Ranger, A Bugbear's Take

by Okra the Bugbear

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Ranger, A Bugbear's Take

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Ranger

Wild looking as the wolf skulking
beside her in the brush, the elven
huntress stalks several humans
admiring animals howling in cages.
She signals for her animal companion to
strike as they ambush the poachers.

A wounded orc finishes skinning
the feathery hide of the owlbear he had been
tracking for the better part of two days, his leather
armor covered in the beast blood.

A cloaked figure strolls through the crowded
marketplace, stalking an elven male from a distance. The
elf's face identical to the one printed on the wanted poster rolled in the figure's hand.

Carrying with them a diverse set of skills, these hardcore survivalists are hard to pin down. Rangers can never rest for long though, the unforgiving environment they call home always nipping at their heels, ready to consume them if they begin to wane.

Adept Survivalist

Harsh climates, difficult terrain, and natural disasters remain an ever-present threat to any adventurer, despite their level of experience. Rangers adopt these demanding, possibly hostile, regions as their homes and as an obstacle course in which they flourish.

Training in these unforgiving regions teaches a variety of survival skills that a ranger carries with them throughout their lives. These skills could involve tracking a swift creature through dense foliage, locating provisions to keep them and others satiated, or safely relocating people and goods through untamed lands.

Independent Adventurers

Rangers fill a diverse and robust role within not only an adventuring party but also within the paradigm of society. Many serve as hunters, guides, trackers, or escorts for those willing to pay for their services. On some occasions, you can even find them working alongside guilds and other organizations. It is due to their versatility that many rangers prefer to work independently- almost to a fault.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the ranger as one of your classes.


Ability Score Minimum. As a multiclass character, you must have at least a 13 in both Dexterity (or Strength) and Wisdom to take a level in this class, or to take a level in another class if you are already a ranger.


Proficiencies Gained. If ranger isn't your starting class, you gain proficiency in light & medium armor, shields, and simple & martial weapons.































Creating a Ranger

As you create your ranger character, consider the terrain
where you trained and how it might have influenced your training. Was your training in a savanna filled with fast and cunning predators, forcing you to run until your legs could
no longer support you with their incessant quivering? Maybe you trained with a druid in the frigid north until your body became numb from the strong winds? Or perhaps you thrived within the confines of a civilized society, dredging yourself from its gutters.

What are some memorable events that transpired during your training? Did you encounter a herd of migrating yetis in the mountains in which you trained, learning how they hunt as you watch from a safe distance? Was your training interrupted by the disturbance of a marching war band of orcs passing through the woods? Or perhaps you encountered an unlikely friend in the form of a native creature who had enjoyed watching you train, maybe even going as far as to train alongside you.

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom and Constitution. Second, choose the outlander background. And lastly, choose forest as your favored terrain..

Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Wilderness Expertise, Favored Terrain
2nd +2 Fighting Style, Ranger's Quarry, Spellcasting 2
3rd +2 Ranger Path 3
4th +2 Ability Score Increase 3
5th +3 Extra Attack, Fast Movement 4 2
6th +3 Predictable Quarry 4 2
7th +3 Path Feature 4 3
8th +3 Ability Score Increase 4 3
9th +4 Favored Terrain Improvement, Endure Elements 4 3 2
10th +4 Evasion, Wilderness Expertise Improvement 4 3 2
11th +4 Path Feature 4 3 3
12th +4 Ability Score Increase 4 3 3
13th +5 4 3 3 1
14th +5 Favored Terrain Improvement, Relentless Tracker 4 3 3 1
15th +5 Path Feature 4 3 3 2
16th +5 Ability Score Increase 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Preternatural Focus 4 3 3 3 1
19th +6 Ability Score Increase 4 3 3 3 2
20th +6 Foe Slayer 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: Choose one from cartographer's tools, herbalism kit, and navigator's tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scalemail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Wilderness Expertise

1st-level Ranger feature


Your time in the wilderness has honed your survival skills. You always know what direction is north and you gain proficiency in the Survival skill.

When you gain this feature and again at 10th level, choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any check you make that uses the chosen proficiency.

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Favored Terrain

1st-level Ranger feature


Select a terrain from the options below. You gain survival skills based on your chosen terrain, along with one language of your choosing. You choose one additional Favored Terrain and learn an additional language at 9th and 14th level.

You have advantage on Intelligence, and Wisdom checks related to your favored terrain, and nonmagical difficult terrain costs you no extra movement while traveling through it.

Arctic

Isolated amongst the perpetual cold and harsh environment, you need a strong will to survive. Whenever you spend one or more Hit Die at the end of a short rest, you regain a number of additional hit points equal to your Wisdom modifier.

Cavern

You've learned to fight hidden threats using sound. Unseen creatures provoke opportunity attacks from you, and you don't suffer disadvantage when attacking targets you can't see, provided you can still hear them.

Coast

You are exceptionally sure-footed from your experiences with sea storms and turbulent waves. You have advantage on checks and saves against effects that would knock you prone or move you against your will.

Desert

Traveling through endless sand under a blazing sun, you've gained exceptional stamina. Whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. In addition, you have advantage on checks and saves to see through visual illusions.

Forest

Leaping through treetops in search of prey, you're both nimble and perceptive. While you aren't wearing heavy armor, your jump distance is doubled. Additionally, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object.

When you reach 2nd level, you can mark a hidden creature you find as your quarry as part of the same bonus action.

Grassland

With nowhere to hide amongst a plain of fast predators, it's best to flee for cover. On your first turn in combat, your speed increases by 15 feet until the start of your next turn. You don't provoke opportunity attacks while you have this increased speed.

Mountain

You can shrug off most injuries after your experience with pummeling rockslides and soaring predators. When you take damage, you can use your reaction to reduce the damage by 1d8. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.

In addition, you can climb without expending extra movement.

Swamp

Infections, poisons, and vicious creatures threaten you in these fetid wetlands. You know when a creature, a plant, or a natural object you can see or smell is poisonous or diseased. Additionally, you have advantage on any check to escape a grapple.

Urban

You're streetwise, using your cunning and observations of others to survive. Whenever you make an Insight check to determine if a creature is lying to you, roll a d6 and add it to the roll. Additionally, you can take the Hide action while standing or moving between multiple creatures of a similar size or larger.

Fighting Style

2nd-level Ranger feature


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.

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

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.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

In addition, when you engage in two-weapon fighting, you no longer use your bonus action for your second attack; instead, you make this attack as part of the Attack action.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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Ranger's Quarry

2nd-level Ranger feature


You are a skilled tracker and hunter, pursuing your foe, reading their movements, and striking when the time is right.

As a bonus action, choose a creature you can see, hear, or are currently tracking. This creature becomes your quarry.

You have advantage on Perception and Survival checks to find your quarry, and you deal an extra 1d6 damage whenever you hit them with a weapon attack or unarmed strike.

A creature remains your quarry until it drops to 0 hit points, you fall unconscious, you mark another creature using this feature, or until you take a short or long rest. to 0 hit points, you fall unconscious, you mark another creature using this feature, or until you take a short or long rest.

Spellcasting

2nd-level Ranger feature


You have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the ranger spell list (excluding the hunter's mark spell).

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 a list of spells to cast, choosing from the ranger spell list. When you do so, choose a number of 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.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time: 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

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.


























Ranger Path

3rd-level Ranger feature


You choose a path to reflect your journey as a ranger. Your choice grants you features at 3rd level and then again at 7th, 11th, and 15th level.

Path Spells

Each path has a list of spells— its path spells— that you gain at the ranger levels noted in the path description. Once you gain a path spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a path spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Ability Score Improvement

4th-level Ranger feature


When you gain this feature, 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.

Extra Attack

5th-level Ranger feature


you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

5th-level Ranger feature


Your speed increases by 10 feet while you aren’t wearing heavy armor.

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Predictable Quarry

6th-level Ranger feature


You can interpret your quarry's actions from the slightest gestures and movements. Your quarry provokes opportunity attacks from you even if they take the Disengage action before leaving your reach.

Endure Elements

9th-level Ranger feature


You can effortlessly brave the natural dangers of the world. You gain proficiency in Constitution saving throws.

Additionally, when you complete a long rest, you regain an additional number of expended Hit Dice equal to your Constitution modifier.

Evasion

10th-level Ranger feature


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 save, and only half damage if you fail.

Relentless Tracker

14th-level Ranger feature


Your obsessive dedication to tracking down your quarry drives you. While tracking your quarry, the only way for a creature to cease being your quarry is when it's reduced to 0 hit point, or when you choose a new quarry.

Preternatural Focus

18th-level Ranger feature


You can add your Wisdom modifier to an attack roll, a damage roll, a save, or a check if it isn't already. Once you use this feature, you can't use it again until the start of your next turn.

Foe Slayer

20th-level Ranger feature


You've become an unparalleled hunter of your enemies. You can roll one additional Ranger's Quarry die when you deal damage to your quarry with a weapon attack. Additionally, if you reduce your quarry to 30 hit points or fewer with a weapon attack, it dies, if you so choose.


Ranger Paths

The path you venture is a reflection of your journey and personal goals. These paths will sometimes intersect with those of other rangers, forming a community built by like-minded individuals and a strong network of information. These communities are commonly referred to as Conclaves.

Beastmaster

A beastmaster shares a special, almost mystical, connection with the beast of the land, sea, and sky. Their tactics and style of fighting resembling that of a beast, though not nearly as beastly as their animal companion.

Beastmaster Spells
Ranger Level Spells
3rd animal friendship
5th locate animals or plants
9th conjure animals
13th dominate beast
17th Rary's telepathic bond

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Wild Empathy

3rd-level Beastmaster feature


Beast recognize you as a kindred spirit. You gain proficiency in the Animal Handling skill if you don't already.

In addition, you can telepathically communicate with any beast while it's within 60 feet of you. The creature can understand you and can respond telepathically.

Animal Companion

3rd-level Beastmaster feature


You also gain an animal companion which you magically are bound to. Select one of the following beasts to become your companion: ape, black bear, crocodile, elk, giant goat, panther, warhorse, or wolf. Alternatively you can select any beast of challenge rating 1/4 or lower that you have seen.

Combat. The companion shares your initiative. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. If you are incapacitated, the companion can take any action of its choice.

Statistics. Your companion's statistics undergo the following changes as a result of your bond with it:

  • If the companion has a Multiattack action, it loses it.
  • Your companions hit points equal 10 + five times your ranger level.
  • Your companion gains proficiency in two skills and one saving throw of your choosing.
  • When your proficiency bonus increases by 1, your companion gains a +1 bonus to its checks, attack rolls, and saves.

Death and Rest. If your companion is reduced to 0 hit points, it begins dying and making death save throws as if it were a player character. When your companion completes a short rest, it regains hit points equal to half its maximum hit points. When you complete a long rest, it regains all of its hit points.

If your companion is dead or otherwise lost, you can spend 8 hours in the wilderness bonding with a beast to gain a new companion. You can have only one companion at a time.




















Primal Strikes

7th-level Beastmaster feature


Your companions attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Feral Proxy

7th-level Beastmaster feature


You can use beasts as your proxies. You gain the ability to cast the beast sense and animal messenger spells, without expending a spell slot, with the following changes.

  • When you cast animal messenger, you can target a Small beast by offering a larger portion of food.
  • The duration of animal messenger increases to 10 days.
  • When you cast beast sense, you can target a beast you can see within 60 feet of you, instead of touching it.

Additionally, your animal companion and other friendly beasts under the effect of a divination or enchantment spell you cast can aid you further. These beasts can mark your quarry for you using their action. The beast cannot mark a creature that it cannot hear, see, or is not currently tracking.

Storm of Claws and Steel

11th-level Beastmaster feature


You and your companion fight as one unit in combat, capitalizing on the others' success. Whenever you or your companion successfully hits a creature with a weapon attack, the other can roll a d6 and add it to their first attack roll against the same creature before the end of this turn.

Pack Leader

15th-level Beastmaster feature


Beasts no longer consider you a kindred spirit; instead, they recognize your authority as the superior beast. When a beast attacks you, that creature must make a Wisdom saving throw against your ranger spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

Additionally, beasts you telepathically are bonded with can add your proficiency bonus to their checks and attack rolls, if they aren't already, and share all the benefits of your Ranger's Quarry feature.

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Bounty Hunter

While some adventurers search for wealth in a hidden cache of treasure inside musty dungeons, you find it on paper and rumors in well-stocked taverns.

You earn a lucrative living off the exchange of seedy individuals, though at the cost of others perceiving you as cruel and merciless.

Bounty Hunter Spells
Ranger Level Spells
3rd command
5th hold person
9th slow
13th compulsion
17th dominate person

Change of Plans

3rd-level Bounty Hunter feature


You've learned to quickly shift your attention to new threats. Once on each of your turns, when you make an attack against a creature, you can choose to designate that creature as your quarry without using a bonus action.

In addition, you can deal non-lethal damage with ranged weapon attacks.

Investigator

3rd-level Bounty Hunter feature


You can spend 10 minutes or more conversing with, listening to, or questioning a creature. Afterward, you have advantage on Charisma checks made to gather information regarding another creature it knows.

Steel Will

7th-level Bounty Hunter feature


You have advantage on saves against being charmed or frightened.

Menacing Warrior

11th-level Bounty Hunter feature


You've learned to intimidate those who stand in your way. When you score a critical hit or reduce a creature to 0 hit points, you can choose any number of creatures within 30 feet of you that you can see and that saw your brutal attack. A creature must succeed on a Wisdom saving throw (use your passive Intimidation for the DC) or become frightened of you for up to 1 minute. If the creature ends its turn where it doesn't have line of sight to you, the creature can repeat this save. On a successful save, the effects ends for that creature.

Payback

15th-level Bounty Hunter feature


Whenever a creature you can see within range makes an attack against you, you can make a single attack against that creature as a reaction. You make your attack with advantage if the attacker hits you. If this creature is not your quarry, you can choose to make it your quarry before you make this attack.

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Colossus Slayer

Following the path of destruction in their wake, these rangers strive to bring the downfall of these behemoths. A colossus slayer actively seeks out giants, dragons, fallen celestials, and other towering titans. The presence of a titan often bringing change to the landscape around it.

While one could only hope to match their raw might, you are confident in the ability of your allies and yourself to bring these giants low.

Colossus Slayer Spells
Ranger Level Spells
3rd feather fall
5th Maximilian’s earthen grasp
9th slow
13th Otiluke’s resilient sphere
17th hold monster

Climber

3rd-level Colossus Slayer feature


You've become adept at climbing creatures larger than yourself. You gain proficiency in the Athletics skill, and you gain a climbing speed equal to your walking speed.

Coordinated Effort

3rd-level Colossus Slayer feature


When fighting creature's of superior strength and size, you find comfort in numbers. When you make a weapon attack or contested roll against a creature, you can gain a bonus to the roll equal to the number of your allies within 10 feet of that creature (max of +5).

Alternatively, when you cast a ranger spell or use an effect that forces a single creature to make a save, you can add this bonus to the DC instead.

You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of twice). You regain all expended uses of it when you finish a long rest.

Hide Underfoot

7th-level Colossus Slayer feature


You can skirt past larger creatures virtually unnoticed. A creature that is larger than your size has disadvantage on Perception checks to spot you.

In addition, while standing within 5 feet of a creature you can see, with a size larger than your own, you can use your bonus action to take a special Hide action. While hidden in this way, you can choose to move with the creature. Not moving with the creature reveals your location.

Bring Low

11th-level Colossus Slayer feature


With the aid of your allies, you'll bring the titans to their knees. When you hit a creature using coordinated effort, you can force them to make a Strength saving throw against your ranger spell save DC. Add the bonus granted by your coordinated effort to this DC. On a failed save, they fall prone.

Low Counter

15th-level Colossus Slayer feature


Larger creatures have a hard time keeping track of you in combat, leaving them wide open for a counter-attack. When a creature larger than your size attacks you, provided you aren't incapacitated, the creature makes its attack with disadvantage. On a miss, you can use your reaction to make a weapon attack against the attacking creature and move up to half your speed without provoking an attack of opportunity.

Drakebound

Drakebound are rangers who use their magical connection with nature to form an enduring bond with a lesser dragon, a drake. This bond allows the ranger to summon the drake to their side and share in the power wielded by dragons.

Drakebound Spells
Ranger Level Spells
3rd command
5th warding bond
9th fear
13th stoneskin (appears as scales)
17th control winds

Draconic Gift

3rd-level Drakebound feature


The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:

  • You learn to speak, read, and write draconic.
  • You also learn the thaumaturgy cantrip, which is a ranger spell for you.

Drake Companion

3rd-level Drakebound feature


As an action, you can magically summon the drake that is bound to you. Your drake uses the Drake Companion stat block below. It appears in an unoccupied space of your choice within 30 feet of you. The drake is friendly to you and obeys your commands.

Combat. The drake shares your initiative. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. If you are incapacitated, the drake can take any action of its choice.

Drake Mount. Your drake can serve as a mount for creatures of the same size or smaller.

Reduced to 0. The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon it, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher.

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Drake Companion

Small Dragon


  • Armor Class 14 + PB (natural armor)
  • Hit Points 10 + five times 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 Saving Throws Dex +1 plus PB, Wis +2 plus PB
  • Damage Immunities the drake’s Draconic Essence
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. This type determines the drake’s damage immunity and the damage of its Infused Strikes trait.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

Reactions

Infused Strikes. When another creature that the drake can see within 30 feet of it hits with a weapon attack, it infuses the strike, causing the attack to deal an extra 1d6 Draconic Essence damage type.

Bond of Fang and Scale

7th-level Drakebound feature


Your drake grows to a Medium size creature, and when you summon it, it grows wings on its back and gains a flying speed equal to its walking speed.

While your drake is summoned, you and the drake gain the following benefits:

Magic Fang. The drake’s Bite deals an extra 1d6 Draconic Essence damage type. Once you reach 15th level, this damage increases to 2d6.

Resistance. You gain resistance to the Draconic Essence damage type.

Drake’s Breath

11th-level Drakebound feature


As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 Draconic Essence damage type. on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 when you reach 15th level.

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.

Perfected Bond

15th-level Drakebound feature


The bond between you and your drake has reached its apex. Your drake grows to a Large size creature.

In addition, when you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give either resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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Fey Wanderer

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Fey Wanderer Spells
Ranger Level Spells
3rd charm person
5th misty step
9th hypnotic pattern
13th dimmension door
17th mislead

Dreadful Strikes

3rd-level Fey Warden feature


You infuse your strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you deal damage to your quarry, you can convert any extra damage from a source other than your weapon to psychic damage.

Otherworldly Glamour

3rd-level Fey Wanderer feature


Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

7th-level Fey Wanderer feature


The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a save against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements

11th-level Fey Wanderer feature


The royal courts of the Feywild have blessed you with the assistance of fey beings: you know the summon fey spell. It doesn’t count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Misty Wanderer

15th-level Fey Wanderer feature


You can slip in and out of the Feywild to move in a blink of an eye: you can cast the misty step spell without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Grave Warden

Patrolling graveyards and catacombs, these rangers hold themselves responsible for the eternal rest of the dearly departed. As such, they constantly find themselves at odds with necromancers seeking to stir chaos with the remains of others.

Grave Warden Spells
Ranger Level Spells
3rd detect evil and good
5th see invisibility
9th speak with dead
13th death ward
17th hallow

Stygian Arts

3rd-level Grave Warden feature


You've trained to handle the undead and to ensure their eternal rest. You gain the following features:

Paranormal Knowledge. you gain proficiency in the Arcana and Religion skills.

In addition, the protection from evil and good spell always is prepared for you, and it doesn't count against the number of spells you can prepare each day. This spell is a ranger spell for you.

Consecrate Soul. When you deal damage to your quarry, you can convert any extra damage from a source other than your weapon to radiant damage. If your quarry is also undead, you deal extra damage equal to your Wisdom modifier.

When you reduce your quarry to 0 hit points, your mark lingers on their soul for the next ten days, even if you mark another creature as your quarry. While the mark remains, this creature can't become undead by magic of 5th level or lower.

Soul Ward

7th-level Grave Warden feature


You etch a lasting mark onto your soul. This mark grants you advantage on Charisma saving throws, prevents you from having your hit point maximum reduced and being turned undead.

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Confined to the Grave

11th-level Grave Warden feature


You can magically restrain fleeing ghouls and specters. When you hit a creature with a weapon attack, you can expend a spell slot to create a magical tether that wraps around them. This tether restrains the creature for up to 1 minute, ignoring any immunity to this condition if the creature is undead. Creatures restrained in this way cannot benefit from being invisible, nor can they teleport or move between planes.

While restrained by your tether, the creature takes radiant damage at the start of each of its turns. The damage equals your Wisdom modifier + the level of the expended spell slot. A creature can use their action to make a Strength saving throw against your ranger spell save DC. On a success, the tether breaks. Undead make this save with disadvantage.

Rest in Peace

15th-level Grave Warden feature


You are always under the effects of the protection from evil and good spell. During a short or long rest, this effect extends to all creatures of your choosing within 30 feet of you.

Horde Breaker

These rangers favor speed and cunning over raw might, honing their skills to confront hordes of creatures. Often finding themselves isolated amongst the crowded battlefield, they employ tactics that are capable of effectively disrupting and eliminating large numbers of enemies at once.

Horde Breaker Spells
Ranger Level Spells
3rd thunderwave
5th shatter
9th haste
13th freedom of movement
17th conjure volley

Horde Tactics

3rd-level Horde Breaker feature


You've developed several tactics to confront the oncoming horde. Whenever you would deal damage to your quarry, you can forgo the extra damage from your Ranger's Quarry feature to perform one of the following tactics instead.

  • Your quarry must make a Strength saving throw (DC = 8 + Your proficiency bonus + your Strength or Dexterity modifer). If they fail, you can push them up to 10 feet away from you. Your quarry automatically succeeds on this save if they are two sizes larger than you or more.
  • You can move up to 10 feet after making this attack, without provoking an attack of opportunity from your quarry.
  • You can immediately make another attack against a different creature that is within 5 feet of your quarry and within range. You can use this tactic only once each turn.

Escape the Horde

7th-level Horde Breaker feature


You learn to evade blows when you maneuver yourself out of the fray. Opportunity attacks against you are made with disadvantage, and you can move through a hostile creature's space as difficult terrain regardless of their size.

Cunning Deflection

11th-level Horde Breaker feature


When a hostile creature misses you with a melee attack, you can use your reaction to cause that attack to target one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once redirected, the attack gains a +5 bonus to hit.

Stand Against the Tide

15th-level Horde Breaker feature


You can overcome the cascading attacks of multiple creatures. When a creature hits you for the first time this round, you gain a bonus to your AC against all subsequent attacks until the start of your next turn. This bonus equals the number of hostile creatures you can see within 15 feet of you (max bonus of +5).

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Horizon Walker

Horizon walkers guard the world against threats originating from other planes. These threats often come in the form of otherwordly creatures or rampant planar magics. They seek out planar portals, keeping watch over them and patrol the planes as needed. In some cases, they might close a breach if it becomes too dangerous.

Horizon Walker Spells
Ranger Level Spells
3rd protection from evil and good
5th misty step
9th dispel magic
13th banishment
17th teleportation circle

Detect Portal

3rd-level Horizon Walker feature


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, unless you expend a spell slot of 1st level or higher.

Planar Warrior

3rd-level Horizon Walker feature


You learn to draw on the energy of the multiverse to augment your attacks.

When you use your Ranger's Quarry feature, you can choose to target any weapons you are currently wielding instead of a creature. These weapons warble with planar energy, converting all damage dealt by them to force. Creatures you attack with one of these weapons is considered your quarry until the end of the current turn.

A weapon loses these benefits if you end your turn without it in your hand, you use your Ranger's Quarry feature again, or you fall unconscious.

Ethereal Step

7th-level Horizon Walker feature


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.

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.

Distant Strike

11th-level Horizon Walker feature


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 using this action, you can make one additional attack against a third creature.

Spectral Defense

15th-level Horizon Walker feature


Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to halve the attack’s damage against you.

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Hunter

A master of acquisitions and slayer of various creatures, a hunter is the most well-known ranger.

A hunter may be called to remove an invasive threat from an urban area; or possibly harvest "monstrous" materials for a local artisan.

Hunter Spells
Ranger Level Spells
3rd alarm
5th pass without trace
9th Leomund's tiny hut
13th locate creature
17th hold monster

Hunter's Training

3rd-level Hunter feature


You've been trained in the way of the hunt. You gain the following features:

Field Tanner. You gain proficiency with leatherworker’s tools.

Preparations. As part of a long rest, you can spend time refining your knowledge on one of the following types of creatures: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Until the start of your next long rest, creatures with this creature type are considered your prey.

You have advantage on Survival checks to harvest materials from your prey, as well as on Intelligence checks to recall information about them.

Target Acquisition. When you roll initiative and you can see one of your prey within range, you can immediately mark this target as your quarry (no action required).

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Dire Pursuit

7th-level Hunter feature


You can more effectively give chase to fleeing prey. When your quarry moves more than 5 feet away from you this turn, you can use your reaction to move up to your movement speed. You must end this move closer to your quarry.

Big Game Hunter

11th-level Hunter feature


You've hunted your prey enough to learn the ins and outs of their tactics. Whenever your prey forces you to make a save, you can treat a d20 roll of 7 or lower as an 8.

Favored Quarry

15th-level Hunter feature


Though you hunt a variety of creatures, there are some you call your specialty. Choose two creature types from your Preparations feature as your favored quarry. These two creature types are always consider your prey. Additionally, you score a critical hit on a 19-20 when making an attack roll against your favored quarry.

Monster Slayer

You have dedicated yourself to hunting 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 mystical foes.

Monster Slayer Spells
Ranger Level Spells
3rd protection from evil and good
5th zone of truth
9th magic circle
13th banishment
17th hold monster

Rites of the Slayer

3rd-level Monster Slayer feature


You've been trained in the esoteric art of slaying monsters. You gain the following features:

Alchemy. You gain proficiency in alchemist supplies, which you can use to craft useful concoctions.

Hunter’s Sense. You can magically discern a creature's strengths and weaknesses. As a bonus action, choose one creature within 60 feet of you. You immediately learn whether the creature has any immunities, resistances, or vulnerabilities and what they are. If the creature's hidden from divination magic, you sense that it has none. When marking your quarry, you can use this feature as part of the same bonus action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Prey. Your Ranger's Quarry die increases from a d6 to a d8.

Supernatural Defense

7th-level Monster Slayer feature


You gain extra resilience against your quarry’s assaults on your mind and body. Whenever your quarry forces you to make a save and whenever you make a check to escape your quarry’s grapple, add your Ranger's Quarry die to the roll.

Magic-User’s Nemesis

11th-level Monster Slayer feature


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 ranger spell save DC, or its spell or teleport fails and is wasted.

Once you foil a casting or teleport using this feature, you can’t use it again until you finish a short or long rest, unless you expend a spell slot of 3rd level or higher.

Slayer’s Counter

15th-level Monster Slayer feature


You gain the ability to counterattack when your quarry tries to sabotage you. If your quarry forces you to make a save, you can use your reaction to make one weapon attack against your quarry. You make this attack immediately before making the save. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Stalker

A master of espionage and tracking, those who adopt the lifestyle of the stalker live on the outskirts of their quarry's vision, always seen as a skirting shadow in their peripherals.

Stalker Spells
Ranger Level Spells
3rd disguise self
5th pass without trace
9th clairvoyance
13th greater invisibility
17th mislead

Guerilla Tactics

3rd-level Stalker feature


You've trained in the art of ambush and espionage. You gain the following features:

Lie in Wait. When you deal damage to a surprised creature or with an attack as part of a reaction, deal an extra 1d6 damage. Once you reach 11th level, this damage increases to 2d6.

Trained Skulker. You gain proficiency in the Stealth skill, and you can take the Hide action as a bonus action.

Subdue Witness

7th-level Stalker feature


You can subdue creatures who threaten your anonymity. When a creature that you can see and are hiding from discovers you, you can use your reaction to make a single weapon attack against the creature or attempt to grapple them. This reaction doesn't reveal your position to other creatures.

In addition, when you successfully grapple a creature, you can prevent it from making verbal sounds that would alert other creatures of your presence.

Stalker’s Flurry

11th-level Stalker feature


You've learned to attack with such unexpected speed that you can turn a miss into another strike. Once per turn when you miss with a weapon attack, you can make another weapon attack as part of the same action.

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Abscond

15th-level Stalker feature


When you attack a creature, you don't provoke opportunity attacks from that creature until the start of your next turn.

When you make this attack using your reaction, you can immediately move up to your movement.

Swarmkeeper

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Swarmkeeper Spells
Ranger Level Spells
3rd faerie fire
5th web
9th gaseous form
13th arcane eye
17th insect plague

Gathered Swarm

3rd-level Swarmkeeper feature


A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

Swarm Appearance
d8 Appearance
1 Swarming insects
2 Miniature twig blights
3 Fluttering birds
4 Playful pixies
5 Screeching bats
6 Enchanted winged kobold statuettes
7 Skittering rodents
8 Mischievous pseudodragons

You learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your swarming nature spirits.

Lastly, once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack’s target takes 1d6 piercing damage from the swarm.
  • The attack’s target must succeed on a Strength saving throw against your ranger spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice. This movement doesn't provoke opportunity attacks.

Writhing Tide

7th-level Swarmkeeper feature


You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. Once you use this feature, you can't use it again for 10 minutes.

Mighty Swarm

11th-level Swarmkeeper feature


Your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, you're moved up to 10 feet and it gives you half cover until the start of your next turn.

Swarming Dispersal

15th-level Swarmkeeper feature


You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

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.

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Ranger

A Bugbear's

Take







Special thanks to BikerMeg, CaelReader, DracoDruid Genkitty, Intelligence14 Izzy, LunaEden, Mersiefloof, No Laifu, Phixium, Road, Salimar, Skeleton_Hotel

Designed by Okra the Bugbear

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