Ranger Reloaded
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Strider, Woodland Companion | — | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — |
| 3rd | +2 | Companion Upgrade, Ranger Archetype | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Companion Upgrade | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Mystic Companion, Terrain Mastery | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Companion Upgrade, Ranger Archetype Feature | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement, Wild Bond | 5 | 4 | 3 | — | — | — |
| 9th | +4 | Camouflage | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Companion Upgrade | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Archetype Feature | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Companion Upgrade | 8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Archetype Feature | 9 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Companion Upgrade | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Call of the Wild | 11 | 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, Dexterity
- Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) studded leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- one ranged weapon along with 20 pieces of ammunition for that weapon
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Multiclassing
Ability Score Minimum: Wisdom 13, Your choice of Dexterity or Strength 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Skills: Choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Strider
Your movement is unaffected by difficult terrain and cannot be slowed by magical means.
When you reach level 5 in this class increase your walking speed by 10 feet.
Woodland Companion
You gain a spirit companion that accompanies you on your adventures and is able to take the form of various beasts to fight alongside you, though it is a fey instead of its normal creature types and has an alignment of your choice. Additionally, its Intelligence becomes 10 and it gains the ability to understand one language of your choice that you speak. Your ranger level determines the beasts your companion can become.
Conjuring a form for your companion takes 10 minutes and level of spell slot determined by the CR of the form you wish to conjure or for free during a long rest. This is all shown in the Companion Forms table.
At 1st level, for example, conjuring your companion takes no spell slot. It can take the form of any beast that has a challenge rating of 0 and is size medium or smaller.
Companion Forms
| Level | MaxCR | Limitations | Spell Slot Level to Conjure |
|---|---|---|---|
| 1st | 0 | Medium or Smaller | - |
| 3rd | 1/8 | Medium or Smaller | - |
| 5th | 1 | Large or Smaller | 1 |
| 7th | 2 | Large or Smaller | 2 |
| 10th | 3 | Huge or Smaller | 3 |
| 14th | 4 | Huge or Smaller | 4 |
| 18th | 5 | - | 5 |
Your companion acts on your turn and always obeys your commands. You have full control of its movement and any actions it takes (no action required by you).
You can dismiss your companion's conjured form as an action, returning it to its home plane.
If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself. Should you die, your companion continues to exist for 24 hours before returning to its home plane.
You can't have more than one companion at a time. If you use this ability while you already have a companion, you instead cause it to adopt a new form.
Fighting Style
At level 2 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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 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.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
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.
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.
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.
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.
Spell Slots
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 spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell 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 from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
Companion Upgrade
Starting at 3rd level, the types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:
- 1/2CR or lower
- Medium Size or Smaller
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.
If your DM allows the use of feats, you may instead take a feat.
Companion Upgrade
Starting at 5th level, the types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:
- 1CR or lower
- Large Size or Smaller
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mystic Companion
Starting at 6th level, your companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, your companion gains a +1 bonus to their attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.
Terrain Mastery
Starting at 6th level you gain swim and climb speeds equal to your walking speed.
Companion Upgrade
Starting at 7th level, the types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:
- 2CR or lower
- Large Size or Smaller
Wild Bond
At 8th level, your bond with nature allows you to take on certain bestial aspects.
As a bonus action, you may gain one of the following benefits for its duration or until you use this feature again.
You can use this bonus action a number of times equal to your Wisdom Modifier (a minimum of once), unless you expend a spell slot of 2nd level or higher to use it again. You regain all expended uses when you finish a long rest.
Keen Senses
You gain advantage on perception checks for 1 hour.
Aquatic Adaptation
You can breathe underwater for 1 hour.
Grasping Limb
One of your hands and any one-handed weapon it is holding merge, taking the shape of a tentacle or claw for 1 minute. The weapon gains the following benefits:
- Range increased by 5 feet.
- When you hit a target with this weapon you may take the grapple action as part of the attack.
- While grappling a target this weapon cannot attack another target.
Trampling Charge
Your choice of antlers or horns grow from your head. If you move at least 20 feet straight toward a target your next melee attack against that target deals an extra 2d6 weapon damage. If the target is a creature at most 1 size larger than you, you may take the shove action before making your first attack. This benefit lasts for 1 minute.
Poison Spines
Both of your hands and a ranged weapon they are holding merge, taking the form spines or quills emerging from your arms. The weapon's damage type becomes piercing, and any target hit by this weapon must make a constitution saving throw against your spell save DC, suffering 2d6 poison damage on a failed save, or half as much damage on a successful one. This benefit lasts for 1 minute.
Camouflage
Beginning at 9th level, you gain an enhanced version of the skulker feat, granting the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
In addition, if you already have the skulker feat, you may take an additional feat.
Companion Upgrade
Starting at 10th level, the types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:
- 3CR or lower
- Huge Size or Smaller
Companion Upgrade
Starting at 14th level, the types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:
- 4CR or lower
- Huge Size or Smaller
Companion Upgrade
Starting at 18th level, the types of forms your companion may take have been improved, as seen in the Companion Forms table. They now have access to beasts with the following restrictions:
- 5CR or lower
Call of the Wild
At 20th level you have attracted a second fey spirit to your side, allowing you to have 2 Woodland Companions simultaneously. Any class or subclass features that reference your companion affect both companions.
Ranger Archetypes
Beast Master
The Beast Master archetype embodies the friendship between a ranger and their companion. United in focus, even the most monstrous foes cannot stand before your combined ferocity.
Archetype Companions
At 3rd level your archetype's connection with the wild allows grants additional forms to your Woodland Companion. Starting at 3rd level, your Woodland Companion has access to additional forms as found on the Expanded Companion Forms Table (you ignore the limitations column of the Companion Forms Table).
Expanded Companion Forms
| Level | Extra Form |
|---|---|
| 3rd | Tressym, Young Kruthik |
| 5th | Crag Cat, Giant Strider |
| 7th | Peryton, Carrion Crawler |
| 10th | Manticore, Winter Wolf |
| 14th | Guardian Wolf, Kamadan |
| 18th | Bulette, Gorgon |
Fight as One
Starting at 3rd level, your companion gains a bonus to its AC and damage rolls equal to your proficiency bonus.
Tag Team
Beginning at 7th level, when you or your companion make your first attack on your turn, you can choose to Tag Team your enemies. Doing so grants you and your companion advantage on attack rolls against a creature if at least one of you is within 5 feet of the creature and is not incapacitated until the start of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) , unless you expend a spell slot of 2nd level or higher to use it again. You regain all expended uses when you finish a long rest.
Spirit Bond
Starting at 11th level, when you or your companion take damage, they can choose to gain resistance to that damage. Doing so causes the other to take the same amount of damage.
Beastial Wrath
Beginning at 15th level, your companion can use a bonus action to enter a frenzied state. Doing so grants them the following bonuses for 1 minute:
- 25 temporary hit points.
- Additional 1d12 damage dealt by melee damage rolls
- Can attack an additional time when taking the attack or multiattack action.
Once your companion uses this feature they cannot do so again until you finish a long rest.
Deadeye
Those that follow Deadeye archetype specialize in long range combat. With unparalleled accuracy their shots sow chaos and confusion amongst their enemies. Whether looking to kill or disable, the Deadeye ranger always has another string to their bow.
Additional Fighting Style: Archery
At 3rd level, you gain the Archery fighting style. If you already have that style, you may select another from level 2 ranger feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Trick Shot
When you choose this archetype at 3rd level, you learn trick shots that grant your ranged attacks additional effects at the cost of reducing your chance to hit.
Before you make an attack with a ranged weapon that you are proficient with, you can choose one Trick Shot to apply to that attack.
Distracting Shot
Take a -2 penalty to the attack roll. If the attack hits, in addition to dealing damage, the target has disadvantage on its next attack roll.
Kneecap
Take a -3 penalty to the attack roll. If the attack hits, in addition to dealing damage, the target is knocked prone if it is large size or smaller.
Expanded Trick Shot
Starting at 7th level, you learn an additional trick shot.
Blinding Shot
Take a -3 penalty to the attack roll. If the attack hits, in addition to dealing damage, the target must succeed on a Wisdom saving throw against your spell save DC or be blinded until the end of your next turn.
Hunter's Focus
Beginning at 7th level, when you make a ranged attack roll and miss, you can use your reaction to add your wisdom modifier to the attack roll, possibly causing it to hit.
Defensive Roll
Starting at 11th level, you gain the following benefits:
- You can use your bonus action to take the disengage action.
- When you are subjected to an effect 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.
Expanded Trick Shot
Beginning at 11th level, you learn an additional trick shot.
Rapid Shot
Before making a ranged attack roll you can choose to target an additional creature within range. You make both attacks with -5 penalty to the attack roll.
Volley
Starting at 15th level, you can use your action to make a ranged attack against any number of creatures within 20 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll with a -5 penalty for each target.
Each attack deals an additional 1d8 weapon damage.
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.
Archetype Companions
Your archetype's connection with the dark parts of the world allows grants additional forms to your Woodland Companion. Starting at 3rd level, your Woodland Companion has access to additional forms as found on the Expanded Companion Forms Table (you ignore the limitations column of the Companion Forms Table).
Expanded Companion Forms
| Level | Extra Form |
|---|---|
| 3rd | Infant Basilisk, Blood-Toll Harpy |
| 5th | Death Dog, Young Basilisk |
| 7th | Ettercap, Shadow Mastiff |
| 10th | Basilisk, Displacer Beast |
| 14th | Girallon, Kamadan |
| 18th | Banderhobb, Umber Hulk |
From the Shadows
Beginning at 3rd level, you gain proficiency in the stealth skill. If you are already proficient you gain proficiency in a skill of your choice Your proficiency bonus is doubled for any stealth ability checks.
While your companion is within 100 feet of you, they may substitute your stealth skill for their own. If a stealth check would allow you both to roll stealth, they may use your roll.
Attacks made by you and your companion while hidden deal an additional 1d8 weapon damage
Umbral Sight
Starting at 7th level, you gain the following benefits:
- You learn Darkness as an additional spell. It counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
- You and your companion can see through the darkness created by your own Darkness spell.
Into the Shadows
Beginning at 11th level, when an enemy damages you with an attack you can use your reaction to immediately take the hide action and move up to half your speed.
Umbral Terror
Starting at 15th level, you can channel your connection to the shadows to instill fear in your enemies.
As an action you can cause a dark aura to radiate from you. It has a 60ft radius. Creatures of your choice that meet any of the following criteria must make a wisdom saving throw against your spell save DC:
- In the aura when you activated it
- Enter the aura for the first time on a turn
- Start their turn within the aura
Any creature that fails this saving throw is frightened of you for the duration of this ability. A creature may attempt to save again at the end of each of their turns. Once they succeed, they are immune to this ability for the rest of its duration.
Any attacks made against creatures frightened by this ability by you or your companion are made with advantage and all hits become critical hits.
Once you use this feature you cannot do so again until you finish a long rest.
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.
Archetype Companions
Your archetype's exploration of other planes allows grants additional forms to your Woodland Companion. Starting at 3rd level, your Woodland Companion has access to additional forms as found on the Expanded Companion Forms Table (you ignore the limitations column of the Companion Forms Table).
Expanded Companion Forms
| Level | Extra Form |
|---|---|
| 3rd | Boggle, Valenar Hawk |
| 5th | Dragon Wyrmling (Brass or Copper), Quickling |
| 7th | Guard Drake (any color), Meenlock |
| 10th | Dragon Wyrmling (Blue or Gold), Redcap |
| 14th | Dragon Wyrmling (Red), Yeth Hound |
| 18th | Elemental (Air, Earth, Fire, or Water), Xorn |
Distant Strike
Beginning at 3rd 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 a third creature.
Planar Resistance
Starting at 7th level, when you finish a short or long rest, choose one of the following damage types, you and your companion have resistance to that damage type until your next short or long rest.
- Poison
- Acid
- Fire
- Cold
- Radiant
- Necrotic
- Lightning
- Thunder
- Force
- Psychic
Flickering Defense
Beginning at 11th level, you and your companion may cast the Blink spell as a bonus action without expending a spell slot.
Each of you can use this feature once. You cannot do so again until you finish a long rest unless you expend a spell slot of 3rd level or higher to use it again.
Planar Breach
Starting at 15th level, you can use an action to open a series of portals to different planes. These disturbances have a 20-foot radius and follow you, protecting you from harm and damaging your enemies.
Choose two of the following damage types. You gain resistance to one damage type and any creature of your choice that enters the aura for the first time on a turn or begins its turn in the aura suffers 5d8 of the other chosen damage type.
- Poison
- Acid
- Fire
- Cold
- Radiant
- Necrotic
- Lightning
- Thunder
- Force
- Psychic
Once you use this feature you cannot do so again until you finish a long rest.
Steel Dancer
Steel Dancers spend their days mastering the two-weapon fighting style unique to their archetype. Their flashing blades serve as both offense and defense, quickly striking down foes before quickly intercepting a return blow.
Additional Fighting Style: Two-Weapon Fighting
At 3rd level, you gain the Two-Weapon fighting style. If you already have that style, you may select another from level 2 ranger feature.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Weaving Parry
At 3rd level, you gain the ability to adopt a defensive stance. If you are wielding a one-handed weapon in each hand, you can use a reaction do the following when you are hit by an attack:
Your twin weapons flash before you, creating a barrier of steel. Until the start of your next turn, you have bonus to AC equal to your Strength or Dexterity modifier (your choice), including against the triggering attack.
You can use this reaction a number of times equal to your proficiency score, unless you expend a spell slot to use it again. You regain all expended uses when you finish a long rest.
Paired Weapons
The Steel Dancer's body acts as a conduit between their weapons, channeling the magical properties as they choose.
Starting 7th level, when dual wielding at least one weapon with magical properties you may choose which weapon’s properties you wish to apply when you make an attack.
Swift Strike
Beginning at 7th level, if you use your bonus action to make an attack using Two-Weapon Fighting, you can make one additional weapon attack as part of that bonus action. Your two-weapon fighting style applies to this attack as well.
Masterful Stroke
Starting at 11th level, before you make an attack with a one-handed melee weapon that you are proficient with, you can choose to take a penalty equal to your proficiency to the attack roll. If the attack hits, you add twice your proficiency to the attack's damage.
Blade Dance
Beginning at 15th level, you can move through the enemy lines, striking nearby targets as you go.
As an action you move up to your full movement. This movement does not trigger attacks of opportunity.
You can make one melee attack against any creature you were adjacent to during this movement. These attacks deal an additional 1d8 weapon damage.