Tweaked ranger Ver. 2
Tweaked Ranger
| Level | Proficiency Bonus | Features | Spells slots per Spell Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Favored Foe, Wild Explorer | — | — | — | — | — | |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | — | — | — | — | |
| 3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | — | — | — | — | |
| 4th | +2 | Ability Score Improvement | 3 | — | — | — | — | |
| 5th | +3 | Extra Attack, Primal Smites | 4 | 2 | — | — | — | |
| 6th | +3 | Favored Foe and Wild Explorer Improvements | 4 | 2 | — | — | — | |
| 7th | +3 | Ranger Archetype Feature | 4 | 3 | — | — | — | |
| 8th | +3 | Ability Score Improvement, Strider of the Land | 4 | 3 | — | — | — | |
| 9th | +4 | — | 4 | 3 | 2 | — | — | |
| 10th | +4 | Wild Explorer Improvement, Vanish in Plain Sight | 4 | 3 | 2 | — | — | |
| 11th | +4 | Ranger Archetype Feature | 4 | 3 | 3 | — | — | |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — | |
| 13th | +5 | — | 4 | 3 | 3 | 1 | — | |
| 14th | +5 | Favored Foe Improvement, Druidic Arcanum | 3 | 3 | 3 | 1 | — | |
| 15th | +5 | Ranger Archetype Feature | 4 | 3 | 3 | 2 | — | |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | |
| 17th | +6 | — | 4 | 3 | 3 | 3 | 1 | |
| 18th | +6 | Natural Senses | 4 | 3 | 3 | 3 | 1 | |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | |
| 20th | +6 | Foe Hunter | 4 | 3 | 3 | 3 | 2 |
HELLO
I made this "alternate" version of the Ranger for the few of us, who rather enjoy the Player's Handbook version, but find it could use a few tweaks here or there (Hence the Name). It's essentially the PHB Ranger but with improvements, buffs, or reworks to every ranger class feature.
All these rules and abilities are optional, so if there is a feature or ability you like, but want to mostly keep to the PHB ask your DM if you can exchange the feat/abilites that you like and keep the rest as is. The balance may be off so feel free to tweak or customize this for however best works for you and your DM.
The following are some of the changes and abilities added to the Ranger:
- Almost all the ranger's base class abilites are either buffed or reworked.
- The Ranger is now a Preparation Caster.
- The Ranger can used smites that are sligtly less powerful than the paladin but can be ranged.
- Two optional abilities are added to the class, that you can use as is or replace a base class feature with.
- Additionally there are some extra optional rules or abilites at the end of the document, for further customization.
Class Features
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Insight, Investigation, Medicine, 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/Scimitars or (b) two martial weapons lacking the heavy property
- (a) a dungeoneer’s pack or (b) an explorer’s pack or (c) a burglar’s pack
- (a) A longbow and a quiver of 20 arrows or (b) A hand crossbow and 20 bolts
Favored Foe
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, 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 advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Additionally once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Wild Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
Additionally you gain a passive benefit based on your chosen terrain:
- Artic: You gain resistance to Cold damage.
- Coast: You gain a swim speed equal to your walking speed and can hold your breath for an hour.
- Desert: You have resistance to Fire Damage.
- Forest: You gain expertise in 3 ranger skills you are proficient in.
- Grassland: Your base walking speed increases by five feet and you gain the ability to use the dodge action as a bonus action. Once you use this ability, you can't do so again until you finish a short or long rest.
- Mountain: You gain a climbing speed equal to your walking speed and once a day you can cast Feather Fall on yourself only without expending a spell slot. Once you cast it, you must finish a long rest before you can cast it again using this ability.
- Swamp: You gain resistance to Posion damage and have advantage on saving throws against poison and disease.
- Underdark: You gain a burrowing speed equal to your walking speed and once a day you can cast Darkvision without expending a spell slot. Once you cast it, you must finish a long rest before you can cast it again using this ability.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
Fighting Style
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, you can add your ability modifier to the damage of the second attack.
Spellcasting
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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your Ranger spells. To cast one of your Ranger spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Ranger spells that are available for you to cast, choosing from the Ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Primeval Awareness
Beginning at 3rd level, you can use your bonus action to focus your awareness on the region around you. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead or if it’s a creature of your favored enemy type. You know the general number of the creature types when you use this ability.
If the creature is a favored enemy, you know their general threat level (what their CR or level they are) and the general direction they are, relative to you.
You can use this feature a number of times equal to your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Primal Smites
At 5th level, once per turn when you hit a creature with a weapon attack, you can expend a ranger spell slot to deal an extra 1d6 force damage to the target, plus another 1d6 per level of the spell slot to a maximum of 6d6. If the target is a creature type of your favored enemy, all damage dice from your Primal Smites become 1d8 instead of 1d6.
Additionally when you use your primal smite, if you or the target are in your favored terrain, you magically restrain the target if it's of huge or smaller size with a magical environmental effect if it fails a strength save against you’re spell save DC. It is restrained in this way until the start of your next turn.
Favored Foe
At 6th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose an additional type of favored enemy: aberrations, beasts, celestials, 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 advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Additionally once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
You choose one additional favored enemy, as well as an associated language, at 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Strider of the Land
Starting at 8th level, your walking speed increases by 5 feet, you can dash as a bonus action and moving through nonmagical difficult terrain costs you no extra movement.
You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Vanish in Plain Sight
Starting at 10th level, you can you can use the Hide actions as a bonus action on your turn and you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Additionally, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. If you are in your favored terrain it only takes you six seconds to camouflage yourself, you require only a handful of naturally occurring material, and you have advantage on Dexterity (Stealth) checks made in this state.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you move at half-speed or less. Once you move faster than half your walking speed or take an action or a reaction, you must camouflage yourself again to gain this benefit.
If you are in your favored terrain it only takes you an action to camouflage yourself, you require only a handful of naturally occurring material, you have advantage on Dexterity (Stealth) checks made while camouflaged in addition to your initial +10 bonus, and you can move at your normal walking speed without having to camouflage again, provided you take no actions or reactions and use the hide bonus action at the end of each turn while camouflaged.
Druidic Arcanum
Starting at 14th level, your connection to the natural and spiritual world grants you a druidic boon called an arcanum. Choose one 5th-level, 6th-level or 7th-level spell from the druid spell list as this arcanum. After you gain a level in this class or finish a long rest you can exchange the druid spell for another one of 5th, 6th, or 7th level.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
Favored Foe
At 14th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose an additional type of favored enemy: aberrations, beasts, celestials, 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 advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Additionally once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Natural Senses
At 18th level, you gain a blindsight with a range of 15 feet and tremorsense of 30 feet, if you are in your favored terrain your blindsight has a range of 30 feet and your tremorsense has a range of 60 feet.
Foe Hunter
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of any attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
If the target is one of your favored enemies you attack roll or damage roll bonus is doubled.
Tweaked Ranger Conclaves
Tweaked Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.
Beast Master Features
| Ranger Level | Features |
|---|---|
| 3rd | Beast Master Magic, Ranger's Companion, Wild Bond |
| 7th | Beastial Fury |
| 11th | Share spells |
| 15th | Savage Protection |
Beast Master Spells
When you reach certain levels in this class, you gain access to the spells listed for that level in the Beast Master Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
Beast Master Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Speak with Animals |
| 5th | Beast Sense |
| 9th | Conjure Animals |
| 13th | Dominate Beast |
| 17th | Awaken |
Ranger's Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower, at level 7 the beast can be of CR level 1 or lower, at level 11 the beast can be of CR level 2 or lower, and at level 15 your creature can be of beast that is no larger than Large and has a CR of 3 or lower.
Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block plus your ranger level or fives times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, your beast can make one of the attacks when you take the Attack action provided it's within range of the target you are attacking.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
Wild Bond
Starting at 3rd level as a bonus action, you can expend one spell slot to regain 1 d10 hit points per level of the spell slot expended for your beast if it’s within 30 feet of you. At 20th level, the range extends to 60 feet. Additionally, any spell to revive your beast requires no material components.
If the beast dies, you expel it from your service, or is seperated from you, you can obtain a new companion by spending 1 hour magically bonding with a beast that isn’t hostile to you and that meets the requirements. If the beast is a favored foe or in your favored terrain it only takes 10 minutes to bond to it.
Beastial Fury
Starting at 7th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Savage Protection
Beginning at 15th level, any spell that would fail if cast on a creature with an intelligence higher than 4, suceed on your beast companion regardless of it's intelligence score and in comabt you can add your wisdom modifier to one attack or damage roll made by your beast on it's turn.
When an enemy attempts to attack you or an ally you can see, you can use your reaction to command your beast to attack the enemy if your beast companion is within attacking range. If the beast’s attack is successful the enemy misses that attack roll.
Tweaked Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Hunter Features
| Ranger Level | Features |
|---|---|
| 3rd | Hunter Magic, Hunter's Boon, Hunter's Prey |
| 7th | Defensive Tactics |
| 11th | Multiattack |
| 15th | Superior Hunter's Defense |
Hunter Spells
When you reach certain levels in this class, you gain access to the spells listed for that level in the Hunter Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
Hunter Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Hunter's Mark |
| 5th | Spiritual Weapon |
| 9th | Haste |
| 13th | Guardian of Nature |
| 17th | Hold Monster |
Hunter's Boon
At 3rd level, you gain one of the following passive features of your choice:
- Battle Stance. You learn an additional fighting style from the fighter’s list.
- Swift Foot. You gain an additional 5 feet of movement to your walking speed and at 11th level it becomes 10 feet of movement.
- Will of Steel. You have advantage on saving throws against being charmed or frightened.
Hunter’s Prey
At 3rd level, you gain one of the following features of your choice:
- Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
- Giant Killer. When a creature larger than you within 15 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
- Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack at advantage with the same weapon against a different creature that is within 10 feet of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your choice:
- Escape the Horde. You do not provoke opportunity attacks with your movement.
- MultiAttack Defense. When a creature hits you with an attack, you gain a bonus to AC equal to your wisdom modifer against all subsequent attacks made by that creature for the rest of the turn.
- 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.
Multiattack
At 11th level, you gain one of the following features of your choice:
- Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You have advantage on the first attack roll.
- Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You have advantage on the first attack roll.
- Evisceration . When you use the attack action to make two attacks against a creature, you can make a third attack against the same creature as a bonus action. If either of the first two attacks hit, the third attack is made with advantage.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice:
- Primal Sense. As a reaction after being forced to make a Stength or Dexterity saving throw from an attack or effect that you can see, you can give yourself advantage on the saving throw.
- Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack at advantage against another creature (other than itself) of your choice.
- Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Optional Abilites For Rangers
Favored Enemy Options
In exchange for your Favored Enemy (or Favored Foes) Features you can gain access to certain abilities and magic spells from your time studying or hunting your quarry.
Favored Foe Spells
Your mystical connection to enemies you hunt infuses you with the ability to cast certain spells and grants you certain additional benefits . At 2nd, 5th, 9th, 13th and 17th level you gain access to certain spells connected to your favored enemies. Your Favored Enemy — aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. — has an associated list of spells and other bonuses.
Once you gain access to a foe spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
(Alternatively if you or your DM believe having three seperate always prepared spell tables is too much for one character , you can instead choose to only allow one prepared spell table where you can exchange the spells only with other spells from your ranger or chosen foe spells lists.)
Aberrations
You learn the Deep Speech language, gain resistance to Psychic Damage and learn one of the following cantrips: Encode Thoughts, Friends, Mage Hand, Message, or Vicious Mockery.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Command, Dissonant Whispers |
| 5th | Alter Self, Detect Thoughts |
| 9th | Enemies Abound, Sending |
| 13th | Hallucinatory Terrain, Phantasmal Killer |
| 17th | Banishing Smite, Dominate Person |
Beasts
You have advantage on one attack roll per turn against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. You also learn one of the following cantrips: Druidcraft, Guidance, Infestation, Primal Savagery, or Resistance.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Animal Friendship, Beast Bond |
| 5th | Animal Messenger, Find Stead |
| 9th | Conjure Animals, Haste |
| 13th | Dominate Beast, Guardian of Nature |
| 17th | Awaken, Commune with Nature |
Celestials
You learn the Celestial language, gain resistance to either Radiant or Necrotic Damage and learn one of the following cantrips: Friends, Guidance, Light, Sacred Flame, or Spare the Dying.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Bless, Cure Wounds |
| 5th | Aid, Prayer of Healing |
| 9th | Blinding Smite, Magic Circle |
| 13th | Aura of Life, Find Greater Steed |
| 17th | Dawn, Dispel Evil and Good |
Constructs
You gain proficiency in Tinkerer’s tools or Smithing tools, alternatively you gain proficiency in one skill of your choice. You also gain expertise in one skill or tool you are proficient in and can add your wisdom modifier to one Intelligence based skill check that you aren’t proficient in, once a day. Once you use this ability, you can't do so again until you finish a long rest.
You also learn one of the following cantrips: Blade Ward, Encode Thoughts, Mage Hand, Mending, or Sword Burst.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Identify, Shield |
| 5th | Arcane Lock, Enhance Ability |
| 9th | Conjure Barrage, Tiny Servant |
| 13th | Mordenkainen’s Private Sanctum, Otiluke’s Resilient Sphere |
| 17th | Animate Objects, Wall of Force |
Dragons
You learn the Draconic language, gain resistance to one of the following damage types (acid/cold/fire/lightning/poison) and learn one of the following cantrips: Blade Ward, Friends, Resistance, Thaumaturgy, or a cantrip that deals the damage type you are resistant to.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Feather Fall, Heroism |
| 5th | Dragon’s Breath, Zone of Truth |
| 9th | Fly, Tongues |
| 13th | Charm Monster, Secret Chest |
| 17th | Legend Lore, Scrying |
Elementals
You learn the Primordial language, gain resistance to one of the following damage types (acid/bludgeoning/cold/fire/lightning/thunder) and can change the damage resistance at the end of a long rest.
You also learn one of the following cantrips: Blade Ward, Gust, Mold Earth, Resistance, or a cantrip that deals cold, fire, lightning or thunder damage.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Absorb Elements, Earth Tremor |
| 5th | Continual Flame, Maximilian’s Earthen Grasp |
| 9th | Elemental Weapon, Protection from Energy |
| 13th | Conjure Minor Elemental, Elemental Bane |
| 17th | Conjure Elemental, Transmute Rock |
Fey
You learn the Sylvan language, have advantage on saving throws against being charmed or frightened and learn one of the following cantrips: Friends, Mage Hand, Minor illusion, Thaumaturgy or Vicious Mockery.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Faerie Fire, Charm Person |
| 5th | Enthrall, Misty Step |
| 9th | Blink, Dispel Magic |
| 13th | Conjure Woodland Beings, Dimension door |
| 17th | Far Step, Seeming |
Fiends
You learn the Abyssal or Infernal language, gain proficiency or expertise in either Deception, Intimidation, Persuasion or Performance and can reroll one saving throw against being charmed or frightened. Once you use this ability, you can't do so again until you finish a long rest.
You also learn one of the following cantrips: Friends, Mage Hand, Minor illusion, Thaumaturgy or Vicious Mockery.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Hellish Rebuke, Wrathful Smite |
| 5th | Crown of Madness, Heat Metal |
| 9th | Fast Friends, Fireball |
| 13th | Charm Monster, Phantasmal Killer |
| 17th | Dominate Person, Flame Strike |
Giants
You learn the Giant language, and have advantage against strength or dexterity saving throws imposed by any creature of a larger size than you.
You also learn one of the following cantrips: Blade Ward, Magic Stone, Resistance, Mold Earth, or True Strike.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Catapult, Earth Tremor |
| 5th | Enlarge/Reduce, Stone skin |
| 9th | Erupting Earth, Major Image |
| 13th | Freedom of Movement, Giant Insect |
| 17th | Bigby’s Hand, Wall of Stone |
Monstrosities
You gain a burrowing, climbing, or swimming speed equal to your walking speed and can use your reaction to reduce any damage you take by an amount equal to your ranger level plus your Wisdom Modifier. Once you use this ability, you can't do so again until you finish a long rest.
You also learn one of the following cantrips: Blade Ward, Infestation, Primal Savagery, Poison Spray or Resistance.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Jump, Longstrider |
| 5th | Alter Self, Enlarge/Reduce |
| 9th | Fear, Vampiric Touch |
| 13th | Guardian of Nature, Locate Creature |
| 17th | Hold Monster, Steel Wind Strike |
Oozes
As an action your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled and you can climb up vertical surfaces. This ability lasts until the end of your next turn and once you use this ability, you can't do so again until you finish a long rest.
You also learn one of the following cantrips: Acid Splash, Blade Ward, Primal Savagery, Poison Spray or Resistance.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Absorb Elements, Shield |
| 5th | Acid Arrow, Spider Climb |
| 9th | Meld into Stone, Protection from Energy |
| 13th | Death Ward, Freedom of Movement |
| 17th | Passwall, Transmute Rock |
Plants
When you finish a short or long rest, your choice, you can gain temporary hit points equal to your wisdom modifier and you gain the ability to roll an extra hit die without expending it, when you spend hit die to recover after a short rest. Once you this ability you can not do so again until you finish a long rest.
You also learn one of the following cantrips: Acid Splash, Blade Ward, Druidcraft, Poison Spray or Thorn Whip.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Entangle, Goodberry |
| 5th | Barkskin, Locate animal or plants |
| 9th | Plant Growth, Speak with Plants |
| 13th | Blight, Guardian of Nature |
| 17th | Commune with Nature, Wrath of Nature |
Undead
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
You also learn one of the following cantrips: Chill Touch, Blade Ward, Spare the Dying, Thaumaturgy or Toll the Dead.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | False Life, Inflict Wounds |
| 5th | Blindness/Deafness, Gentle Repose |
| 9th | Bestow Curse, Speak with Dead |
| 13th | Blight, Shadow of Moil |
| 17th | Danse Macabre, Negative Energy Flood |
Humanoids
You learn any language your two chosen enemy type knows and one additional langauge of your choice. You can also add your wisdom modifier to one charisma check of your choice. Once you use this ability you can not do so again, until you finish a short or long rest.
You also learn one of the following cantrips: Friends, Guidance, Mage Hand, Message, or Spare the Dying.
| Ranger Level | Foe Spells |
|---|---|
| 2nd | Expeditious Retreat, Charm Person |
| 5th | Hold Person, Suggestion |
| 9th | Slow, Tongues |
| 13th | Compulsion, Freedom of Movement |
| 17th | Geas, Circle of Power |
Terrain Spells Options
In exchange for your Natural Explorer (or Wild Explorer) Features you can gain access to certain magic options similar to Circle of the Lands druids.
Favored Terrain Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 1st level you learn a cantrip and passive benefit associated with your favored terrain. When you reach 2nd, 5th, 9th, 13th and 17th level you gain access to terrain spells connected to your favored terrain. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
(Alternatively if you or your DM believe having three seperate always prepared spell tables is too much for one character , you can instead choose to only allow one prepared spell table where you can exchange the spells only with other spells from your ranger or chosen terrain spells lists.)
Artic
You gain resistance to cold damage and learn one of the following cantrips: Frostbite, Gust, Ray of Frost, Shape Water, or Thaumaturgy.
| Ranger Level | Terrain Spells |
|---|---|
| 2nd | Armor of Agathys, Ice Knife |
| 5th | Snilloc’s Snowball Swarm, Warding Wind |
| 9th | Sleet Storm, Wall of Wind |
| 13th | Fire Shield, Ice Storm |
| 17th | Cone of Cold, Control Winds |
Coast
You gain a swim speed equal to your walking speed, and gain the ability to hold your breath for a number of hours equal to your wisdom modifer as an action. Once you use this ability you can not do so again until you finish a short or long rest.
You also learn one of the following cantrips: Gust, Infestation, Lightning Lure, Shape Water or Thaumaturgy.
| Ranger Level | Terrain Spells |
|---|---|
| 2nd | Create or Destroy Water, Fog Cloud |
| 5th | Gust of Wind, Warding Wind |
| 9th | Tidal Wave, Wall of Water |
| 13th | Control Water, Watery Sphere |
| 17th | Destructive Wave, Maelstrom |
Desert
You gain resistance to fire damage and learn one of the following cantrips: Control Flames, Firebolt, Gust, Produce Flame or Thaumaturgy.
| Ranger Level | Terrain Spells |
|---|---|
| 2nd | Burning Hands, Hellish Rebuke |
| 5th | Dust Devil, Heat Metal |
| 9th | Create Food and Water, Wall of Sand |
| 13th | Fire Shield, Wall of Fire |
| 17th | Dawn, Immolation |
Forest
You gain proficiency in two unchosen ranger skills, expertise in one ranger skill you are proficient in and learn one of the following cantrips: Druidcraft, Primal Savagery, Shillelagh, Thorn Whip or Thaumaturgy.
| Ranger Level | Terrain Spells |
|---|---|
| 2nd | Entangle, Jump |
| 5th | Find Steed, Pass without Trace |
| 9th | Conjure Animals, Plant Growth |
| 13th | Blight, Conjure Woodland Beings |
| 17th | Commune with Nature, Wrath of Nature |
Grassland
You gain an additional 5 feet to your walking speed and gain the ability to dodge as a bonus action. Once you use this ability you can't do so again until you finish a short or long rest.
You also learn one of the following cantrips: Gust, Infestation, Primal Savagery, Shillelagh, or Thaumaturgy.
| Ranger Level | Terrain Spells |
|---|---|
| 2nd | Expeditious Retreat, Zephyr Strike |
| 5th | Enhance Ability, Find Steed |
| 9th | Blink, Haste |
| 13th | Freedom of Movement, Guardian of Nature |
| 17th | Far Step, Steel Wind Strike |
Mountain
You gain a climbing speed equal to your walking speed, and gain the ability to use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your ranger level. Once you use this ability you can not do so again until you finish a short or long rest.
You also learn one of the following cantrips: Blade Ward, Magic Stone, Mold Earth, Thaumaturgy or Thunderclap.
| Ranger Level | Terrain Spells |
|---|---|
| 2nd | Earth Tremor, Feather Fall |
| 5th | Maximilian’s Earthen Grasp, Spider Climb |
| 9th | Erupting Earth, Meld Into Stone |
| 13th | Freedom of Movement, Stone Shape |
| 17th | Passwall, Transmute Rock |
Swamp
You gain resistance to Posion damage and have advantage on saving throws against poison and disease.
You also learn one of the following cantrips: Infestation, Poison Spray, Primal Savagery, Thorn Whip or Thaumaturgy.
| Ranger Level | Terrain Spells |
|---|---|
| 2nd | Detect Poison and Disease, Ray of Sickness |
| 5th | Protection from Poison, Ray of Enfeeblement |
| 9th | Gaseous Form, Stinking Cloud |
| 13th | Blight, Giant Insect |
| 17th | Cloudkill, Insect Plague |
Underdark
You gain a burrowing speed equal to your walking speed and gain a tremorsense with range of 15 feet.
You also learn one of the following cantrips: Dancing Lights, Infestation, Mold Earth, Minor Illusion or Thaumaturgy.
| Ranger Level | Terrain Spells |
|---|---|
| 2nd | Faerie Fire, Snare |
| 5th | Spider Climb, Web |
| 9th | Meld into Stone, Nondetection |
| 13th | Greater Invisibility, Hallucinatory Terrain |
| 17th | Contagion, Passwall |
Ranger Invocation Options
If your DM allows you to do so, you can add the following Warlock Style Eldritch Invocation options for your ranger.
These "invocations" can be used with either the "Tweaked" Ranger or PHB Ranger, but some of the invocations are written with the asumption that, you'll be running the ranger as a preparation caster.
Wild Blessings
Your innate connection of the natural forces that shape the world have granted you a touch of a Wild Blessing. Wild Blessings are the way the natural world magically imparts a piece of itself in someone’s soul.
At 5th level, you gain one Wild Blessing of your choice. At level 9,13, and 17 you gain an additional invocation of your choice. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If a Ranger invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Alpha of the Pack
Prerequisite: A Wisdom or Charisma Score of 15
As a bonus action, you grant temporary hit points equal to your wisdom modifier, advantage on 1 melee attack per turn and have their weapon attacks score a critical hit on a roll of 19 or 20, to all friendly creatures within 30 feet of you for one turn. You can use this ability a number of times equal to your wisdom modifier and regain all expended uses on a long rest.
Bond of the Beast
You can cast Animal Friendship, Animal Messenger, Beast Bond, Locate Animal or Plants or Speak with Animals at will without expending a spell slot and when you target a beast type creature with a spell or ability to charm it, it has disadvantage on its saving throw.
Druidic Essence
Prerequisite: 13th level, A Wisdom Score of 15
You learn one cantrip, one 1st level spell, one 2nd level spell, and one 3rd level spell from the druid spell list. These spells are considered ranger spells for you and you always have these spells prepared, but they don’t count against the number of spells you can prepare each day. If you later replace any of these spells, you must replace them with a spell of the same level from the druid or ranger spell list.
You also learn how to cast the polymorph spell on yourself without concentration as a bonus action and without expending a spell slot. You can use this feature once and can’t do so again until you finish a short or long rest.
Eye's of the Night
You can cast the darkvision spell on yourself at will, without expending a spell slot. If you already have darkvision, you can see through magical darkness as if it were normal darkness when you cast the spell and have advantage against blinding effects for the duration of the spell.
Fast Learner
Prerequisite: An Intelligence or Wisdom Score of 15
You learn two languages of your choice, gain profieciency in three skills or artisans tools of your choice and expertise in 1 skill or tool you are proficient in.
Fey Essence
Prerequisite: 13th level, A Charisma or Wisdom Score of 15
You learn the misty step and conjure woodland beings spells and can cast one of the spells, once without expending a spell slot. You regain the ability to do so when you finish a long rest. These spells are considered ranger spells for you and you always have these spells prepared, but they don’t count against the number of spells you can prepare each day.
Additionally you have advantage on saving throws against being charmed or freightened and magic can't put you to sleep.
Flesh of the Earth
Prerequisite: A Constitution Score of 13
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity or Consitution modifier + your Wisdom modifier.
Additonally, you can cast the Shield spell once without expending a spell slot. You can’t do so again until you finish a short or long rest.
Inner Grove of Peace
You gain the ability to channel natural energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equal half your ranger level.
As a bonus action, you can heal one creature you touch, spending dice from the pool. The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
When a creature is healed with this ability, it can also end one spell or disease effect they are under.
Your pool regains all expended dice when you finish a long rest.
One with the Green
You can cast Entangle, Goodberry, Barkskin, Locate Animals or Plants, or Speak with Plants at will without expending a spell slot and when a plant type creature targets you with an attack or saving throw it must make a wisdom saving throw against your spell save DC, and choose a different target on a failure.
Primal Smite
Once per turn when you hit a creature with a weapon attack, you can expend a ranger spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot. The damage die increases by 1d8 if the target is a creature type of your favored enemy.
Additionally your smite restrains a target of huge or smaller size with magical vines if it fails a strength save against your spell save DC until the start of your next turn. If you or the target are in your favored terrain the target has disadvantage on their saving throw.
Primordial Warden
You can cast the Absorb Elements spell a number of times equal to your wisdom modifer without expending a spell slot and regain all expended uses on a long rest.
You also learn the Conjure Minor Elemental at 13th level and the Conjure Elemental spell at 17th level. These spells count as Ranger spells and are always prepared, but do not count against the number of spells you can prepare.
Shadow of the Jungle
Prerequisite: 13th level
You can cast the Invisibility spell once without expending a spell slot. If you are in your favored terrain you instead cast Greater Invisibility when you use this ability.
You can’t do so again until you finish a short or long rest.
Spirit Wilds Companion
You learn the find familiar spell and can cast it once a day without expending a spell slot or requiring material components.
The spell is always prepared, but doesn’t count against your number of spells prepared. When you cast the spell using this ability, you can choose any form that is a medium or smaller beast type creature of a CR level of 1/2 or lower, for your familiar.
Swift Soul
Prerequisite: A dexterity Score of 13
You gain an additonal 10 feet of movement added to your walking speed, and learn either the Expeditious Retreat, Jump, Longstrider, or Zephyr Strike spell. You can cast the chosen spell, once without expending a spell slot.
You regain the ability to do so when you finish a long rest. You aslo learn Blur at 5th level, Haste at 9th level, Freedom of Movement at 13th level, and Steel Wind Strike at 17th level. These spells are considered ranger spells for you and you always have these spells prepared, but they don’t count against the number of spells you can prepare each day.
Will of the Wild
Prerequisite: 15th level
You gain proficiency in either Charisma, Intelligence, or Wisdom saving throws.
Additionally, as a reaction you can add or subtract your wisdom modifier to any creatures saving throw or attack roll if they are within 60 feet of you and you can see them.
Once you use this ability you can't use it again until you finish a long rest.
Ranger Conclave Capstones Options
If your DM allows you to do so, you can exchange your PHB or "Tweaked" Ranger Capstone ability unique to the Ranger Conclave you chose as your subclass.
Beast Master
Apex Soul
Your connection to your beast companion is unparalleled. If you were previously unable to do so, you can command your beast companion to attack as a bonus action and your beast also gains two of the following benefits:
-
Mystic Connection- You can cast Beast Bond, Beast Sense, locate animals and plants, and speak with animals at will on your beast and as a bonus action can sense the general location of it, as long as you are on the same plane of existence.
-
Spirit Animal- You can add your wisdom modifier to any of it’s saving throws if you are within 60 feet of it and any spells to resurrect it require no material components.
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Well Trained- When combat starts, your beast gains temporary hit points equal to your ranger level if it is within 60 feet of you and you can add your wisdom modifier to one of it’s attack or damage rolls once per turn.
-
Savage Deflection- If an enemy attempts to attack you, you can use your reaction to command your beast to attack that enemy if the enemy is within its melee range; if your beast's attack is successful the enemy's attack misses.
-
Animal Endurance- If your beast is reduced to 0 hit points, it can use it's reaction to bring itself back to 1 hit point. It can use this ability once and regains the use of it on a long rest or when you expend a spell slot of 1st level or higher; if you expend the spell slot your beast also regains an amount of hit points equal to 10 times the spell slot level when it next uses the ability.
You can exchange any of the benefits, at the end of a long rest.
Gloom Stalker
Shadow Soul
You can use your Dread Ambusher ability once on each of your turns in comabt, provided you attack and damage at least 1 creature on the previous turn.
You also choose one of the following abilities to gain:
-
Shadow Leap When you are in dim light or darkness, as a free action you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first weapon attack you make before the end of the turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
-
Shadow Strike As a reaction, when you reduce a creature to 0 hit points with a spell or weapon attack you can regain hitpoints equal to your wisdom modifer plus 10 and deal an additional 2d6 necrotic damage and 1d6 psychic damaage on your next weapon attack. Once you use this feature, you can’t use it again until you finish a short or long rest.
-
Shadow Void As a bonus action, you manifest a 30 foot sphere of magical darkness centered on yourself that you can see through, for 1 minute. Any creatures, that start their turn inside the sphere must make a wisdom saving through. On a failure, they take 2d6 necrotic damage and 2d6 psychic damage, have their speed reduced by half and are frightened. On a successful save they take half as much damage and suffer none of the other effects. If they are a favored enemy they have disadvantage on their saving throw. You and any other creatures you choose that you can see, are unaffected by the Sphere. As a bonus action, you can dispel the sphere or move it 30 feet in any direction.
Once you use this feature, you can’t use it again until you finish a short or long rest.
You can exchange any of the abilites, at the end of a long rest.
Horizon Walker
Extra-Planar Soul
Your expert knowledge of the different planes of existence and the effect their various energies have left on your body mark you permanently. When you use your distant strike feature your teleportation range is increased to 30 feet.
You also gain two of the following benefits:
-
Astral Defense- When you use your spectral defense, the attacker receives force damage equal to your wisdom modifier if they are within 60 feet of you.
-
Astral Step- When you use your ethereal step ability, you can choose to instead cast the Astral Projection Spell. When you do so the spell is cast as a bonus action, you don’t expend a spell slot or require material components and the spell ends at the end of your current turn. While in the Astral Plane, in addition to the planar portals located there you can see and travel through any teleportation portals whose sigil sequence you know or have traveled through in the past year. Alternatively you can manifest a portal within 120 feet of the location you originally used this ability.
-
Astral Warrior- When you use your planar warrior ability the extra damage is increased to 3d8.
-
Portal Expert- When you use your detect portal feature you know the location of all portals on the planet you are currently on, the locations they lead to and the next time you teleport you regain the use of your detect portal ability.
-
Teleportation Scholar- You can add any 1st through 5th level teleportation spells to your ranger spells list and can cast the Teleport spell once without expending a spell slot. Once you do so you can't cast it again until you finish a long rest.
You can exchange any of the benefits, at the end of a long rest.
Hunter
Ultimate Hunting Strategy
At 20th level, you can choose two previously unchosen features from the Hunter's Conclave and gain one of the following features of your choice:
-
Primal Fury- As a bonus action, you gain resistance to non-magical bludgeoning, piercing, or slashing damage, your weapon attacks score a critical hit on a roll of 19 or 20 and you can add your wisdom modifier to all attacks or damage rolls until the end of your next turn. You can use this ability twice, and regain all expeneded uses when you finish a short or long rest.
-
Spirit of the Fighter- On your turn, you regain hit points equal to your wisdom modifer, gain ten temporary hit points and can take one additional action. You can use this ability twice, and regain all expeneded uses when you finish a short or long rest.
-
Weakness Exploitation- If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if your attack hits, you can have that attack count as a critical hit. You can use this ability twice, and regain all expeneded uses when you finish a short or long rest.
Monster Slayer
Knowledge of the Slayer:
Your deep understanding of the monstrous foes you face grants you various boons. When you use a weapon attack on a creature, you can use your hunter’s sense on it as a free action provided you are within 60 feet of it and your weapon attack hits. If it is a favored enemy, you also learn it's movement speeds, one of it's attacks or abilites, and one of it's saving throws.
You also gain two of the following benefits:
-
Slayer’s Victim- All unarmed and weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage when you mark a creature with your Slayer's Prey ability. You can also add an additional 1d6 to the weapon damage of slayer’s prey and saving throws of your supernatural defense. If the creature marked by slayer’s prey is a favored enemy, the extra weapon damage from slayer’s prey and extra die to saving throws from supernatural defense is now 3d6.
-
Slayer's Restitution- When you use Slayer’s Counter the target has it’s speed reduced to zero and must succeed on a Constitution saving throw or be stunned until the start of your next turn, if hit with your weapon attack. If you miss using Slayer’s Counter the target still takes half of the weapon damage from the attack as if it had hit.
-
Slayer’s Replenishment- If you kill, banish, or reduce the target of your slayer’s Prey to 0 hit points, you can use your slayer’s prey ability again on a different creature in the next 8 hours.
-
Magic-User’s Demise If the target succeeds on it's saving throw against Magic-User’s Nemesis you can expend a 1st level or higher spell slot to immediately force another saving throw. If the expended spell slot is above 1st level your spell save DC increases by an amount equal to the expended spell slot. You and the target both take force damage equal to the spell slot level expended x2 immediately after the target fails the second saving throw.
You can exchange any of the benefits, at the end of a long rest.
Unearth Arcana
Fey Wanderer
Choose one of the following benefits:
Blessing of the ArchFey:- You are immune to being charmed or frightened of other creatures, you have resistance to spell/magic damage and magic can not put you to sleep.
Damnation of the Trickster- When you use beguiling twist you can target a number of creatures equal to your wisdom modifier that you can see and you can inflict the following effects on them:
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The creatures are charmed or frightened by you (your choice) for 24 hours. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
-
The creatures takes 6d10 psychic damage.
Fury of the FeyWilds- As an action, you can force a creature that you can see to make a wisdom saving throw. On a failure choose one of the effects, to inflict on the creature:
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The creature is confused or insane for 24 hours. The creature can repeat the saving throw once every hour, ending the effect on itself on a successful save.
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Roll a d4 and the creature is True Polymorphed. A roll of 1 turns the creature into a different random creature, a roll of 2 turns it into a random object, a roll of 3 lets you decide if it turns into a random object or random creature, and a roll of 4 lets you decide if it transforms into a object or creature of your choice.
-
The creature is randomly teleported to another plane of existence for 24 hours.
-
The creature is under the effect of the Modify Memory spell at 9th level. It loses all memory of it's past life except for a ten minute period of your choosing, which you may modify in any way you like.
You can inflict the same effect on all creatures or choose seperate effects per creature.
Swarmkeeper
You can choose two of the following benefits:
Armor of the Swarm- When you have your Gathered Swarm ability active you gain a bonus to your AC equal to your Wisdom Modifier and reduce all damage taken by amount by 10.
Fury of the Horde- As a bonus action, when you use your attack action while your "Gathered Swarm" ability is active, you can choose a number of other targets within 60 feet of you to receive the same amount of force damage.
Hive Mind Familiar- When you use your scuttling eyes you can use your swarm to cast the Find Familiar spell without expending a spell slot. It uses the chosen forms stats unless any of the Scuttling eyes stats are higher. Additionally if the familiar takes damage it can use it's reaction to either explode forcing everyone in a 15 foot radius of it to make a dexterity save or take 5d6 force damage on a failure or half as much on a success or alternatively it casts the Conjures Animals spell in the space it originally occupied with the conjured animals being all of size small or smaller beasts that are hostile to the creatures who originally attacked the familiar.
Once you use this ability, you can not so again until you finsih a short or long rest.
Form of the Masses- You can cast either Arcane Hand, Blur, or Mirror Image spell once without expending a spell slot. When you cast any of the spells in this way, the forms take that of swarming nature spirits.
Once you use this ability you can not do so again, until you finish a short or long rest.
Thank you for Reading
I hope you enjoyed reading this document and hope someone may find something to their liking enough to use it in their next campaign.
Created by Se7enEvilXs on Reddit
Created using the Homebrewery and GMBINDER. Feel free to leave any comments or concerns, love to hear what people have to say.
Lastly Special thanks to User Grass_Mike on Reddit for the idea for Level 20 subclass capstones. The user's post on Warlock subclass specific capstones inspired this last section of the document.