**Two-weapon Fighting**
- **Tools:** None
___
- **Saving Throws:** Strength, Dexterity
- **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Mail or (b) Leather Armor
- (a) two shortswords or (b) two simple Melee Weapons
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
- A Longbow and a Quiver of 20 Arrows
##### Ranger
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 |Hunter, Tracker | — | — | — | — | — | — | — | — | — | — | — |
| 2nd | ─ | Fighting Style, Spellcasting, Field Recovery | 2 | 2 | — | — | — | — | — | — | — | — | — |
| 3rd | ─ | Ranger's Call, Primevil Awareness | 3 | 3 | ─ | — | — | — | — | — | — | — | — |
| 4th | +3 | ASI | 3 | 3 | ─ | — | — | — | — | — | — | — | — |
| 5th | ─ | Extra Attack | 4 | 4 |2 | — | — | — | — | — | — | — | — |
| 6th | ─ | Hunter's Grit | 4 | 4 | 3 | — | — | — | — | — | — | — | — |
| 7th | ─ | Ranger's Call Feature | 5 | 4 | 3 | — | — | — | — | — | — |
| 8th | ─ | ASI | 5 | 4 | 3 | — | — | — | — | — | — | — |
| 9th | +4 | ─ | 6 | 4 | 3 | 2 | — | — | — | — | — |
| 10th | ─ | Traceless | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
| 11th | ─ | Ranger's Call Feature | 7 | 4 | 3 | 3 | — | — | — | — | — |
| 12th | ─ | ASI | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
| 13th | +5 | ─ | 8 | 4 | 3 | 3 | 1 |
| 14th | ─ | Hunter's Swift Strikes| 8 | 4 | 3 | 3 | 1 |
| 15th | ─ | Ranger's Call Feature | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | — |
| 16th | ─ | ASI | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | — |
| 17th | +6 | ─ | 10 | 4 | 3 | 3 | 3 | 1 | | — | — |
| 18th | ─ | True Awareness | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | — |
| 19th | ─ | ASI | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | — |
| 20th | ─ | Primevil Hunter | 11 | 4 | 3 | 3 | 3 | 2 | ─ | — | — | — | — |
### Hunter (1st)
Mystical divination talent allows you to hunt specific foes.
**Choose a type of favored enemy:** aberrations, beasts, celestiais, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have the following features.
- Add **half your proficiency bonus as a magical bonus to attack rolls against favored enemies**.
- Use your **bonus action and Concentration on magical, silvered, or adamantine weapons** or ammunition you wield or shoot to **add 1d6 damage** of the weapons type **to favored enemies** for one minute.
- Use double your proficiency on intelligence checks applicable to favored enemies (even if you are not proficient).
- When you gain a favored enemy from a Ranger feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
\pagebreakNum
### Tracker (1st)
You have extensive training that allows you to quickly and quielty find prey and scout the land.
- If you are **traveling alone you can move stealthily and/or track at your full speed** and non-magical difficult terrain does not slow your travel speed.
- Gain double your proficiency bonus on wisdom (perception) and wisdom (survival) checks to track. Gain this bonus even if you are not proficient. While tracking creatures you learn their exact number, sizes and how long ago they passed through the area.
### 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:** When you engage in Two-weapon Fighting, **critical hits and opportunity attacks add your other weapons damage dice plus your proficiency modifier as additonal damage.**
### Spellcasting (2nd) (unchanged)
By the time you reach 2nd Level, you have learned to use the magical essence of Nature to cast Spells, much as a druid does.
#### 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. You 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.
\columnbreak
#### Spellcasting Ability
Wisdom is your Spellcasting Ability for your Ranger Spells, since your magic draws on your Attunement to Nature. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Ranger spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier
### Field Recovery (2nd)
Beginning at 2nd level, **once per day when you finish a Short Rest, you can choose expended Spell Slots to recover**. The Spell Slots can have a combined level that is equal to or less than half your Ranger level (rounded down), and none of the slots can be 6th level or higher.
For example, if you’re a 5th-level Ranger, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.
### Ranger's Call (3rd, 7th, 11th, 15th)
Howing wolves, clashing swords, whispers in the dark, and tales of other worlds all have one thing in common, when heard on the wind a true Ranger will answer their call to adventure. 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.
**- Big Game Hunter -** Hunters of the biggest prey.
**- Commando -** Expert combatants who lay hordes low.
**- Beast Master -** Befriend, and summon animals.
**- Dark Stalker -** A master of ambush and dark places.
**- Horizon Walker -** Planar Guide and Warrior.
**- Warden -** Guardian of those oppressed by magic.
### Primevil Awareness (3rd)
By taping primal magic you can enhance your senses and divine the location of prey. **Spend a spell slot** and use your **action to become Aware**, granting you the following for **hours equal** to the used **spell slots level**.
- **For each level of the spell slot used, gain a bonus favored enemy type.** Do not gain a language or double proficiency on intelligence checks regarding it.
- You can spend 10 minutes as if casting a ritual spell to sense if a single favored enemy type is within 6 miles of you. You know if the sensed creature type is closer than 1 mile to you. If sensed creatures are within 1000ft you learn a general direction and number creatures. A creature immune to divination magic or scrying cannot be detected.
- Gain advantage on wisdom (perception) checks made to hear or smell.
### 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.
\pagebreakNum
### Extra Attack (5th)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
### Hunter's Grit (6th)
At 6th level favored enemies are unable to shake you.
- Gain a second favored enemy.
- **Favored enemies cannot break your Concentration** and you are immune to fear effects caused by them.
### Traceless (10th)
Starting at 10th level **If you are traveling alone, gain advantage on stealth rolls**, you can’t be targeted by any divination magic or perceived through magical scrying sensors, and can't be tracked except by magical means.
### Hunter's Swift Strikes (14th)
At 14th level, master striking foes hard and fast.
- Gain a third favored enemy.
- **While Concentrating on a Spell or Ranger ability, you can make a weapon attack as a bonus action, and while Two-Weapon Fighting your bonus action off-hand attack can be made twice.**
### True Awareness (18th)
Starting at 18th level Your supernatural senses unveil the truth of the planes. **While Aware gain Truesight**, you can notice secret doors hidden by magic, and see into the Ethereal Plane, all out to a **range of 60 feet plus 10 feet per slot level used on awareness**.
### Primevil Hunter (20th)
At 20th level, Your **additonal damage from Hunter increases to 2d6**.
Also, when you damage an enemy with an attack or spell you can attempt to kill it. If it has 50 hit points or less it dies. Each enemy can only be affected once per short rest.
## Ranger's Call
#####
### Big Game Hunter
*flavor text*
#### Bonus Favored Enemy (3rd)
Gain Dragons or Giants as a favored enemy.
#### Wounded Prey (3rd)
Your ferocity can wear down the most potent foes. Deal additional damage to wounded enemies. Once per turn you can deal d8 additional weapon damage against an enemy under maximum hit points. If you are dual wielding you can instead deal d6 additional damage twice per turn, once for each weapon, to a damaged enemy.
\columnbreak
#### 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
*flavor text*
#### Man-hunter (3rd)
Gain all humanoids as favored enemies. Select only one language spoken by a humanoid race.
#### 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 that is within 5 feet of the original target if the attack was ranged or within your weapon range if the attack was melee.
#### Evade the Horde (7th)
Opportunity attacks against you have disadvantage. While two weapon fighting a creature you attack with a melee weapon cannot make an opportunity attack against you.
#### Area Attack; Choose One (11th)
**- Volley -** You can use your attack action to make a ranged Attack against your dexterity modifier of creatures within 20 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate Attack roll for each target. Do not benefit from extra attack when using this feature. Anything that prohibits extra attack also prohibits this feature.
**- Whirl Wind -** You can use your attack action to move half your speed and make a melee Attack against your dexterity or strength modifier of creatures within your melee weapon reach. Make a separate Attack roll for each target. Do not benefit from extra attack when using this feature. Anything that prohibits extra attack also prohibits this feature. While Two-Weapon Fighting, add three to your total number of attacks with this ability. These bonus attacks must be off-hand.
#### Cut Down (15th)
While Aware gain +4 weapon and spell damage, and if you drop a favored enemy below 10 hp with a weapon attack or spell, you can instead drop it to 0.
\pagebreakNum
### Beast Master
*flavor text*
#### Animal Affinity (3rd)
Once per day cast Find Animal Companion without spending a spell slot at a level equal to the highest spell slot available to you from Ranger levels. If this is less than 2nd you cannot find a companion higher than CR 1/4.
You can cast speak with animals at will without spending a spell slot.
At 5th Ranger level, gain Find Animal Companion as a bonus Ranger spell known.
#### Primal Fortitude (3rd)
Your animal companion gains essential bonuses through its bond to you.
Add 5 times your ranger level in hit points to your animal companion.
Your companion's saving throws, attack rolls, damage rolls, and special ability DC's improve by 1 each time your proficiency bonus increases. Natural beasts you have summoned or charmed with spells or abilities such as Animal Friendship and Conjure Animals gain this bonus as well.
#### Hunting Companion (3rd)
Your animal companion gains the full benefit of your Tracker ability and gains Traceless if you get it. While you and your companion are traveling together and with no one else you are both considered alone.
#### Feeding and Petting (3rd)
Your animal companion regains 1d8 additional hit points if it eats a good berry. When you cast a touch healing spell on your animal companion it heals for twice as much.
#### Mystic Beast (7th)
Weapons you wield that are made of animal teeth, claws, and bone are considered magical while you wield them.
When you use your action to see through your companions eyes, its natural weapons become magical.
Your companion has access to your spells known and can cast spells using your spell slots if you use your bonus action to command it to take actions. Your companion cannot provide material components and you and your companion cannot hold concentration on your spells at the same time.
Any spell you cast on yourself also affects your companion if they are within 60 ft of you.
\columnbreak
#### Pack Protector (11th)
Your animal companion gains advantage on dexterity saving throws and evasion.
You and your conjured and/or charmed Natural Beasts have advantage on dexterity saving throws and evasion while within 60ft of your animal companion and able to see it.
#### Spirit Bond (15th)
While within 60 ft of your animal companion, you and your companion gain resistance to all damage. Damage you take is also dealt to your companion, and damage your companion takes is also dealt to you. Damage from this ability cannot be resisted or reduced in any way and does not trigger damage on the other party. If damage you take from this effect would drop you to 0 you instead drop to 1 hp and lose this ability until you take a short rest. You can start and stop this effect using your action.
\pagebreakNum
### Dark Stalker
*flavor text*
#####
#### Friend of Shadows (3rd)
While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Gain bonus Ranger spells when you become high enough level in the class to have them. At 5th gain Invisibility, At 13th gain Greater Invisibility.
Gain darkvision out to 60 feet. If you already have darkvision increase its range by 30 feet.
#### Stalker's Strike (3rd)
While Aware, once per turn, you can deal an extra 2d6 damage to one creature you hit with a weapon attack if you have advantage on the Attack roll.
#### Dread Ambusher (7th)
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.
#### Unrelenting Flurry (11th)
Attack with such speed a miss becomes another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. While Two-Weapon Fighting you can do this twice per turn, once for each hand.
#### Deadly Strike (15th)
Increase your Stalker's Strike damage to 4d6.
### Horizon Walker
*flavor text*
#### Detect Portal (3rd)
While Aware you can spend 10 minutes to detect the distance and direction of planar portals within 1 mile of you.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
#### Magic of the Multiverse (3rd)
Gain your wisdom modifier in Ranger spells known. You may choose your Ranger spells from the Wizard spell list.
Also gain proficiency in Arcana.
#### Planar Warrior (3rd)
When you use your hunter ability to gain additional damage, you can choose to change the damage type it deals to cold, fire, lightning or force. At 15th level add your wisdom modifier to the damage provided by your hunter ability.
#### 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.
\columnbreak
#### 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 at least two different creatures with the action, you can make one additional attack with it against a third 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 from an attack, you can use your reaction to give yourself resistance to all of that attacks damage on this turn, unless that damage was force or psychic. You cannot use this ability if you cannot teleport.
### Warden
*flavor text*
#### Warden's Sense (3rd)
Gain the ability to peer at a creature and magically discern how best to hurt it. While Aware, as an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
A creature divined in this way is counted as a favored enemy and marked until you mark another creature, your Awareness ends, or take a short or long rest.
Deal +2 weapon damage rolls to marked creatures. At 15th level increase to +4
#### Detect Magic (3rd)
While aware, you can cast detect magic at-will.
#### Supernatural Defense (7th)
Gain extra resilience against your assaults on your mind. Whenever the target of your Warden's Mark forces you to make a saving throw add 1d6 to your roll, if the saving throw was due to a spell instead add d10
#### Magic-User's Nemesis (11th)
You gain the ability see threads of magic, and learn to unravel them. Gain Counterspell and Dispell Magic as bonus Ranger Spells. Your checks made for either spell are made Advantage if you are Aware.
In addition when your mark casts a spell you know the spell school and spell level of it.
#### Spell Defense (15th)
Gain resistance to all damage against spells.
\pagebreakNum
## Spells
Only spells unique to the ranger have been altered, added, or removed.
#### 1st level spells
Hail of thorns (new spell, kept name)
Hunter's Mark (reworked)
~~Ensnaring Strike~~ (removed)
Wilderness Attunement (new spell)
~~Zephyr Strike~~ (removed, sorta...)
#### 2nd level spells
Cordon of Arrows (reworked)
Find Animal Companion (new spell)
Zephyr (new spell, sorta...)
#### 3rd level spells
Conjure Barrage (reworked)
Hail of Storms (new spell)
~~Lightning Arrow~~ (removed)
#### 4th level spells
Ambushcade (new spell)
#### 5th level spells
Conjure Volley (reworked)
~~Swift Quiver~~ (removed)
#### Ambushcade (new)
*4th level divination*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (A timepiece worth at least 10gp)
- **Duration:** 10 days, until used or dispelled.
___
You can choose to gain advantage an initiative roll. Then Ambushcade expires.
If you do enemies in the combat who are surprised or act after you in initiative order have disadvantage on saving throws against your spells, abilities and effects and your attacks have advantage against them until the end your turn this round.
Ambushcade ends on you if the material component is ever not on your person.
\columnbreak
#### Conjure Barrage (Reworked)
*3rd level conjuration*
___
- **Casting Time:** **1 bonus action <--- :D**
- **Range:** 60' cone
- **Components:** V, S
- **Duration:** instantaneous
___
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. **Roll 6d8, keeping the three highest rolls.** Creatures in the cone must **pass a dexterity saving throw or take damage** equal to the amount you rolled of the thrown weapons type.
#### Conjure Volley (Reworked)
*5th level conjuration*
___
- **Casting Time:** **1 bonus action <--- :D**
- **Range:** 150ft
- **Components:** V, S
- **Duration:** Instantaneous
___
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fly in a volley from and then disappear. **Roll 10d8, keeping the six highest rolls.** Creatures in a **60' ft cone originating from the point** you choose **must pass a dexterity saving throw or take damage** equal to the amount you rolled of the base weapons type.
#### 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 nonmagical 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.
**Multiple castings of this spell in the same spot causes the arrows to fly in unison, combining their damage and dealing half damage on a successful saving throw.**
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.
\pagebreakNum
#### Find Animal Companion (new)
*2nd level conjuration*
___
- **Casting Time:** 1 hour
- **Range:** 10 feet
- **Components:** V, S, M (10gp, 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.
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 take an action in its stat block (excluding multi-attack) or the Dash, Disengage, Help, Hide or Search action.
When a companion drops to 0 hit points, it dies remaining in place for 1 minute, then disappears, leaving behind no physical form.
**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.
**Special:** If your companion has been slain you can cast this spell on it with a range of touch as an action without material components in order to revive it with one hit point.
**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.
\columnbreak
#### 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 5 non-magical ranged or thrown weapon attacks with power of the storm. They become magical, add +1 to attack rolls, and add your spell casting modifier to the damage rolls of the type mentioned in the shot name or description.. Choose one of the following effects each time you fire a shot;
**- Wind Storm:** Bludgeoning damage. The attack is a line out to your weapons short range. Each creature in the line is hit if your attack would hit their AC. The line stops if you would miss. Creatures hit are pushed 10 feet and knocked prone unless they pass a strength saving throw.
**- Fire Storm:** On a hit shots explode in a 10 foot radius from the target dealing 3d6 fire damage or half damage on a successful dexterity saving throw. Creatures can only take area damage once per turn. Ignite flammable objects in the area that aren't being worn or carried.
**- Lightning Storm:** A target hit must pass a constitution saving throw or take 2d6 additional lighting damage, increasing by 1d6 for the current turn on the same creature each time it fails its saving throw.
**At higher levels:** For each spell level above 3rd used to cast this spell you can enchant 2 additional shots, and increase the additional damage of fire storm by 1d6. At 5th Increase to a +2 magic attack roll bonus.
#### 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 3 non-magical ranged or thrown 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 grappled, the escape DC is your ranger spell DC. A hit from another Ensnaring Thorn while grappled by this spell will cause the target to be restrained until they escape. Another creature can use its action to touch an ensnared creature and make an Athletics check to free it.
**- Erupting Thorn;** If your attack roll would hit enemies within 5ft of the target, they take damage equal to the additional piercing damage.
**- Poison Thorn;** On a hit the target must pass a constitution saving throw or take 1d4 additional poison damage and become poisoned until the end of your next turn unless.
**At higher levels:** For each spell level above 1st used to cast this spell increase number of shots by 2 per level. At 3rd level add a +1 magic bonus to attack rolls with thorn shots. At 5th level increase to a +2 magic bonus and increase to 2d8 additional piercing damage.
___
\pagebreakNum
#### Hunters Mark (Reworked)
*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, **At 2nd level and higher, once per turn you can add your spellcasting modifier to an attack or damage roll against the target of your hunters mark**.
#### Wilderness Attunement (new)
*1st level Divination*
___
- **Casting Time:** 10 minutes
- **Range:** Self
- **Components:** V, S
- **Duration:** 24 hours
___
Meditation bonds you to the land, enabling a subconscious understanding of your surroundings.
While this spell lasts, you ignore non magical difficult terrain and gain a swim speed and climb speed equal to your walking speed. Double your overland walking speed, you can grant this benefit to up to 10 additional creatures.
In addition gain one of the following boons.
**Navigation:** You know true north and cannot become lost except by magical means. Gain advantage on spells and effects that would misdirect you or cause you to lose your way, such as illusions and mirages.
**Blind Fighting:** Gain Blindsight out to 10 feet. Lose this benefit if your are deafened or in a vacuum. You cannot read or distinguish color with this ability.
**Land's Stride:** Gain advantage on saving throws traps, hazards, and plant spells and effects. Ignore all difficult terrain caused by magical plant spells and effects.
**Magnification:** You can see clearly up to 1 mile away with no difficulty as if looking at something no further than 100 feet away from you and dim light does not impose disadvantage on your wisdom (perception) checks.
**At higher levels:** For each level above 1st used to cast this spell add 24 hours to the duration.
\columnbreak
#### 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.
Once per turn you can deal d8 additional weapon damage with a light, finesse, or natural weapon. If you are dual wielding you instead deal d6 additional damage twice per turn, once for each weapon, with light, finesse, or natural weapon.
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 gain 30 feet of movement speed until the end of the turn.
**At higher levels:** If you use a 5th level slot or higher to cast this spell increase the additional weapon damage to 2d6.
\pagebreakNum
## Full ranger Spell list
I think this is all of them.
#### 1st level spells
Absorb Elements
Alarm
Animal Friendship
Beast Bond
Cure Wounds
Detect Magic
Detect Disease and Poison
~~Ensnaring Strike~~ (removed)
Fog Cloud
Goodberry
Hail of thorns (new spell, kept name)
Hunter's Mark (reworked)
Jump
Longstrider
Snare
Speak with Animals
Wilderness Attunement (new spell)
~~Zephyr Strike~~ (removed, sorta...)
#### 2nd level spells
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...)
\columnbreak
#### 3rd level spells
Conjure Animals
Conjure Barrage (reworked)
Daylight
Flame Arrows
Hail of Storms (new spell)
~~Lightning Arrow~~ (removed)
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
#### 4th level spells
Ambushcade (new spell)
Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Guardian of Nature
Locate Creature
Stoneskin
#### 5th level spells
Commune With Nature
Conjure Volley (reworked)
Steel Wind Strike
~~Swift Quiver~~ (removed)
Tree Stride
\pagebreak
### Two-weapon fighting rules
**Two-weapon fighting:** Engaging in Two-weapon Fighting requires a light melee weapon in each hand or a dagger in one hand and a finesse weapon in the other.
When you take the attack action while dual wielding, you can use your bonus action before the end of your turn to make an attack with your off hand weapon. Attacks with your offhand weapon do not add your ability modifier to damage.
___
**Two-weapon fighting Proficiency:**
**Fighter and Ranger starting proficiency .** Do not gain when multiclassing into fighter or ranger.
Two-weapon proficiency Fighting is available from a feat.
Your attacks with your **offhand weapon add** your attack **abilitiy modifier to damage.**
___
**Two-weapon Fighting Style** (fighter lvl 1, ranger lvl 2)
When you engage in Two-weapon Fighting, **deal an additional weapon damage die on critical hits and opportunity attacks**
___
**Two-weapon fighting Feat**
You can draw or stow two one handed weapons.
You can engage in two weapon fighting with versatile martial weapons (battleaxe, longsword, warhammer).
Gain Two-weapon fighting Profiency.
Gain +1 AC while Two-weapon fighting.
**While Two-weapon fighting, when you roll a critical hit or hit with an opportunity attack you gain advantage on your two-weapon attacks against the target until the end of your next turn.**
\pagebreak
## Bonus Spells
These spells aren't really intended to be added to the homebrew at this point. I created them for it, but scrapped them. Check them out.
#### Adamanticize
*5th level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (A weapon or armor you are wielding or wearing made of at least 100g of adamantium)
- **Duration:** Concentration, up to 1 hour
___
Adamantium coats your body providing living metal armor.
Gain resistance to non-magical slashing, piercing, and bludgeoning damage, increase your base AC to 19, you are immune to critical hits, and gain 5 temporary hit points at the start of every turn.
#### Aimed Strike
*4th level divination*
___
- **Casting Time:** 1 bonus action
- **Range:** self
- **Components:** V
- **Duration:** Concentration, up to 1 minute
___
Once before the duration of the spell is over you can take a special attack action, in which you can only make one weapon attack. That attack has advantage, deals 4d12 additional damage of the weapons type, critical hits on a 19-20, and can be re-rolled but you must take the new roll. After the attack is made the spell expires.
#### Blade Cascade
*4th level conjuration*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** M (Two melee weapons that you are Two-weapon Fighting with).
- **Duration:** Instantneous
___
Conjure blades of air and magic to turn few attacks into many.
As part of the action to cast this spell take the attack action. Each time you hit during the attack you make another attack with your other weapon against the same target. You can generate attacks this way up to a maximum equal to your strength or dexterity modifier.
A creature with advantage on saving throws against spells grants you disadvantage on your additional attacks due to this spell.
\columnbreak
#### Bombs Away
*1st level transmutation*
___
- **Casting Time:** 1 bonus action
- **Range:** Touch
- **Components:** V, S, M (Throwable damaging adventuring gear such as a bomb or holy water)
- **Duration:** Concentration, up to 1 min
___
Touch an explosive object to enhance it for accuracy and power. When thrown while the spell lasts the material component of the spell deals 1d6 additional damage of whatever damage it deals. You may use your Spell DC or Ranged Spell Attack in place of the the items.
**At higher levels:** For each level above 1st used to cast this spell increase the additional damage added by 2d6.
#### Deflect
*4th level abjuration*
___
- **Casting Time:** 1 reaction
- **Range:** Self
- **Components:** V
- **Duration:** 1 round
___
Gain resistance to all damage dealt by the triggering attack. After the attack is resolved move your speed without provoking opportunity attacks. You may attempt to hide at the end of the move. You need total obscurement or cover from creatures you want to hide from as normal.
#### Vanish
*1st level illusion*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** S
- **Duration:** 1 round
___
Wave your hand and fade away.
Turn invisible until the start of your next turn, move your speed, and attempt to hide.
\pagebreak