you are resistance to are determined by the Fiend Essence table. In addition to the corresponding damage resistances, you gain the damage resistances of all the lower checks as well. \pagebreakNum ##### Fiend Essence | Herbalism Kit Check | Damage Resistance | |:----:|:-------------:| | 1-4 | Fire | | 5-9 | Acid and poison | | 10-14 | Cold and lightning | | 15-19 | Bludgeoning from nonmagical attacks | | 20+ | Piercing and slashing from nonmagical attacks | ***Giants.*** You grow larger in size. If there isn't enough room for you to increase your size, you attain the maximum possible size in the space available. You also have advantage on Strength checks and Strength saving throws. Your weapons also grow to match your new size. While your weapons are enlarged, your attacks with them deal extra damage. The increase in size and amount of extra damage is determined by the Giant Essence table. ##### Giant Essence | Herbalism Kit Check | Size Increase | Extra Damage| |:----:|:-------------:|:-:| | 1-4 | 1 size larger| 1d4 | | 5-9 | 1 size larger |1d6 | | 10-14 | 2 sizes larger |1d8 | | 15-19 | 2 sizes larger |1d10 | | 20+ | 3 sizes larger |1d12 | ***Humanoids.*** This essence lasts 1 hour instead or 8 hours when reach 15th level in this class. You transform your appearance to that of a humanoid. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as any humanoid race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same. At any time for the duration, you can use your action to change your appearance in this way again. You can change your appearance a number of times equal to the Intelligence (herbalism kit) check used to create the essence. ***Monstrosities.*** You gain a monstrous surge in ability. Choose an ability score. You gain a bonus to that ability score. This bonus can increase your ability score over 20. The bonus is determined by the Monstrosity Essence table. ##### Monstrosity Essence | Herbalism Kit Check | Bonus | |:----:|:-------------:| | 1-4 | +1| | 5-9 | +2 | | 10-14 | +3 | | 15-19 | +4 | | 20+ | +5 | ***Oozes.*** Your vitals take on an viscous and acidic quality. Any nonmagical weapon attack has its damage reduced, and whenever a creature within 5 feet of you hits you with a melee attack, the attacker takes acid damage. The damage reduced and dealt are determined by the Ooze Essence table. ##### Ooze Essence | Herbalism Kit Check | Damage Dealt | Damage Reduction| |:----:|:-------------:|:--:| | 1-4 | 1d4 | 1 | | 5-9 | 1d6 | 2 | | 10-14 | 1d8 | 3 | | 15-19 | 1d10 | 4 | | 20+ | 1d12 | 5 | ***Plants.*** Your skin becomes a hardened bark changing your AC. Your AC is determined by the Plant Essence table. ##### Plant Essence | Herbalism Kit Check | AC | |:----:|:-------------:| | 1-4 | 16 | | 5-9 | 18 | | 10-14 | 20 | | 15-19 | 22 | | 20+ | 24 | ***Undead.*** You gain the fortitude to withstand death. If damage reduces you to 0 hit points, you must make a Constitution saving throw unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. The DC of the saving throw is determined by the Undead Essence table. ##### Undead Essence | Herbalism Kit Check | DC | |:----:|:-------------:| | 1-4 | 15 + the damage taken | | 5-9 | 12 + the damage taken | | 10-14 | 9 + the damage taken | | 16-19 | 6 + the damage taken | | 20+ | 3 + the damage taken | \pagebreakNum >##### Villainous Class Options > This subclass is from a series of subclasses based on the Villainous Class Options on pg. 96 of the *Dungeon Master's Guide*. > > You can find more Villainous Class Options [here.](https://www.gmbinder.com/share/-M2Vfbix12VxhPGjN5o_) ### Villainous Class Option: Headhunter Headhunters are first and foremost trophy hunters. They do not hunt for food, but for sport. The more challenging the opponent, the sweeter the victory, and they relish the mementos they take from the slain. They use these trophies of fallen foes to further feed their slaughter, gaining more power with the more creatures they kill. Some would think of this as murder, but the Headhunter has no such provincial notions. Any creature capable of killing another has a right to do so. #### Headhunter Magic *3rd-level Headhunter feature* You learn an additional spell when you reach certain levels in this class, as shown in the Headhunter Magic Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Headhunter Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *expeditious retreat* | | 5th | *hold person* | | 9th | *fear* | | 13th | *Mordekainain's faithful hound* | | 17th | *scrying* | #### Dangerous Game *3rd-level Headhunter feature* You have experience hunting creatures able to turn the tables. While tracking a creature, you can't be surprised by it and have advantage on saving throws made to avoid or resist traps. #### Trophy *3rd-level Headhunter feature* The trophies you take from your vanquished prey take on a magical nature. When you reduce a creature to 0 hit points that has a challenge rating equal to one-quarter your level (rounded up) or greater, you may spend 1 minute within 1 hour of it dying to extract a trophy from its body (this can be its head, scalp, ear, claw, pelt, etc.). The trophy can be used to power magical effects. A trophy has three uses. A trophy from a humanoid or one of your favored enemies has five uses. If a trophy is from a humanoid that is also your favored enemy, it has seven uses. Once per attack, you may expend one use of a trophy to gain advantage on the attack roll, and if the attack hits, you deal an extra 1d12 damage. Alternatively, when casting a spell you can expend one use of a trophy to give one target of the spell disadvantage on its first saving throw made against the spell. #### Hide-and-Go-Seek *7th-level Headhunter feature* You can prey upon the false sense of security of creatures who think they are hidden from you. You can track or take the Search action as a bonus action. If you successfully perceive a creature attempting to hide, you gain advantage on the first attack you make against it, and on a successful hit, the attack is a critical hit. #### Talking Head *11th-level Headhunter feature* You can gain specific information concerning a creature through your trophies. As an action while holding a trophy, you can expend a spell slot to gain that creature's most recent memories. You gain access to 24 hours of memories from the creature's death for each level of spell slot you expend. You do not see these memories in real time, instead absorbing 1 hour of memories for each 1 minute you spend observing the memories. You are blinded and deafened to your own senses during this time. You are able to immediately view the memories of any time in the duration you wish, skipping around as you please. Additionally as an action while holding a trophy, you can expend a spell slot to sense any other species of the creature within 1500 feet of you. For example if you have a young red dragon trophy and use this feature, you would sense young red dragons but not adult red dragons or young blue dragons. You learn the exact number, direction, and distance of the creatures. You know this information for a number of minutes equal to 10 times the level of spell slot expended. #### Finishing Blow *15th-level Headhunter feature* When you reduce a creature to 20 hit points or lower, the creature must make a Constitution saving throw against your ranger spell save DC. On a failure, it is reduced to 0 hit points instead. \pagebreakNum >##### A Song of Ice and Fire Subclasses > This subclass is from a series of subclasses based on the culture and world of *A Song of Ice and Fire* and *Game of Thrones*, but the various locations, people, and cultural touchstones mentioned can easily be reworked to to fit campaigns not set in that world. > > You can find more subclasses inspired by *A Song of Ice and Fire* [here.](https://www.gmbinder.com/share/-M2WBteiJDpu1uL4ZBpe) ### A Song of Ice and Fire: Warg Also known as skinchangers or beastlings, Wargs have the ability to enter the mind of an animal and control its actions. These talents usually develop in youth with pets or other animals the Warg has a strong bond with. As a Warg's skills develop, they soon begin to control beasts that are both familiar and strange, friendly and hostile. And the most powerful of skinchangers can take over other creatures besides beasts such as humanoids, monstrosities, dragons, and others. While connected to another creature, it is not merely the Warg exerting complete control, but in fact both minds influencing each other. If the skinchanger is not strong enough, extended time in a beast's mind may begin to change their own personality having it become more beastly. Other Wargs prefer to live their lives in animal skin as much as they can and will violate taboos such as eating humanoid flesh or mating as a beast. #### Warg Magic *3rd-level Warg feature* You learn an additional spell when you reach certain levels in this class, as shown in the Warg Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know. ##### Warg Spells | Ranger Level | Spell | |:----:|:-------------| | 3rd | *command* | | 5th | *detect thoughts* | | 9th | *sending* | | 13th | *dominate beast* | | 17th | *dominate person* | #### Warg's Companion *3rd-level Warg feature* You have developed a kinship with an animal that accompanies you on your adventures. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D of the *Player's Handbook* presents statistics for the hawk, mastiff, and panther as examples). The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one. #### Warg Bond *3rd-level Warg feature* Your connection with your companion is enhanced by your warg nature. You have a telepathic link with your companion, through which the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. You also can cast the *beast sense* spell at will only targeting your companion. #### Beastling *7th-level Warg feature* You can begin to sense through beasts that aren't your companion. You can cast the *beast sense* spell at will. When cast in this way the spell has a range of 60 feet, lasts for 8 hours, and does not require concentration. Also the target does not need to be willing. If the target is unwilling, it must make a Wisdom saving throw. On a failure, the spell takes effect. Once a beast succeeds this saving throw, it is immune to the spell for 24 hours unless it becomes willing. #### Skinchanger *11th-level Warg feature* Starting at 11th level, any beast under the effect's of your *beast sense* sense spell is also under the effects of the *dominate beast* spell as if you had cast it on them. In addition, if you are reduced to 0 hit points or die, you may immediately target your companion or the nearest beast within 1 mile of you with your *beast sense* spell. If the spell is successful, it lasts until dispelled or until you choose to end it (no action required), and if you are dead, your soul transfers to the body of the beast. #### Legendary Skinchanger *15th-level Warg feature* Your warg abilities extend to nonbeasts. When you cast *beast sense*, you are no longer limited to beasts but may target a creature of any type. Additionally, you may cast the *dominate monster* spell. Once you do so, you must finish a long rest before doing so again. When you reach 17th level in this class, you cast *dominate monster* at 9th level when using this feature.