Ranger Awesome V.2
Mystical Warrior
Ranger's in battle are skilled warriors who enhance their abilities further using magic learned from the land, sea, and sky. Other spell casters will almost certainly out flex a Ranger in pure magical might, however a Ranger's enhancements can last through entire fight and beyond, and only compound over time upon their already significant fighting abilities.
Ranger's often prefer a bow to strike with deadly accuracy from a safe distance. However Ranger's all retain the skill to draw steel and join into a melee should enemies close ranks, or if they need to protect those behind them.
While most similar to a Druid, a Ranger's magic is unique to them and is specifically suited to getting maximum efficiency out of a select set of spells they have learned.
Sworn Hunter
An oath, vendetta, or contract by a Ranger sworn to a hunt is no small thing. Much like binding words of fiends, fey, or arch wizards, powerful magic is at work. However a Ranger swears only to themselves, and gains only as much power as they can muster from themselves.
Commonly Ranger's choose to hunt creatures who have deeply wronged them at a young age. Other's hunt simply because they are good at it and take more of a monster of the week approach to taking down their prey, for the right price of course.
Ranger's who have a one track mind about tracking, fighting, and killing favored enemies often develop an air of aloofness which at times can lead to ire and distrust from the citizens they meet. Yet when a Ranger returns with the head of the monster who plagued their village, people's thoughts change to admiration and appreciation, even if they do not show it.
Guide, Scout, Lookout, Trapper
Ranger's are one of an adventuring party's best resources when it comes to stealth and exploration. When lead by a Ranger who is using their magic to guide their way and mask their presence, A group can rest easy knowing they have the best possible chance against the unknown.
A Ranger alone can quickly and quietly avoid detection through mundane means. With practice Ranger's can even learn to hide from divination magic that would otherwise reveal them.
Using divination powers a Ranger can enhance their senses, prepare for battle and at times, the wind itself can alert a Ranger to danger if they listen carefully enough.
Mundane traps are good for small animals and vermin monster's, yet a Ranger often finds themselves in conflict with some of the most dangerous monsters on the planes, so they transmute magical traps which can prove deadly effective should a hungry monster think a Ranger's adventuring party looks like dinner. A clever trapper can even lure an unsuspecting victim into a room of death.
Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.
What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
Ranger
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Huntsman, Worldly | 1 | — | — | — | — | — |
| 2nd | ─ | Fighting Style, Spellcasting, Traveler | 2+2 | 2 | — | — | — | — |
| 3rd | ─ | Ranger's Call, Silver Steel +1 | 3+2 | 3 | ─ | — | — | — |
| 4th | ─ | ASI | 3+2 | 3 | ─ | — | — | — |
| 5th | +3 | Extra Attack | 4+3 | 4 | 2 | — | — | — |
| 6th | ─ | Warrior's Endurance | 4+3 | 4 | 3 | — | — | — |
| 7th | ─ | Ranger's Call Feature | 5+3 | 4 | 3 | — | — | — |
| 8th | ─ | ASI | 5+3 | 4 | 3 | — | — | — |
| 9th | +4 | ─ | 6+4 | 4 | 3 | 2 | — | — |
| 10th | ─ | Ambush, Silver Steel +2 | 6+4 | 4 | 3 | 2 | — | — |
| 11th | ─ | Ranger's Call Feature | 7+4 | 4 | 3 | 3 | — | — |
| 12th | ─ | ASI | 7+4 | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 8+5 | 4 | 3 | 3 | 1 | — |
| 14th | ─ | Extra Attack (2) | 8+5 | 4 | 3 | 3 | 1 | — |
| 15th | ─ | Ranger's Call Feature | 9+5 | 4 | 3 | 3 | 2 | — |
| 16th | ─ | ASI | 9+5 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ─ | 10+6 | 4 | 3 | 3 | 3 | 1 |
| 18th | ─ | Traceless | 10+6 | 4 | 3 | 3 | 3 | 1 |
| 19th | ─ | ASI | 11+6 | 4 | 3 | 3 | 3 | 2 |
| 20th | ─ | Silver Steel Mastery | 11+6 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Ranger, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Ranger level
- Tools: Cartography
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor
- Weapons: Simple Weapons, Martial Weapons, Two-Weapon
- Tools: Alchemy Supplies
- Saving Throws: Strength, Dexterity
- Skills: Stealth and Survival, Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A Longbow and Leather Armor
- A Quiver of 20 Arrows
- (a) two shortswords or (b) two simple Melee Weapons
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
- Alchemy Supplies and a Material Component Pouch
Huntsman (1st)
You learn bonus spells as you gain levels in this class. You can cast these spells oncer per day without expending a spell slot. Regain your uses of these spells at the end of a long rest. You can also cast these spells using spell slots you have of the appropriate level.
| Lvl. | Spell |
|---|---|
| 1 | Hunters Mark |
| 2 | Speak with Animals |
| 5 | Beast Sense |
| Lvl. | Spell |
|---|---|
| 9 | Speak with Plants |
| 13 | Locate Creature |
| 17 | Commune with Nature |
When casting Hunter's Mark with this ability, it is cast at the highest slot level availible from your ranger levels.
Worldly (1st)
You have versatile education that grants you the following.
- Gain expertise in Stealth and Survival.
- Gain three languages of your choice.
- When you roll an Intelligence based skill or ability check related to monsters, you are considered proficient and add double your Proficiency Bonus to the roll, instead of your normal Proficiency Bonus.
Fighting Style (2nd)
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Two-Weapon Fighting: While wielding a seperate melee weapon in each hand you gain +1 bonus to attack rolls with those weapons and +1 AC. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Spell Casting (2nd)
By the time you reach 2nd Level, you have learned to use the magical essence of Nature to cast Spells.
Spell Slots
The Ranger table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. Regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the Ranger spell list.
You learn an additional Ranger spell of your choice at each odd numbered level thereafter. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th Level in this class, you can learn one new spell of 1st or 2nd Level.
Additionally, when you gain a level in this class, you can choose one of the Ranger Spells you know and replace it with another spell from the Ranger spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Wisdom is your Spellcasting Ability for your Ranger Spells, since your magic draws on your Attunement to Nature. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Ranger spell you cast and when Making an Attack roll with one.
Spell DC = 8 + your proficiency modfier + your wisdom modifier
Spell Attack = your proficiency modifier + your wisdom modifier
Spellcasting Focus
You can use a silver item or silvered weapon worth at least 100 gold as a spellcasting focus.
Traveler (2nd)
At 2nd level increase your speed by 5ft and you ignore difficult terrain. Gain a climb speed and swim speed equal to your walking speed. You can track and stealth at a fast pace.
Your overland travel pace is doubled and difficult terrain does not slow your travel speed. You can grant this bonus to up to 10 companions witin 30 feet of you.
Ranger's Call (3rd, 7th, 11th, 15th)
Choose one Ranger's Call option at 3rd level. Gain additional features at 7th, 11th and 15th. Features are detailed at the end of the class description.
Silver Steel (3rd, 10th, 20th)
A Starting at 3rd level, silvered weapons you wield are magical, have a + 1 magical bonus to attack and damage rolls. Increase this bonus to +2 at 10th level.
At 20th level add your wisdom modifier to attack rolls made with silvered or magical weapons.
Abiity Score Increase (unchanged)
At 4th Level, and again at 8th, 12th, 16th, and 19th level, increase one ability score of your choice by 2, or increase two Ability Scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Extra Attack (5th, 14th)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 14th level you can attack three times instead.
Warrior's Endurance (6th)
At 6th level Whenever you make a constitution save to maintain concentration or resist exhasution, you are considered proficient in the save and add double your Proficiency Bonus to the roll, instead of your normal Proficiency Bonus.
Ambush (10th)
At 10th level, At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action.
Traceless (18th)
At 18th level you can’t be tracked, targeted by any divination magic or perceived through magical scrying sensors, unless you choose be. You can grant this bonus to up to 10 creatures within 30 feet of you.
Ranger's Calling
Beast Master
Call Companion (3rd)
Gain Find animal companion as a bonus Huntsman spell. You may cast Find Animal companion as Huntsman spell before reaching 5th Ranger level.
Primal Fortitude (3rd)
Your companion gains strength through its bond to you. Add 5 times your ranger level in hit points to your animal companion. Your companion's armor class, saving throws, attack rolls, and damage rolls improve by 1 each time your proficiency bonus increases.
Hunting Companion (3rd)
Your companion gains all benefits of your Hunters Mark Spell and can use its bonus action to cast it for you using your Huntsman ability or spell slots.
Any spell you cast on yourself also affects your companion if they are within 60 ft of you.
Feeding and Petting (3rd)
When eating your good berry's your companion heals 1d8 additional hit points. Also, you can spend your action and touch your companion to heal it 1 hit point.
Mythic Beast Lord (7th)
You can attune to a non metallic adornment of natural material, such as a bone neckless, antler headdress, or war paint. While you wear the attuned adornment, natural or non-metallic (such as bone, stone or wood) weapons you wield count as magical for the purpose of overcoming damage reduction and immunity, and have a minimum magical attack and damage bonus equal to half your proficiency bonus.
Your companion can attune to such an adornment as well, granting it and any natural beasts you have charmed or summoned the same benefit.
Pack Protector (11th)
Your animal companion gains advantage on dexterity saving throws and evasion (when you are subjected to an effect, such as a red dragon’s fiery breath or a Lightning Bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail).
Your companion grants You and your conjured and/or charmed Natural Beasts advantage on dexterity saving throws and evasion while within 60ft of it, unless it is incapacitated or cannot see the beneficiary.
Spirit Bond (15th)
Your bond strengthens with your companion allowing you to split damage taken between each other. While within 60 ft of your animal companion, you and your companion can choose to gain resistance to any damage taken, however the other bondmate takes the same amount of damage inflicted. Transfered damage from this ability cannot be resisted or reduced in any way.
Monster Hunter
Hardy (3rd)
Gain +1 Hit points per Ranger Level. You can use your action to gain 1d8 + your wisdom modifier temporary hit points.
Chosen Prey (3rd)
When you cast Hunter's Mark you may designate a creature type. Your weapon attacks with silvered or magical weapons and additional Hunter's Mark damage that those weapons cause all increase to D8's against the target of your Hunter's Mark. Changing your chosen creature type requires a complete recasting of Hunter's Mark.
Multi-Attack Defense (7th) (unchanged)
When a creature hits you with an Attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Evasion (11th) (unchanged)
When you are subjected to an effect, such as a red dragon’s fiery breath or a Lightning Bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Giant Killer (15th)
If you are hit by an attack, you can use your reaction to reduce the damage taken by half. If the triggering attacker is a large or larger creature you can make an opportunity attack against it.
Commando
Versatile Huntsman (3rd)
You can retrain bonus spells from Huntsman to any equal or lower level Transmutation spell from the Scorcerer List.
Horde Breaker (3rd)
Once on each of your turns when you make a weapon Attack, you can make another Attack with the same weapon against a different creature within the weapon's range. If ranged the target must be wthin 10ft of the original target.
Evade the Horde (7th)
Opportunity attacks against you have disadvantage. While two weapon fighting a creature you attack cannot make an opportunity attack against you.
Whrilwind (11th)
When you take the attack action you can also move up to half your speed.
You can add your dexterity modifier to the number of attacks made during your attack action, if you do each attack made during the action must target a different creature in range. Ranged attacks must also target a creature within 10ft of another creature hit. If you cannot use extra attack with your action you cannot add these additional attacks.
Cut Down (15th)
Increase your critical hit chance to 19-20.
Dark Stalker
Umbral Affinity (3rd)
While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Gain darkvision out to 60 feet.
Add your wisdom bonus to your initiative.
You can retrain your bonus Spells from huntsman to any equal or lower level Illusion spell from the sorcerer spell list.
Shadow Weapons (3rd)
Gain Shadow Blade as a bonus Huntsman spell. When you cast or recreate Shadow Blade you can choose to create one blade in each hand allowing you to two weapon fight. You can also create a bow. It counts as a martial ranged weapon with which you are proficient. It has has the two-handed and range properties (range 60/240).
Iron Mind (7th)
Gain proficiency in wisdom saving throws.
Unrelenting Flurry (15th)
Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadow Decoy (15th)
While in darkness you can cast mirror image at-will. Gain mirrior image as a bonus Huntsman spell.
Warden
Keepers Magic (3rd)
You can retrain bonus spells from Huntsman to any equal or lower level Abjuration or Divination spell from the Wizard Spell List. You can cast detect magic at will.
Warden's Sense (3rd)
Your divination magic is empowered and guides your weapons. When you successfully target a creature with a divination spell immediately learn the creature's AC, current Hit Points, if it is an innate spellcaster or not and spellcaster level, if any. If you have learned this information about a creature within the past 24 hours, you may add 1d6 weapon damage to an attack against it once per turn.
Supernatural Defense (7th)
Add your wisdom modifier to your saving throws and opposed skill and ability checks
Magic-User's Nemesis (11th)
You have the ability see threads of magic, and learn to unravel them. Gain Counterspell and Dispel Magic as bonus Huntsman Spells. When you make an ability check as part of a spell add 1d6.
Spell Defense (15th)
Gain resistance to all damage against spells, and advantage on saving throws against spells.
Horizon Walker
Detect Portal (3rd)
You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
Arcane Magic (3rd)
You gain two Wizard Cantrips and proficiency in Arcana. Gain a third cantrip at 11th level.
You can retrain your bonus spells from huntsman to an equal level or lower Conjuration or Evocation spell from the wizard spell list.
Planar Warrior (3rd)
You can use your bonus action to add 1d6 + your wisdom modifier damage to a weapon attack damage roll. The damage type is your choice of fire, cold, or lightning. At 11th level increase the damage to 2d6 + your wisdom modifier.
Ethereal Step (7th)
You learn to step through the Ethereal Plane. Once per short or long rest as a bonus action, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Phasing (11th)
Gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack different creatures with each attack, you can make one additional attack with it against another creature.
Also, you can teleport 10 feet as a bonus action.
Ethereal Defense (15th)
Quick teleportation between planes at a critical moment could save your life. When you take damage you can use your reaction to give yourself resistance to all damage from that source until the damage is resolved, except psychic or fall damage. You cannot use this ability if you cannot teleport.
Full ranger Spell list
1st Level
- Absorb Elements
- Alarm
- Animal Friendship
- Beast Bond
- Cure Wounds
- Detect Magic
- Detect Disease and Poison
- Fog Cloud
- Goodberry
- Hail of thorns (reworked)
- Hunter's Mark
- Jump
- Longstrider
- Snare
- Speak with Animals
2nd Level
- Animal Messenger
- Barkskin
- Beast Sense
- Cordon of Arrows (reworked)
- Darkvision
- Find Traps
- Find Animal Companion (new spell)
- Healing Spirit
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Pass without Trace
- Protection from Poison
- Silence
- Spike Growth
- Zephyr (new spell, sorta...)
3rd Level
- Conjure Animals
- Conjure Barrage (reworked)
- Daylight
- Flame Arrows
- Hail of Storms (new spell)
- Nondetection
- Plant Growth
- Protection from Energy
- Speak with Plants
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Conjure Woodland Beings
- Freedom of Movement
- Grasping Vine
- Guardian of Nature
- Locate Creature
- Stoneskin
5th Level
- Commune With Nature
- Conjure Volley (reworked)
- Steel Wind Strike
- Swift Quiver
- Tree Stride
Spells
Only spells unique to the ranger have been altered, added, or removed.
1st level spells
- Aspect of the Wild (new spell)
- Hail of thorns (new spell, kept name)
- Hunter's Mark (unaltered)
Ensnaring Strike(removed)Zephyr Strike(removed)
2nd level spells
- Cordon of Arrows (reworked)
- Find Animal Companion (new spell)
- Zephyr (new spell)
3rd level spells
- Conjure Barrage (reworked)
- Hail of Storms (new spell)
Lightning Arrow(removed)
4th level spells
- none
5th level spells
- Conjure Volley (reworked)
- Swift Quiver (unaltered)
Aspect of the Wild (new)
1st level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Permanant, Until Dispelled
You have advantage one initiative roll made during the duration of the spell, and one of the following aspect bonuses. The effect of this spell ends if you cast it again or die.
Squirrel. Gain advantage on survival checks. When you Forage, you find twice as much food as you normally would
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. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
At higher level: Choose another aspect bonus for each level above first. At 2nd level you can also choose additional aspect bonuses.
Thorn. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Conjure Barrage (Reworked)
3rd level conjuration
- Casting Time: 1 bonus action
- Range: 60' cone
- Components: V, S
- Duration: instantaneous
You throw a weapon or fire a piece of ammunition into the air to create a barrage of identical weapons that shoot forward and then disappear. Creatures in the cone must pass a dexterity saving throw or take 4d8 damage of a type dealt by the weapon attack.
Instead of your normal spellsave DC this spell's save equals 8 + Your Proficiency Bonus + Dexterity Modifier + the weapons magical attack bonus.
Conjure Volley (Reworked)
5th level conjuration
- Casting Time: 1 bonus action
- Range: 150ft
- Components: V, S
- Duration: Instantaneous
You fire a piece of ammunition from a ranged weapon or throw a weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Creatures in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw or take 8d8 damage damage of a type dealt by the weapon attack.
Instead of your normal spellsave DC this spell's save equals 8 + Your Proficiency Bonus + Dexterity Modifier.
Cordon of Arrows (Reworked)
2nd level transmutation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (four or more pieces of ammo)
- Duration: 8 hours
You plant four pieces of ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d8 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At higher level: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Find Animal Companion (new)
2nd level conjuration
- Casting Time: 1 hour
- Range: 10 feet
- Components: V, S, M (10gp or more, worth of food or toys relevenat to your intened companion that are consumed when casting the spell. A potential companion may accept other materials, such as the head of a poacher who has killed its pack.)
- Duration: Permanant
Summon a friendly and willing animal spirit to join your adventures and fight by your side. Your companion appears in an unoccupied space within range. Your chosen creature can be a tiny, small, or medium natural beast of CR 1/4 or lower. You can spend 100 gold on the material component gold cost to instead summon a tiny, small, medium or large natural beast of CR 1 or lower. You may only have one animal companion at at time. You can cast this spell to summon your current companion to your location if it is on the same plane as you, in this case the material components are not consumed. You can spend a minute concentrating to dismiss your companion forever.
If your companion has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
While your companion is within 1 mile of you your bond allows sharing of thoughts. You can communicate with it telepathically. As an action, you can see through your companions eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses.
In combat, your companion acts immediately after your initiative count. It can move and use its reaction on it's own, but the only action it can take on its turn is the Dodge action, unless you take a bonus action on your turn to command it to use its action on its turn to Dash, Disengage, Help, Hide Search or take an action in its stat block, excluding multi-attack. When a companion drops to 0 hit points, it is knocked unconscious remaining in place. If the unconscious companion takes any more damage or a minute passes it dies and disappears, leaving behind no physical form.
When you Cast a Spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion must be within 60 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.
Special: If you have extra attack, when you use your action to see through your companions eyes and command it to attack on the same turn your companion can multi attack or attack twice with an attack in its stat block.
At higher levels: When cast at 3rd and 4th level your companion can be a CR 2 or lower creature with a 1,000 Gold material cost, and at 5th level or higher it can be CR 3 or lower with a 10,000 gold material cost. Using a 4th or higher slot allows your companion to be huge.
Hail of Storms (new)
3rd level Transmutation
- Casting Time: 1 bonus action
- Range: touch
- Components: V
- Duration: Concentration, up to 1 minute
Empower your next 9 + your spell casting modifier ranged weapon attacks. They become magical. Choose one of the following effects each time you fire a shot.
- Wind Storm: Deal base 1d10 Bludgeoning damage. A creature hit is pushed 10 feet unless they pass a strength saving throw.
- Flame Storm: Deal 2d6 fire damage. At the end of your turn Flame Storm arrows that hit detonate in a 10 foot raidus originating from the target. Creature in a detonation must make a Dexterity Saving throw. Creatures that fail take 3d6 fire damage or half damage on a successful save. Creatures can only take area damage once per turn. The fire spreads around corners. Ignite flammable objects in the area that aren't being worn or carried.
- Lightning Storm: Deal base 2d6 + Spellcasting Modifier lightning damage.
At higher levels: Increase the amount of attacks you empower by 3 per spell level above 3rd.
Special Magical ammunition loses properties except attack and damage bonuses and those provided by this spell.
Hail of Thorns (new)
1st level Transmutation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V
- Duration: Concentration, up to 1 minute
Empower your next 5 + your spell casting modifier ranged weapon attacks with nature's wrath. They become magical and deal 1d8 additional piercing damage. Choose one of the following effects each time you fire a shot.
- Ensnaring Thorn; While your concentration lasts, a creature hit is restrained unless it passes a strength saving throw. A creature restrained by Ensnaring Thorn, or a creature within 5ft of it, can use its action to make a Strength check against your spell save DC. On a success, the creature is freed. A creature that makes a saving throw save cannot be effected again while the spell lasts, regardless of success or failure.
- Erupting Thorn; Creatures within 5ft of the target take damage equal to the additional piercing damage.
- Poison Thorn; On a hit the target must pass a constitution saving throw or take 2d4 poison damage and become poisoned until the end of your next turn. A creature that passes its save cannot be effected again while the spell lasts.
At higher levels: Increase the amount of attacks you empower by 5 per spell level above 1st.
Special Magical ammunition loses properties except attack and damage bonuses and those provided by this spell.
Hunters Mark (Unchanged)
1st level divination
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V
- Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry.
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher level: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Zephyr (new)
2nd level Transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 10 minutes
Enhance yourself with magic to fight like the wind. While the spell lasts gain the following effects.
Deal d6 additional damage with light and finesse melee weapons.
You can use your bonus action to dash, disengage, or use an object.
Once during the duration of this spell when you use an attack action gain advantage on attacks made during it, and you gain 30 feet of movement speed until the end of the turn.
Two-weapon fighting rules
Fighter's and Ranger's have Two-weapon Fighting proficiency. It is listed under weapon proficiencies. Do not gain it when multiclassing into fighter or ranger. Two-weapon proficiency Fighting is available from the Two-weapon fighting feat. Two-Weapon fighting proficiency provides the benefit that Two-Weapon Fighting style used to. TWF style has a new effect..
Two-weapon fighting: When you take the Attack Action and Attack with a light melee weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative.
If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it.
Two-weapon fighting (proficiency): When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Two-weapon fighting (style): While wielding a seperate melee weapon in each hand you gain +1 bonus to attacks rolls with those weapons and +1 AC. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Dual-weilder (feat)
Gain Two-weapon fighting Profiency.
When you engage in two-weapon fighting you can make an off hand attack as part of each attack action you make, instead of as a bonus action, and also as part of opportunity attacks.
You can engage in two-weapon fighting with versatile weapons.
Flying Companion
Small (Eagle, Fire Wasp)
- Armor Class 13
- Hit Points 3 + 4 per ranger level
- Speed 10ft, fly 60ft, fly 60ft (hover)(wasp)
STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 10 (0) 6 (-2) 14 (+2) 5 (-3)
- Skills Perception +6, Stealth +5
- Senses Passive Perception 16
- Languages Understands the languages you speak
- Medium Flyer Flying companions can be medium size instead of small. If they are their strength is 13 (+1 bonus), but loose stealth proficiency.
- Keen Sight Gain advantage on Wisdom (Perception) checks that rely on sight. (Eagle)
- Flyby The Companion doesn't provoke opportunity attacks when it flies out of an enemy's reach. (Eagle)
- Pack Tactics Gain advantage on an attack roll against a creature if at least one of the companion's allies is within 5 ft. of the creature and the ally isn't incapacitated. (Eagle)
Actions
Talons Melee Weapon Attack: +5 to hit, 5ft Reach, one target. Hit: 1d6 + 3 slashing damage. (Eagle)
Sting. Melee Weapon Attack +5, 5ft, one target., Hit: 1d4 + 3 piercing damage + 2d4 poison damage. (Wasp)
Illumination As a bonus action Shed bright light in a 10-foot radius and dim light for an additional 10 feet. Stop this effect with a bonus action. (Wasp)
Animal Companion
Medium (Wolf, Snake, Monkey)
- Armor Class 13
- Hit Points 8 + 5 per ranger level
- Speed 40ft, 30ft Climb (Snake, Monkey), 30ft Swim (Snake)
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 6 (-2) 13 (+1) 7 (-2)
- Skills Perception +3, Athletics +5 (Monkey), Stealth +7 (Wolf, Snake)
- Senses Passive Perception 13, Darkvision 60ft (Wolf), Blindsense 10ft (Snake)
- Languages Understands the languages you speak
- Serpent - Snakes have 10 Strength (0 Bonus), but can be small or large.
- Pack Tactics Gain advantage on an attack roll against a creature if at least one of the companion's allies is within 5 ft. of the creature and the ally isn't incapacitated. (Wolf)
- Keen Hearing and Smell Gain advantage on Wisdom (Perception) checks that rely on hearing or smell. (Wolf)
Actions
Bite. Melee Weapon Attack +5, 5ft, one target., Hit: 2d4+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone (Wolf)
Fang. Melee Weapon Attack +5, 5ft, one target., Hit: 1d6+3 piercing damage + 2d4 poison damage. (Snake)
Fist. Melee Weapon Attack +6, 5ft, one target., Hit: 1d6+3 bludgeoning damage (Monkey)
Rock. Ranged Weapon Attack +6, 25/50, one target., Hit: 1d6+3 bludgeoning damage (Monkey)
Powerful Companion
Large (Bear, Cat, Mount)
- Armor Class 11 (Natural), 13 (Cat)
- Hit Points 15 + 5 per ranger level
- Hit Points 15 + 7 per ranger level (Bear)
- Speed 40ft, 30ft Climb (Bear), 60ft (Mount)
STR DEX CON INT WIS CHA 19 (+4) 10 (0) 16 (+3) 6 (-2) 13 (+1) 8 (-1)
- Skills Perception +3, Stealth +7 (Cat)
- Senses Darkvision 60ft (Cat), Passive Percep (13)
- Languages Understands the languages you speak
- Challenge -
- Proficiency Bonus Equals your bonus.
- Feline Agility Cats have a 16 Dexterity (+3 Bonus)
- Keen Smell Gain advantage on Wisdom (Perception) checks that rely on smell (Bear, Cat).
Actions
Bite. Melee Weapon Attack +6, 5ft, one target., Hit: 1d8+4 piercing damage (Cat, Bear)
Cat Claw. Melee Weapon Attack +6, 5ft, one target., Hit: 1d6+4 slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone (Cat)
Bear Claw. Melee Weapon Attack +6, 5ft, one target., Hit: 2d6+4 slashing damage (Bear)
Hoof/ Horns. Melee Weapon Attack +6, 5ft, one target., Hit: 2d4+4 bludgeoning damage (Mount)
Deep Companion
Medium (Arachnid, Chitinous, Luminous)
- Armor Class 13, 15 (natural(chitinous))
- Hit Points 3 + 4 per ranger level
- Hit Points 8 + 5 per ranger level (Chitinous)
- Speed 30ft, climb 30ft (arachnid), swim 30ft (Luminous)
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 6 (-2) 11 (0) 4 (-3)
- Skills Perception +2, Stealth +7
- Senses Darkvision 60ft, Blindsight 10ft, Blind Sense Passive Perception 11
- Languages Understands the languages you speak
- Variable Size Deep companions can be small or large.
- Spider Climb The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. (arachnid)
- Web Sense While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. (arachnid)
- Web Walker The spider ignores movement restrictions caused by webbing. (arachnid)
Actions
Stinger. Melee Weapon Attack +5, 5ft, one target., Hit: 1d6+3 piercing damage + 2d4 poison damage.
Web. Ranged Weapon Attack +5, 30/60, one target., Hit: Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). (arachnid)
Claw. Melee Weapon Attack +5, 5ft, one target., Hit: 5 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). (Chitinous)
Illumination As a bonus action Shed bright light in a 10-foot radius and dim light for an additional 10 feet. Stop this effect with a bonus action. (Luminous)
Aquatic Companion
Medium (Shark, Amphibian, )
- Armor Class 13
- Hit Points 8 + 5 per ranger level
- Speed 40ft, 30ft Climb (Snake, Monkey), 30ft Swim (Snake)
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 6 (-2) 13 (+1) 7 (-2)
- Skills Perception +3, Athletics +5 (Monkey), Stealth +7 (Wolf, Snake)
- Senses Passive Perception 13, Darkvision 60ft (Wolf), Blindsense 10ft (Snake)
- Languages Understands the languages you speak
- Serpent - Snakes have 10 Strength (0 Bonus), but can be small or large.
- Pack Tactics Gain advantage on an attack roll against a creature if at least one of the companion's allies is within 5 ft. of the creature and the ally isn't incapacitated. (Wolf)
- Keen Hearing and Smell Gain advantage on Wisdom (Perception) checks that rely on hearing or smell. (Wolf)
Actions
Bite. Melee Weapon Attack +5, 5ft, one target., Hit: 2d4+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone (Wolf)
Fang. Melee Weapon Attack +5, 5ft, one target., Hit: 1d6+3 piercing damage + 2d4 poison damage. (Snake)
Fist. Melee Weapon Attack +6, 5ft, one target., Hit: 1d6+3 bludgeoning damage (Monkey)
Rock. Ranged Weapon Attack +6, 25/50, one target., Hit: 1d6+3 bludgeoning damage (Monkey)
Great Flying Companion
Large (Avian, Reptilian)
- Armor Class 13
- Hit Points 8 + 5 per ranger level
- Speed 10ft, fly 80ft, 30ft (reptilian), climb 30ft (reptilian), swim 30ft (reptilian)
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (0)
- Skills Perception +4, Athletics +5(reptilian)
- Senses Passive Perception 14
- Languages Understands the languages you speak and Auran.
- Keen Sight Gain advantage on Wisdom (Perception) checks that rely on sight. (Eagle)
- Flyby The Companion doesn't provoke opportunity attacks when it flies out of an enemy's reach. (Eagle)
Actions
Talons Melee Weapon Attack: +5 to hit, 5ft Reach, one target. Hit: 2d6 + 3 slashing damage. (Eagle)
Bite Melee Weapon Attack +5, 5ft, one target., Hit: 1d6 + 3 piercing damage and the target is grappled (escape DC 13). (reptilian)