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[Home](https://www.gmbinder.com/share/-MN0X3GLN7VcacnJ9k6U) [Misc. House Rules, Feats, and Fighting Styles](https://www.gmbinder.com/share/-MN0KnReQ1W7XKRm89nW) [Equipment Remastered](https://www.gmbinder.com/share/-MlRoEeZU5HpIyc1KUwV) [Ancestry Remastered](https://www.gmbinder.com/share/-MN6zuidNmoUG9Ejm7OW) [Minor Class Tweaks](https://www.gmbinder.com/share/-MN0Ybh6NIyRDnhc200G) [Barbarian Remastered](https://www.gmbinder.com/share/-MMvgHV5r-4r_45CFc_r) [Fighter Remastered](https://www.gmbinder.com/share/-MMvaOhPztJkeRiTG4Wa) [Monk Remastered](https://www.gmbinder.com/share/-ME8CnNvo1OimAtFnZGH) [Paladin Remastered](https://www.gmbinder.com/share/-MNBJL3suxyUw_GkqhUz) [Rogue Remastered](https://www.gmbinder.com/share/-MMvnAUEjbH6_Rc_AWDy) [Sorcerer Remastered](https://www.gmbinder.com/share/-MN0fcbVwwTRJddN4EFI) [Warlock Remastered](https://www.gmbinder.com/share/-MErjc66-pqBipBnSyFF) [Spells Remastered](https://www.gmbinder.com/share/-MN1zOluhzgiVoKzv88e) [Mystic](https://www.gmbinder.com/share/-MVnHiPYjGn07IQiI5v3) [Psionics](https://www.gmbinder.com/share/-MVnFNGUjLLRXFOKMcYJ) [Psionic Feats & Items](https://www.gmbinder.com/share/-MZSEf4tllM1ZQRV03Pu) ## Ranger Remastered ___
##### Ranger | Level | Proficiency Bonus | Features | Hunter's Mark Die | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Natural Explorer, Favored Enemy | — | — | — | — | — | — | — | | 2nd | +2 | Spellcasting, Fighting Style, Hunter's Mark | 1d4 | 2 | — | — | — | | 3rd | +2 | Ranger Archetype, Primeval Awareness | 1d4 | 3 | ─ | — | — | — | | 4th | +2 | Ability Score Improvement | 1d4 | 3 | ─ | — | — | — | | 5th | +3 | Extra Attack, Natural Explorer and Favored Enemy Improvements | 1d4 | 4 | 2 | — | — | — | | 6th | +3 | Hunter's Defense| 1d4 | 4 | 3 | — | — | — | | 7th | +3 | Ranger archetype feature | 1d4 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement, Traveler | 1d4 | 4 | 3 | — | — | — | | 9th | +4 | Natural Explorer and Favored Enemy Improvements | 1d6 | 4 | 3 | 2 | — | — | | 10th | +4 | Persistent Hunter | 1d6 | 4 | 3 | 2 | — | — | | 11th | +4 | Ranger archetype feature | 1d6 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 1d6 | 4 | 3 | 3 | — | — | | 13th | +5 | Natural Explorer and Favored Enemy Improvements | 1d8 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Feral Senses | 1d8 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Ranger Archetype Feature | 1d8 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 1d8 | 4 | 3 | 3 | 2 | — | | 17th | +6 | Natural Explorer and Favored Enemy Improvements | 1d10 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Dread Hunter | 1d10 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 1d10 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Foe Slayer | 1d12 | 4 | 3 | 3 | 3 | 2 |
## 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, Wisdom - **Skills:** Choose three skills from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor - *(a)* longbow and a quiver of 20 arrows or *(b)* any martial weapon and 20 pieces of ammunition - *(a)* two shortswords or *(b)* two simple melee weapons or *(c)* any martial weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack Alternatively, you may start with 200 gp to buy your own equipment. \pagebreak ### Natural Explorer You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the following benefits: - Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. - You can use Wisdom (Survival) in place of any skill check you would normally make to learn or recall information about any creature. The information you gain can only be directly relevant to how to hunt or fight that creature. Additionally, you gain one of the following benefits of your choice: - You and other creatures in your group can travel at a normal pace and still stealth. You and your group also ignore the penalty to Perception when traveling at a fast pace. - You and your group ignore difficult terrain, have advantage on any saves made to resist the effects of exhaustion (including from a forced march), and cannot be tracked by nonmagical means whenever traveling at a slow pace. - If you succeed a check to track other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - Even when you or another creature in your group are engaged in another activity while traveling (such as foraging, navigating, or tracking), you and your group remain alert to danger. - Whenever you succeed on a check to forage, you always find enough food and water for each creature in your group for one day. You can choose an additional benefit from the list at 5th, 9th, 13th, and 17th level. ### Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: abberations, beasts, celestials, constructs, dragons, elementals, fae, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. You have advantage on checks made to track your favored enemies and to recall information about them. Additionally, you learn one language of your choice, typically one associated with your favored enemy. You gain additional favored enemies when you reach certain levels in this class, at level 5, level 9, level 13, and level 17. Whenever you gain that favored enemy, you also learn a language associated with that enemy ### 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 chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. #### Preparing and Casting Spells The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these ranger 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. 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 (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 also 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 #### Spellcasting Focus You can use a druidic focus as a spellcasting focus for your ranger spells. #### Armor and Spellcasting The components of your spells are simple and easy to perform. Armor does not restrict the casting of the spells you know from this class. ### Fighting Style Beginning at 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Whenever you gain a level in this class, you can replace one Fighting Style you know with another. [Fighting Styles](https://www.gmbinder.com/share/-N-POrCoDF6kDp723BdM) \pagebreak ### Hunter's Mark At 2nd level, you can mystically mark a creature as your quarry. As a bonus action, you can choose a creature within 90 ft. of you that you can see. For the next hour, your weapon attacks against the target deal 1d4 bonus damage. This damage increases at higher levels, as shown on the Ranger table. Additionally, you have advantage on on any Wisdom (Perception) or Wisdom (Survival) checks you make to find the target. You must concentrate on this effect as if it were a spell, but you can concentrate on it at the same time as any other ranger spell you know. If you are forced to make a saving throw to maintain concentration on both your hunter's mark and a ranger spell, you make one save for both effects. Regardless, your mark ends early if you mark another creature. If the target of your mark dies, you can use a bonus action to move that mark to another creature within range. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum 1). You regain all uses at the end of a long rest. Alternatively, you can expend a spell slot of 1st level or higher, regaining uses equal to the level of the slot expended. ### Ranger Conclave At 3rd level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. #### Conclave Spells Each conclave has a list of associated spells. You gain access to those spells at the levels specified in the conclave description. Once you gain access to a conclave spell, you always have it prepared. Conclave spells don't count against the number of spells you can prepare each day. If you gain a conclave spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you. ### Primeval Awareness Beginning at 3rd level, you can use your action to focus your awareness on the region around you. Whenever you use this feature, choose a distance of up to 6 miles. For 10 minutes, you can sense whether the following types of creatures are present within that distance: aberrations, celestials, dragons, elementals, fey, fiends, undead, or any of your favored enemies. This feature doesn't reveal the creatures' location or their exact number, but if they are your favored enemy, you learn their general direction in addition to their creature type. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest. Alternatively, you can expend a spell slot to regain a number of uses equal to the level of the slot expended. ### Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1 and gain a feat. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Hunter's Defense Beginning at 6th level, you can use your mark to cripple your quarry's offense. As a reaction when the target of your hunter's mark makes an attack roll or ability check, you can roll your hunter's mark die and subtract it from the target's roll. You can also use this feature whenever the target forces you or an ally you can see to make a saving throw, instead adding your hunter's mark die to one creature's save against the effect. Whenever you use defensive mark this way, your hunter's mark immediately ends. Regardless of how this feature is used, you can choose to use it after the roll but before its effects resolve. ### Traveler Beginning at 8th level, your movement is not hindered by difficult terrain and you gain a climbing and swimming speed equal to your walking speed. Additionally, any speed you possess increases by 10 feet. ### Persistent Hunter Beginning at 10th level, you regain a single use of your Hunter's Mark class feature whenever you roll initiative and have no uses remaining. ### Feral Senses At 14th level, you gain preternatural senses that help you fight creatures you can't see. You gain blindsight out to a range of 30 feet. If you already have blindsight, its distance increases by 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Additionally, attacks from invisible or hidden creatures do not have advantage against you, and your inability to see a creature does not impose disadvantage on your attack rolls against it. \pagebreak ### Dread Hunter Beginning at 18th level, your quarry learns to fear you. Whenever you place your hunter's mark on a creature, they must make a Wisdom saving throw against your spell save DC or become frightened of you for the duration of the mark. A creature can repeat the save as an action, ending the effect on a success. A creature that succeeds its save is immune to this feature for 24 hours. If the target is also one of your favored enemies, this ignores any immunity to the condition they may have. ### Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier to any attack roll made against one of your favored enemies. ## Optional Class Features You gain class features when you reach certain levels in this class. An optional feature is an additional feature that you can gain beyond these. Unlike normal features, you don't gain an optional feature automatically. Consulting with your DM, you decide whether to gain an optional feature if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them. If you take an optional feature that replaces another feature, you gain no benefit from the replaced one and don't qualify for anything in the game that requires it. ### Deft Explorer *1st-level ranger feature, replaces the Natural Explorer feature* Your ability to survive through natural terrain is unmatched. You gain the following benefits: - Whenever you finish a short rest, your levels of exhaustion decrease by 1. - Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. - The amount of time that you can go without food, water, or air doubles. ### Primal Awareness *3rd-level ranger feature, which replaces Primeval Awareness* You can focus your awareness through the interconnections of nature. You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared. Additionally, you gain access to the list of spells presented in the Primal Awareness table. You gain these spells at the levels specified and once you gain it, you always have it prepared. Your Primal Awareness spells do not count against the number of spells you can prepare each day. If a spell on the list is not a ranger spell, it is nonetheless consider a ranger spell for you. | Level | Spells | |:---:|:-----------:| | 3rd | speak with animals, detect poison and disease | | 5th | beast sense, locate animals or plants | | 9th | speak with plants | | 13th | locate creature | | 17th | commune with nature | You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest ### Nature's Veil *10th-level ranger feature, which replaces Persistent Hunter* You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. As part of this bonus action, you can also immediately attempt to hide. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ## Ranger Conclaves ### Horizon Walker Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes. #### Horison Walker Magic You gain conclave spells at the ranger levels listed. ##### Horizon Walker Spells | Wayfarer Level | Spells | |:---:|:-----------:| | 3rd | protection from evil and good | | 5th | misty step | | 9th | haste | | 13th | banishment | | 17th | teleportation circle | \pagebreak #### Detect Portal At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. #### Planar Warrior At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. Whenever you use your Hunter's Mark class feature, you can choose for all of your weapon attacks against the target to deal force damage instead of their normal damage. #### Ethereal Step At 7th level, you learn to step through the Ethereal Plane. 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. Once you use this feature, you can't use it again until you finish a short or long rest. #### Distant Strike At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take 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 one of the creatures you attacked or another creature. #### Spectral Defense At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage, you can use your reaction to disappear into the Ethereal Plane (as per the *etherealness* spell), halving the damage you took and reappearing at the start of your next turn. ### Gloom Stalker Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. \columnbreak #### Gloom Stalker Magic You gain conclave spells at the ranger levels listed. | Gloom Stalker Level | Spells | |:---:|:-----------:| | 3rd | disguise self | | 5th | rope trick | | 9th | fear | | 13th | greater invisibility | | 17th | seeming | #### Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. #### Dread Ambusher Beginning at 3rd level, the first time you take the attack action on your first turn of combat, you can make a single additional attack as part of that action. #### Iron Mind By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain advantage on saving throws against mind-altering effects and spells. #### Stalker's Flurry At 11th level, 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. #### Shadowy Dodge Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever you are in an area of dim light or darkness, you can take the dodge action as a bonus action. Whenever you take the dodge action this way, you immediately lose its benefits if you enter an area of bright light. ### Monster Slayer You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. \pagebreak #### Monster Slayer Magic You gain conclave spells at the ranger levels listed. | Monster Slayer Level | Spells | |:---:|:-----------:| | 3rd | protection from evil and good | | 5th | silence | | 9th | counterspell | | 13th | banishment | | 17th | hold monster | #### Hunter's Sense At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. You can take the Analyze action as a bonus action and if you succeed, you learn all of the information an analyze can grant you. #### Slayer's Prey Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. The first time on each of your turns that you hit with an attack against a creature marked by your hunter's mark, you can roll your hunter's mark die one additional time and add it as bonus damage to the attack. #### Supernatural Defense At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your hunter's mark forces you to make a saving throw or whenever you make an ability check to escape that target's grapple, add your hunter's mark die to your roll. #### Magic-User's Nemesis At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you successfully stop a creature from using magic with this spell, you cannot use it again until you complete a short or long rest. #### Slayer's Counter At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Hunter's Mark forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects. ### Hunter Dead. ### Beast Master The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. #### Beast Master Magic You gain conclave spells at the ranger levels listed. | Beast Master Level | Spells | |:---:|:-----------:| | 3rd | beast bond (XGE) | | 5th | warding bond | | 9th | conjure animals | | 13th | charm monster | | 17th | awaken | #### Ranger's Companion You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die. \pagebreak #### Exceptional Training Beginning at 7th level, you've given your companion special training. If you don't command your beast on your turn, you can choose for it to take the same action you commanded it to take the previous turn (if you issued a command that turn). In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Bestial Fury Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks. #### Share Spells Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. ### Drakewarden Drakewarden now gets conclave spells. | Drakewarden Level | Spells | |:---:|:-----------:| | 3rd | command | | 5th | dragon's breath | | 9th | ashardalon's stride | | 13th | elemental bane | | 17th | summon draconic spirit #### Infused Strikes Once you reach 11th level, your Infused Strikes deal 2d6 damage. #### Gem Drakewarden Additionally, a Gem variant of Drakewarden is presented, with an alternate spell list and 11th level feature. ### Gem Drakewarden | Gem Drakewarden Level | Spells | |:---:|:-----------:| | 3rd | command | | 5th | tasha's mind whip | | 9th | sending | | 13th | psychic lance | | 17th | summon draconic spirit #### Gem Drake's Breath *11th-level Gem Drakewarden feature* As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose force or psychic damage (your choice doesn't have to match your drake's Draconic Essence). Each creature in the cone must make a Constitution saving throw against your spell save DC, taking 4d6 damage on a failed save and falling prone. On a successful save, a creature only takes half damage and doesn't fall prone. This damage increases to 6d6 when you reach 15th level in this class. Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. ___ > ## Gem Drake Companion >*Small dragon* > ___ > - **Armor Class** 14 + PB (natural armor) > - **Hit Points** 5 + five times your ranger level (the drake has a number of hit dice [d10] equal to your ranger level) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|15 (+2)|8 (-1)|14 (+2)|8 (-1)| >___ > - **Saving Throws** Dex +1 + PB, Wis +2 + PB > - **Damage Immunities** determined by the drake's draconic essence trait > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Draconic > ___ > > ***Draconic Essence.*** When you summon the drake, choose a damage type: force, necrotic, psychic, radiant, or thunder. The chosen type determines the drake's damage immunity. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 plus PB to hit, 5 ft., one target. *Hit:* 1d6 plus PB piercing damage > > ### Reaction > ***Infused Strikes.*** When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, and the target must make a Strength saving throw (DC 11 + PB) or fall prone. At 11th level, a creature that fails their save also has their speed reduced to 0 feet. ### Fey Wanderer Unchanged ### Swarmkeeper Unchanged \pagebreak
## Ranger Expanded Spell List
##### 1st level - Searing Smite - Battle Stomp - Keen Eye - Mosquito Swarm - Blinding Squall ##### 2nd level - Aid - Enhance Ability - Gust of Wind - Warding Bond - Wither and Bloom - Power Within - Track ##### 3rd level - Blinding Smite - Tongues - Bull Horns ##### 4th level - Death Ward - Ralthulm's Divine Wind ##### 5th level - Awaken
## Changelog #### Features - Saves changes to Strength/Wisdom (from Strength/Dexterity) - Natural Explorer reworked to not entirely negate exploration while still being incredibly useful. - Favored Enemy lets you choose humanoids instead of having to choose specific races. New favored enemies are gained at 5th, 9th, 13th, and 17th level (instead of 6th and 14th). - Is now a prepared caster and can use druid foci. - Hunter's Mark is now a class feature. - All Conclaves grant conclave spells. - Primeval Awareness lets you adjust the distance, gives you free uses, and gives you more information if the targets are you favored enemy. - New 6th level feature: Hunter's Defense, which lets you penalize a marked enemy's attacks, or give allies a bonus to a save. - Land's Stride replaced with Traveler, which lets you ignore difficult terrain, gives you a walking and climbing speed, and improves your speeds. - Hide in Plain Sight replaced with Persistent Hunter, which improves your hunter's mark. - Vanish replaced by Feral Senses, which is buffed - New Feature: Crippling Mark, which lets you debuff enemies you hit with your hunter's mark. - Foe Slayer lets you add your Wisdom modifier to any attack made against favored enemies. #### Optional Class Features - Deft Explorer reworked. Gives short rest exhaustion removal, increased hit points, and lets you go longer without food, water, or air. - Primal Awareness grants ritual casting in addition to free spells prepared. Detect poison and disease, and locate animals or plants are added to the spell list. - Nature's Veil also lets you attempt to hide as part of that bonus action. #### Horizon Walker - Planar Warrior makes all your weapon attacks against a marked creature deal force damage. - Distant Strike's additional attack can be made against one of the creatures you attacked - Spectral Defense sends you to the Ethereal Plane until the start of your next turn \columnbreak #### Gloomstalker - Dread Ambusher no longer gives bonus damage nor a speed boost. Wisdom to Initiative is removed. - Iron Mind gives advantage on saves against mind-altering effects and spells (instead of proficiency in Wisdom saves). - Shadowy Dodge instead lets you take the dodge action as a bonus action while standing in dim light or darkness. #### Monster Slayer - Hunter's Sense lets you Analyze a creature as a bonus action. - Slayer's Prey scales with hunter's mark die. - Supernatural Defense scales with hunter's mark die. - Magic-User's Nemesis now only requires a rest to use again if you successfully stop a creature from using its magic. #### Beast Master - Tasha's variant is now the default for the subclass. - Exceptional Training lets your beast repeat the last command if you do not take a bonus action to issue a new command. #### Drakewarden - Given conclave spells and variant gem option.