Hear the rime of the ancient mariner* *
See his eye as he stops one of three* *
Mesmerizes one of the wedding guests* *
Stay here and listen to the nightmares of the sea* ___ *
And the music plays on, as the bride passes by* *
Caught by his spell and the mariner tells his tale* ___ Wandering from tribes to towns to civilizations, the Nomadic Curator observes and records history in the making, so that others might be protected from repeating the follies of today. However, this nomad is also a daring plunderer, delving into ruins in search of long-lost culture or ancient artifacts. In light of this, the Nomadic Curator is not above theft, petty or pivotal. They are part of a larger if not loosely affiliated conclave, each member carrying out their own mission. #### [Nomadic Curator Magic](#the-ranger-remade) Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nomadic Curator Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare. ##### [Nomadic Curator Spells](#the-ranger-remade) | Ranger Level | Spells | |:---:|:-----------:| | 3rd | *Comprehend Languages, Identify* | | 5th | *Knock* | | 9th | *Tongues* | | 13th | *Fabricate* | | 17th | *Legend Lore* | #### [Eye for Detail](#the-ranger-remade) At 3rd level, you have a knack for picking out items that may be of significance to your objective. As an action, you can learn the location of the most relevant object to you within 30 feet. Once you use this feature, you must finish a long rest before you can use it again. #### [Redirection](#the-ranger-remade) At 7th level, you can see and manipulate a creature's flow of power. If you have a free hand and a creature attempts and fails an unarmed attack, grapple, or shove against you, you can use your reaction to shove the creature prone. The creature must be your size or smaller. \columnbreak #### [Discerning Knowledge](#the-ranger-remade) At 10th level, you have a demanding interest in cultures past and present. You can learn where a humanoid creature is from and what languages they can speak just by looking at them. #### [Thieving Strike](#the-ranger-remade) At 15th level, your attacks have pinpoint precision and accuracy. When you hit a creature with a weapon attack, you can force it to drop one item of your choice in its possession. The target must make a Strength or Dexterity saving throw against your spell save DC. On a failed save, it drops the object you choose. As part of the same attack, if you have a free hand you can make a Dexterity (Sleight of Hand) check of DC 20. If you succeed, you can immediately grab the object and stow it. Otherwise the object lands at the creature's feet. Once you use this feature, you must finish a short or long rest before you can use it again. #### [Master Appraiser](#the-ranger-remade) At 20th level, your experience identifying historical artifacts has reached a pinnacle. You can now attune to up to four, rather than three, magic items at a time. > ##### Nomadic Curator Background > **Skill Proficiencies:** History, Sleight of Hand > **Tool Proficiencies:** Disguise kit, forgery kit > **Equipment:** A forgery kit, a leather-bound diary, a bottle of ink, an ink pen, one trinket of special significance, and a set of traveler's clothes > **Features and Characteristics:** Choose one of Anthropologist, Archaeologist, or Charlatan
Driven south to the land of the snow and ice* *
To a place where nobody's been* *
Through the snow fog flies on the albatross* *
Hailed in God's name, hoping good luck it brings* ___ *
And the ship sails on, back to the North* *
Through the fog and ice and the albatross follows on* ___ Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the wilderness. As you walk the Hunter's path, you become adept at techniques to track and find your prey. With bow in hand, you learn to bring down the toughest of marks with unbridled relentlessness and clever positioning. Hunters have been known to band together into conclaves to form hunting parties. #### [Hunter Magic](#the-ranger-remade) Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare. ##### [Hunter Spells](#the-ranger-remade) | Ranger Level | Spells | |:---:|:-----------:| | 3rd | *Alarm, Faerie Fire* | | 5th | *Invisibility* | | 9th | *Clairvoyance* | | 13th | *Mordenkainen's Faithful Hound* | | 17th | *Swift Quiver* | \columnbreak #### [Hunter's Mark](#the-ranger-remade) At 3rd level, you are a master of navigating the natural world. You choose a creature within 120 feet and that you know the exact location of, mystically marking it as your quarry. Alternatively, you can mark a creature by studying its tracks for at least 10 minutes. You always know the exact distance and direction towards your mark as long as it's on the same plane of existence as you, and your mark cannot be hidden from you except by divination magic. The mark lasts for 8 hours. Once you use this feature, you must finish a long rest before you can use it again. #### [Quick Trap](#the-ranger-remade) At 7th level, you learn to infuse your traps with magic. Whenever a hostile creature is within 10 feet of you, you may use your reaction to magically throw and set a hunting trap in an attempt to ensnare them. When used this way, your hunting trap uses your spell save DC for the Dexterity saving throw and Strength checks. You must use your action to retrieve the hunting trap before you can use this feature again. #### [Swift Maneuver](#the-ranger-remade) At 10th level, you are an agile occupant of forests. Your Dexterity (Acrobatics) checks to see if you can perform acrobatic stunts, including dives, rolls, somersaults, flips, etc., always succeed. #### [Fearless Hunting](#the-ranger-remade) At 15th level, you bow to no foe. While wielding a ranged weapon, you can make opportunity attacks with a piece of ammunition as if it were a melee weapon. Its damage die for this attack is a d4, and the attack deals your ranged weapon's damage type. Additionally, choose one of the following: **Close Quarters.** When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. **No Quarter.** Your ranged weapon attacks ignore half cover and three-quarters cover. #### [Evasion](#the-ranger-remade) At 20th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. > ##### Hunter Background > **Skill Proficiencies:** Acrobatics, Survival > **Tool Proficiencies:** One type of artisan's tools > **Languages:** One common language of your choice > **Equipment:** A set of artisan's tools (one of your choice), a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp > **Features and Characteristics:** Choose one of Guild Artisan or Outlander
The mariner kills the bird of good omen* *
His shipmates cry against what he's done* *
But when the fog clears, they justify him* *
And make themselves a part of the crime* ___ *
Sailing on and on and north across the sea* *
Sailing on and on and north 'til all is calm* ___ You have been mutated, formed and trained to hunt down creatures of the night and wielders of grim magic. A Monster Slayer seek out aberrations, evil fey, fiends, monstrosities, and other creatures that would threaten decent people, typically in exchange for a promised fee. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. They belong to moderately sized conclaves, represented by a beast, that produce mutants for the greater good of civilization. #### [Monster Slayer Magic](#the-ranger-remade) Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare. ##### [Monster Slayer Spells](#the-ranger-remade) | Ranger Level | Spells | |:---:|:-----------:| | 3rd | *Thunderwave* | | 5th | *Aganazzar's Scorcher, Darkvision* | | 9th | *Slow*| | 13th | *Death Ward* | | 17th | *Hold Monster* | #### [Preparation](#the-ranger-remade) At 3rd level, your knowledge of rare and forgotten creatures is prodigious. You can learn about a non-humanoid creature when you succeed on an Intelligence (Investigation) check into any traces it has left or inquire about it from someone who can give an accurate description of its characteristics. You learn the following about the creature: its general name, type, size, alignment, resistances, immunities, vulnerabilities, and any special traits. Once you use this feature, you must finish a long rest before you can use it again. #### [Pirouette](#the-ranger-remade) At 7th level, your motions and positioning in combat resemble a dance. Using your reaction, you can add +2 to your AC when a creature attacks you. This bonus lasts for the rest of its turn. #### [Meditation](#the-ranger-remade) At 10th level, you find yourself in quiet meditation before the slaying begins. When you take a short rest, you remain alert to danger and you can change an amount of prepared spells equal to your Wisdom modifier.
The albatross begins with its vengeance* *
A terrible curse a thirst has begun* *
His shipmates blame bad luck on the mariner* *
About his neck, the dead bird is hung* ___ *
And the curse goes on and on at sea* *
And the curse goes on and on for them and me* ___ The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. A Beast Master has no conclave, relying solely on their companion for assistance. #### [Beast Master Magic](#the-ranger-remade) Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare. ##### [Beast Master Spells](#the-ranger-remade) | Ranger Level | Spells | |:---:|:-----------:| | 3rd | *Beast Bond* | | 5th | *Animal Messenger, Beast Sense* | | 9th | *Catnap* | | 13th | *Polymorph* | | 17th | *Awaken* |
"Day after day, day after day* *
We stuck nor breath nor motion* *
As idle as a painted ship upon a painted ocean* *
Water, water everywhere and* *
All the boards did shrink* *
Water, water everywhere nor any drop to drink."* ___ The Mariner archetype embodies a life of hardship and exploration. They scour the open seas, looking to do battle with danger that lies in depths unfathomable. While the Mariner is most comfortable thrill-seeking in endless water, they are no stranger to life on land. The Mariner can be part of a conclave, though they tend to act independently of others, as self-reliance is the greatest virtue in tumultuous waves. #### [Mariner Magic](#the-ranger-remade) Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mariner Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare. ##### [Mariner Spells](#the-ranger-remade) | Ranger Level | Spells | |:---:|:-----------:| | 3rd | *Create or Destroy Water* | | 5th | *Misty Step, Silence* | | 9th | *Tidal Wave* | | 13th | *Control Water* | | 17th | *Maelstrom* | #### [Nor Any Drop to Drink](#the-ranger-remade) At 3rd level, your time spent on seafaring ships has honed your physique and senses. You gain a swimming and climbing speed equal to your normal speed and you can hold your breath for up to 10 minutes. Additionally, magically created or manipulated water does not affect or damage you. #### [See His Eye](#the-ranger-remade) At 7th level, you can cast a curse with your eye. As a reaction, if a creature is within 5 feet of you, you can force it to make a Wisdom saving throw using your spell save DC. The target must succeed on the Wisdom saving throw or become restrained until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again. #### [On a Painted Ocean](#the-ranger-remade) At 10th level, the unpredictability of the sea has reinforced your balance. You cannot be knocked prone while on a solid surface, and you cannot be grappled while in water. \columnbreak #### [Water, Water Everywhere](#the-ranger-remade) At 15th level, you have a strong affinity to the element of water. Any magically created water within 100 feet of you does not vanish after the spell it is created by ends. You can dismiss the water as a bonus action. #### [Nor Sigh Nor Groan](#the-ranger-remade) At 20th level, you know speech to be a luxury underwater. You can ignore the verbal component of your ranger spells. > ##### Mariner Background > **Skill Proficiencies:** Athletics, Perception > **Tool Proficiencies:** Navigator's tools, vehicles (water) > **Equipment:** A set of navigator's tools, a fishing tackle, a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp > **Features and Characteristics:** Choose one of Fisher or Sailor
"One after one by the star dogged moon* *
Too quick for groan or sigh* *
Each turned his face with a ghastly pang* *
And cursed me with his eye* *
Four times fifty living men* *
(And I heard nor sigh nor groan)* *
With heavy thump, a lifeless lump* *
They dropped down one by one."* ___ Dark Knights 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 Dark Knight 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. Other Dark Knights are distrustful of each other and thus only cooperate or exchange information very rarely. #### [Dark Knight Magic](#the-ranger-remade) Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dark Knight Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare. ##### [Dark Knight Spells](#the-ranger-remade) | Ranger Level | Spells | |:---:|:-----------:| | 3rd | *Cause Fear, Feather Fall* | | 5th | *Darkness* | | 9th | *Feign Death* | | 13th | *Greater Invisibility* | | 17th | *Mislead* | #### [Covert](#the-ranger-remade) At 3rd level, to conquer fear you must become fear. You can use the Hide action as a bonus action on your turn. #### [Impression](#the-ranger-remade) At 7th level, as a symbol you can be incorruptible. As a reaction, if a creature is within 5 feet of you, you can force it to make a Wisdom saving throw using your spell save DC. The target must succeed on the Wisdom saving throw or become frightened of you. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you must finish a short or long rest before you can use it again. #### [Secret](#the-ranger-remade) At 10th level, it's not who you are underneath, but what you do that defines you. You can magically appear as a noble to everyone except for those you choose. You cannot change the appearance of your illusion once you decide on it. This disguise can only be seen through with divination magic. \columnbreak #### [Ambuscade](#the-ranger-remade) At 15th level, you have the drive to do great or terrible things. You have advantage on initiative rolls, and you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. #### [Imperceptible](#the-ranger-remade) At 20th level, you are reborn and molded in the darkness. You can attempt to hide even while being observed. Additionally, while in darkness, you are invisible to any creature that relies on darkvision, tremorsense, or blindsight to locate you in that darkness. > ##### Dark Night Background > **Skill Proficiencies:** Deception, Stealth > **Tool Proficiencies:** Poisoner's kit > **Languages:** Undercommon > **Equipment:** A poisoner's kit, a bag of caltrops, a set of dark common clothes including a hood, and a belt pouch containing 10 gp > **Features and Characteristics:** Choose one of Criminal or Smuggler
The curse it lives on in their eyes* *
The mariner he wished he'd die* *
Along with the sea creatures* *
But they lived on, so did he* ___ *
And by the light of the moon* *
He prays for their beauty not doom* *
With heart he blesses them* *
God's creatures all of them too* ___ *
Then the spell starts to break* *
The albatross falls from his neck* *
Sinks down like lead into the sea* *
Then down in falls comes the rain* ___ 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](#the-ranger-remade) Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare. ##### [Horizon Walker Spells](#the-ranger-remade) | Ranger Level | Spells | |:---:|:-----------:| | 3rd | *Protection from Evil and Good, Sanctuary* | | 5th | *Mirror Image* | | 9th | *Sending* | | 13th | *Dimension Door* | | 17th | *Teleportation Circle* | \columnbreak #### [Thinking with Portals](#the-ranger-remade) At 3rd level, you are knowledgeable about environments in the planes. You have advantage on Intelligence (Nature) and Wisdom (Survival) checks while in the inner and outer planes. #### [Spectral Defense](#the-ranger-remade) At 7th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest. #### [Detect Portal](#the-ranger-remade) At 10th level, you gain the ability to magically sense the presence of a planar portal. You detect the distance and direction to the closest planar portal within 1 mile of you. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. #### [Distant Strike](#the-ranger-remade) At 15th level, you gain the ability to pass between the planes in the blink of an eye. Once per turn when you take the Attack action, you can teleport up to 10 feet before your attack to an unoccupied space you can see. #### [Seeing Beyond](#the-ranger-remade) At 20th level, your journeys through planar realms has blessed you with sight to combat the forces hidden in them. You have truesight out to a range of 30 feet. > ##### Horizon Walker Background > **Skill Proficiencies:** Arcana, Intimidation > **Languages:** Celestial, Primordial > **Equipment:** A component pouch, a signet, banner, or seal representing your conclave, one set of traveler's clothes, and a pouch containing 10 gp > **Features and Characteristics:** Choose one of Far Traveler or Knight of the Order
Now the curse is finally lifted* *
And the mariner sights his home* *
Spirits go from the long dead bodies* *
Form their own light and the mariner's left alone* ___ *
And then a boat came sailing towards him* *
It was a joy he could not believe* *
The pilot's boat, his son and the hermit* *
Penance of life will fall onto him* ___ *
And the ship it sinks like lead into the sea* *
And the hermit shrives the mariner of his sins* ___ Heralded Scions are the product of humans intermingling with elvish blood across millennia. Eventually, a descendant is produced that is bound by fate to lead men out of darkness in a time of great crisis. A Heralded Scion's ancestry produces virtuous yet subtle abilities that grants them longevity and the command of nations. Due to the exceptional circumstances of their birth, Heralded Scions have no conclave, though they have the aegis of kindred elves. #### [Restriction: Humans Only](#the-ranger-remade) Only humans and half-elves can choose the Heralded Scion archetype. Such a lineage is bounded only to the fates of men. #### [Heralded Scion Magic](#the-ranger-remade) Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Heralded Scion Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare. ##### [Heralded Scion Spells](#the-ranger-remade) | Ranger Level | Spells | |:---:|:-----------:| | 3rd | *Command* | | 5th | *Find Steed, Warding Bond* | | 9th | *Spirit Guardians* | | 13th | *Aura of Life* | | 17th | *Scrying* | #### [Athelas](#the-ranger-remade) At 3rd level, you know blessings forgotten by time immemorial. Using your action, you can heal another creature by using up to half your current amount of hit dice. Once you use this feature, you must finish a long rest before you can use it again.
The mariner's bound to tell of his story* *
To tell this tale wherever he goes* *
To teach God's word by his own example* *
That we must love all things that God made* ___ *
And the wedding guest's a sad and wiser man* *
And the tale goes on and on and on* ___ Those who emulate the Warden archetype are protectors and conservators of nature. A Warden gives service to powerful druids to protect places of power and observe a given territory. They are generally more passive than other rangers, though being blessed by nature, they are still very capable fighters. A Warden is cooperative towards others in their conclave, though they are still territorial to one degree or another. #### [Warden Magic](#the-ranger-remade) Starting at 3rd level, 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, but it doesn't count against the number of ranger spells you can prepare. ##### [Warden Spells](#the-ranger-remade) | Ranger Level | Spells | |:---:|:-----------:| | 3rd | *Entangle, Find Familiar* | | 5th | *Moonbeam* | | 9th | *Plant Growth* | | 13th | *Blight* | | 17th | *Wrath of Nature* |