Revised Ranger
Ranger's Ability Table
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Favored Foe, Natural Explorer | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | — | — | — | — |
| 3rd | +2 | Ranger Conclave, Wilderness Guide | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
| 6th | +3 | Vanish, Expertise | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Conclave Feature | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement, Land’s Stride | 4 | 3 | — | — | — |
| 9th | +4 | — | 4 | 3 | 2 | — | — |
| 10th | +4 | Nature's Veil | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Conclave Feature | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Healing Poultices | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Conclave Feature | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Ranger Conclave Feature | 4 | 3 | 3 | 3 | 2 |
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: One artisan's tools of your choice or the Herbalism Kit
- Saving Throws: Dexterity & Wisdom
- Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) 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
You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
Favored Foe
Beginning at 1st level, you can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can cast it a certain number of times without requiring concentration a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know.
Natural Explorer
Beginning at 1st level, you have a natural talent to roam the world. When you forage and succeed on the Wisdom (Survival) check, you find twice as much food and water as you normally would. If you fail, you still find half as much food and water as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Additionally, you are particularly familiar with one type of environment and are adept at the skills unique to the region. Choose one type of favored terrain listed below:
Coast
- Swimming no longer costs you extra movement. You can also hold your breath twice as long as you normally can.
Desert
- You are naturally adapted to hot climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against fire damage.
Forest
- You learn one Druid cantrip of your choice. Whenever you gain a level in this class, you can replace this cantrip with another cantrip from the Druid spell list.
Grassland
- Your movement speed increases by 10 feet .
Mountain
- Climbing no longer costs you extra movement. Also, you are naturally adapted to high altitude as described in chapter 5 of the Dungeon Master's Guide.
Swamp
- You gain resistance to poison damage and have advantage on saving throws against disease.
Tundra
- You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against cold damage.
Underdark
- If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, you instead gain blindsight with a range of 5 feet.
Urban
- Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You choose an extra favored terrain type at 5th, 9th, 13th and 17th level. Additionally whenever you reach one of these levels, you can replace one of your favored terrain for another one of the list.



Fighting Style
By the time you reach 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.
-
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
-
Blind Fighting: You have blind sight 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. Whenever you gain a level in this class, you can replace them 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.
-
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: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Slots
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
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
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Conclave Spells
Each conclave has a list of associated spells. You gain access to these spells at the levels specified in the conclave description. Once you gain access to one of these spells, you always have it prepared. These 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 counts as a ranger spell for you.
Ritual Casting (Optional)
You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus (Optional)
You can use a druidic focus as a spellcasting focus for your ranger spells. Alternatively you can use a ranged weapon such as a bow or a crossbow, as your spellcasting focus.




Ranger Conclaves
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd, 7th, 11th, 15th and 20th level.
Wilderness Guide
At 3rd level, your adeptness at traveling allows you to lead others more easily through any environment. While traveling for an hour or more in the wilderness, you and your allies gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.
- Your group can move stealthily at a normal pace.
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.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Vanish
Starting at 6th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Expertise
Starting at 6th level, you gain proficiency in Survival, and one other skill depending on which ranger conclave you have chosen. If you are already proficient with these skills then your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- Beastmaster: Animal Handling
- Eldritch Marksman: Arcana
- Fey Wanderer: Performance
- Gloom Stalker: Stealth
- Horizon Walker: Survival
- Hunter: Perception
- Monster Slayer: History
- Spirit Guardian: Religion
- Swarm Keeper: Medicine
Land’s Stride
At 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Nature's Veil
At 10th level, you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use an action on your turn to prolong the duration for another round, up to a maximum of 1 minute.
You can use this feature a number of times equal to your Wisdom modifier, and regain all uses when you finish a long rest.
Healing Poultices
At 14th level, your experience surviving in the harsh wilderness has taught you how to identify and make use of medicinal plants. During a long rest you can search a natural area for helpful herbs and fungi. Roll a Wisdom (Survival) check against the DC corresponding to your environment. You have advantage on this check in your favored terrain.
Environment DC
| Environment | DC |
|---|---|
| Forest, Grassland, Swamp | 10 |
| Mountain, Coast, Underdark | 15 |
| Desert, Tundra, Urban | 20 |
On a success, you find enough herbs to produce a number of healing poultices equal to your Proficiency Bonus. You must have an herbalism kit to produce these items. On a failure, you can only produce a number equal to half your Proficiency Bonus (rounded down). Healing poultices are non-magical items which can be applied as an action to an adjacent creature by any creature with Survival or Medicine proficiency. The target creature regains hit points equal to 1d10 + your Wisdom modifier and loses the poisoned condition. The healing poultice is consumed by this use. Healing poultices lose their potency 24 hours after being produced.
Feral Senses
At 18th level you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Revised Ranger Spells
| 1st Level |
|---|
| Absorb Elements |
| Alarm |
| Animal Friendship |
| Beast Bond |
| Cure Wounds |
| Detect Magic |
| Detect Poison and Disease |
| Ensnaring Strike |
| Entangle |
| Fog Cloud |
| Goodberry |
| Hail of Thorns |
| Hunter's Mark |
| Jump |
| Longstrider |
| Purify Food and Drink (+) |
| Searing Smite |
| Snare |
| Speak with Animals |
| Sudden Awakening |
| Wild Cunning |
| Zephyr Strike |
| 2nd Level |
|---|
| Aid |
| Animal Messenger |
| Barkskin |
| Beast Sense |
| Cordon of Arrows |
| Darkvision |
| Enhance Ability |
| Find Steed (+) |
| Find Traps |
| Gust of wind |
| Healing Spirit |
| Lesser Restoration |
| Locate Animals or Plants |
| Locate Object |
| Magic Weapon |
| Pass without Trace |
| Protection from Poison |
| Silence |
| Spike Growth |
| Summon Beast |
| 3rd Level |
|---|
| Conjure Animals |
| Conjure Barrage |
| Daylight |
| Elemental Weapon |
| Flame Arrows |
| Lightning Arrow |
| Meld into Stone |
| Nondetection |
| Plant Growth |
| Protection from energy |
| Revivify |
| Speak with Plants |
| Summon Fey |
| Water Breathing |
| Water Walk |
| Wind Wall |
| 4th Level |
|---|
| Conjure Woodland Beings |
| Dominate Beast |
| Find Greater Steed (+) |
| Freedom of Movement |
| Grasping Vine |
| Guardian of Nature |
| Locate Creature |
| Stoneskin |
| Summon Elemental |
| 5th Level |
|---|
| Awaken (+) |
| Commune with Nature |
| Conjure Volley |
| Explosive Arrows (+) |
| Greater Restoration |
| Steel Wind Strike |
| Swift Quiver |
| Tree Stride |
| Wrath of Nature |
Explosive Arrows
5th-level Enchantment
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a quiver containing at least one piece of ammunition)
- Duration: Concentration, Up to 1 minute
- Spell Lists: Artificer, Ranger
You infuse your quiver with elemental magic, each piece of ammunition drawn from this quiver can produce a magic explosion on a hit.
For the duration of the spell your ranged attacks deal an additional 2d4 acid damage & 2d4 fire damage. For each matching acid and fire damage roll, the target takes an additional 1d10 thunder damage as both liquids violently react and explode.




PART 3
Ranger Archetypes
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.
Beastmaster Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Beast Bond |
| 5th | Enlarge/Reduce |
| 9th | Conjure Animals |
| 13th | Dominate Beast |
| 17th | Awaken |
Primal Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. The beast is friendly to you and your companions and obeys your commands. Choose its stat block between Beast of the Land, Sea or the Sky.
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 use a bonus action on your turn to command it to take another action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. When incapacitated, the beast can take any action of its choice.
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.
Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its 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 instead of just one.
Beast of the Land
Medium beast
- Armor Class 13 + PB (natural armor)
- Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0)
- Senses Darkvision 60 ft., passive Perception 12 + PB
- Languages understands the languages you speak
- Proficiency Bonus (PB) equals your bonus
Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d8 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
Beast of the Sea
Medium beast
- Armor Class 13 + PB (natural armor)
- Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
- Speed 5 ft., swim 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0)
- Senses Darkvision 60 ft., passive Perception 12 + PB
- Languages understands the languages you speak
- Proficiency Bonus (PB) equals your bonus
Amphibious. The beast can breathe both air and water.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.
Beast of the Sky
Small beast
- Armor Class 13 + PB (natural armor)
- Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
- Senses Darkvision 60 ft., passive Perception 12 + PB
- Languages understands the languages you speak
- Proficiency Bonus (PB) equals your bonus
Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.
Eldritch Marksman
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Fey Wanderer Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Detect Magic |
| 5th | Misty Step |
| 9th | Lighting Arrow |
| 13th | Grasping Vine |
| 17th | Explosive Arrows |
Eldritch Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Eldritch Shot options of your choice (You gain another option when you reach 7th, 11th, and 15th level in this class).
Once per turn when you fire a piece of ammunition from a ranged weapon, you can apply one of your Eldritch Shot options to that piece of ammunition. You apply the effect when the piece of ammunition hits a creature, unless the option doesn’t involve an attack roll. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
If an option requires a saving throw, your Eldritch Shot save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Magical Shot Readiness
At 7th level, your eldritch shots are available whenever battle starts. If you roll initiative and the remaining number of uses of Eldritch Shots remaining are less than half your proficiency (rounded up), you regain a number of uses up to half your proficiency (rounded up).
Additionally whenever you fire a nonmagical piece of ammunition from a ranged weapon, you can make it magical for the purpose of overcoming resistance and immunity. The magic fades from the piece of ammunition immediately after it hits or misses its target.
Magical Accuracy
At 11th level, you learn how to magically direct arrows towards your foes. Whenever you hit a creature with an eldritch shot, the next ranged weapon attack you make before the end of your turn gains a bonus to the attack roll. This bonus equals your Wisdom modifier (minimum of +1).
Additionally when you miss with a magic arrow, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Eldritch Mark
At 15th level, you learn to create enchanted marks that pursue your enemies. As a bonus action choose one creature within 120ft to be under your Eldritch Mark for 1 minute or until incapacitated, while affected by this feature:
- The marked target has disadvantage on saving throws against your Eldritch Shots or Ranger Spells.
- When you hit a marked creature with an eldritch shot you can your Wisdom modifier to the total damage.
You can use this feature an amount of types equal to your Proficiency Bonus, you regain expended uses at the end of a long rest.
Rapid Fire
At 20th level your experience with magical weapon and ammunition grants you the ability to shoot your ammunition at a impressive speed and strength.
Once per long rest you can use you action to spend a 5th level spell slot and put your weapon in rapid fire mode. While on this mode you are under the effects of the Swift Quiver and Explosive Arrows spells.



Eldritch Shot Options
Banishing Shot
You use abjuration magic to try to temporarily banish your target. The target of this shot takes an extra 1d6 force damage (2d6 at 11th level) and succeed on a Charisma saving throw or be banished. While banished, the target’s speed is 0, and it's incapacitated. At the end of its next turn, the target reappears where it was or in the nearest unoccupied space if that space is occupied.
Bewildering Shot
Your enchantment magic causes this shot to temporarily bewilder its target. The creature hit by the piece of ammunition takes an extra 1d6 psychic damage (2d6 at 11th level) and succeed on an Intelligence saving throw, or subtract 1d6 from the next saving throw it makes.
Bursting Shot
You imbue a piece of ammunition with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the piece of ammunition hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each (3d6 at 11th level).
Enfeebling Shot
You weave necromantic magic into a piece of ammunition. The creature hit by the piece of ammunition takes an extra 1d6 necrotic damage (2d6 at 11th level) and succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
Grasping Shot
When this piece of ammunition strikes its target, conjuration magic creates grasping, magical loops, which wrap around the target. The creature hit by the piece of ammunition takes an extra 1d6 bludgeoning damage (2d6 at 11th level) and succeed on a Strength Saving throw, or have its speed is reduced to 0 feet until the start of your next turn.
Piercing Shot
You use transmutation magic to give a piece of ammunition an ethereal quality. When you use this option, the piece of ammunition shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The piece of ammunition passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the piece of ammunition, plus an extra 2d6 piercing damage (3d6 at 11th level). On a successful save, a target takes half as much damage.
Seeking Shot
Using divination magic, you grant a piece of ammunition the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The piece of ammunition flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the piece of ammunition to travel to the target, the target must make a Dexterity saving throw. Otherwise, the piece of ammunition disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the piece of ammunition, plus an extra 2d6 force damage (3d6 at 11th level), and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
Shadow Shot
You weave illusion magic into a piece of ammunition, causing it to occlude your foe’s vision with shadows. The creature hit by the piece of ammunition takes an extra 1d6 psychic damage (2d6 at 11th level), and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.


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 | Spell |
|---|---|
| 3rd | Charm Person |
| 5th | Misty Step |
| 9th | Dispel Magic |
| 13th | Dimension Door |
| 17th | Mislead |
Dreadful Strikes
At 3rd level, you can augment your weapon strikes with magic, drawn from the gloomy hollows of the Feywild. Once per turn when you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target. The extra damage increases to 1d6 when you reach 11th level in this class.
Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier and gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Beguiling Twist
Beginning at 7th level, 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 succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature 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 saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Force of nature
At 11th level, you gain the ability to converse with beasts and many fey. You learn the Speak with Animals & Speak with Plants spells, and they do not count against the numbers of spells you can prepare. You can cast these spells at will.
Misty Wanderer
When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do it 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.
Fey Reinforcements
At 20th level, you have been granted the ability to call fey creatures to aid you. Once per long rest you can use your action to cast Summon Fey as a 5th level spell without requiring concentration or material components.
While this feature is activated, whenever you spend a 1st level or higher spell slot or score a critical hit, your fey creature regains a number of hit points equal to 1d8 + your Wisdom modifier.
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.
Gloom Stalker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Disguise Self |
| 5th | Rope Trick |
| 9th | Fear |
| 13th | Greater Invisibility |
| 17th | Seeming |
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
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.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain proficiency in Charisma or Wisdom saving throws.
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike.
Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you.
Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Killer in the Shadows
At 20th level, you learn how to creep through the shadows stalking your prey while remaining unseen.
Whenever you use your action to do anything else than using the attack action against a creature, you become invisible until the start of your next turn. When you do so, you have advantage on the first weapon attack you make before the end of the turn.




Horizon Walker
Horizon walkers guard the world against threats that originate from other planes or seek to ravage the mortal realm with otherworldly magic. They seek planar portals, 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 dragons, fey, and elementals – that work to preserve life and the order of the planes.
Horizon Walker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Protection from Evil and Good |
| 5th | Misty Step |
| 9th | Haste |
| 13th | Banishment |
| 17th | Teleportation Circle |
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.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose a visible creature within 30 ft. The next time you hit that creature on this turn, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 (2d8 at 11th level) force damage from the attack.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, 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 a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
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 from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Teleportation Mastery
At 20th level, all of time and space are your's to control and change at your discretion. You gain the following benefits:
-
You can use your Detect Portal feature a number of times per short or long rest equal to your wisdom modifier and it's range is doubled.
-
You can use your Distant Strike every time you take the attack action, without needing to attack at least two different creatures.


Hunter
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Hunter Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Hail of Thorns |
| 5th | Find Traps |
| 9th | Elemental Weapon |
| 13th | Grasping Vine |
| 17th | Conjure Volley |
Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
- Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hitpoint maximum. You can deal this extra damage only once per turn.
- Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
- Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
- Escape the Horde. You can use the Dash or Disengage action as a bonus action on your turn.
- Evasion. You can nimbly dodge out of the way of certain area effects. 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.
- Steel Will. You have advantage on saving throws against being frightened or charmed.
Multiattack
At 11th level, you gain one of the following features of your choice.
- Crippling Strike. Whenever you take the Attack action on your turn and make all attacks against the same creature, you can make an additional attack against that same creature if the first attack that turn was a hit.
- Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You make a separate attack roll for each target.
- Whirlwind Attack. You can use your action to move up to 10 feet and make a melee attack against any number of creatures that start or come within 5 feet of you during this action. You must make a separate attack roll for each target, and provoke opportunity attacks as normal.
Hunter's Defense
At 15th level, you gain one of the following features of your choice.
- Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
- Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
- Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Foe Slayer
At 20th level, your tactical forethought have become unparalleled. You can add your Wisdom modifier to any attack roll, damage roll, ability check, or saving throw you make. You can use this feature once on each of your turns.
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.
Monster Slayer Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Protection from Evil and Good |
| 5th | Zone of Truth |
| 9th | Magic Circle |
| 13th | Banishment |
| 17th | Hold Monster |
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and discern how best to hurt it. As an action, choose one creature you can see within 60 ft. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
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.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 ft. as the target. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d4 damage from the weapon (This damage increases at 5th (1d6), 11th (1d8) and 17th level (1d10).
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add your Slayer's Prey die to your roll.
Magic-User's Nemesis
At 11th level, you react quickly against magic and it's effects. Whenever you succeed on a spell saving throw, you can use your reaction to move up to half your speed and make one weapon attack.
Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey 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 the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Legend Slayer
At 20th level, you are considered a master hunter and your skill at felling even the most formidable of creatures is now legendary. When you are subjected to a spell that allows you to make a 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.
Spirit Guardian
Spirit Guardians are a type of warriors that throughout their life have studied a unique way to infuse their main ability with the purpose of fighting their enemies and protecting those in need.
These Rangers have formed a strong connection with the spirits of the wild, and in return these spirits have granted them mystical powers to mark and eliminate their foes.
Spirit Guardian Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Magic Missile |
| 5th | Healing Spirit |
| 9th | Spirit Guardians |
| 13th | Guardian of Faith |
| 17th | Hold Monster |
Beast Mark:
When you chose this ranger conclave at 3rd level, spirits guide your huntings. You can infuse your hunter's mark with spiritual energy.
Whenever you cast Hunter's Mark on an enemy you can choose one beast mark and gain certain benefits representing the animal's attributes against the creature (see "Beasts Marks" below).
Spirit Companion
At 7th level you can call on your bond with the spirits of the wild, to ask them for help.
At the end of a long rest you summon a fey creature that acts as your companion, it follows the same rules as a common familiar (can't attack, can deliver touch range spell ...), but it takes the aspect and the stat block of the beast mark you currently have active, or the last beast mark you have used in case of not having one activated at the moment.
Additionally whenever you cast a 1st level or higher spell slot, this spirit companion gains an amount of temporary hit points equal to the spell slot level + your Wisdom modifier (+1 minimum).
Blink Teleportation
At 11th level, you and your spirit companion have formed a mystical bond that allows you to teleport.
As a bonus action you can switch places with your fey familiar (provided that you can see it and are not more than 120 feet away from it).
You can use this feature a number of times equal to your Wisdom modifier and regain all uses when you finish a long rest.
Spirit's Aid
At 15th level you have learned to use the abilities of some fey creatures to mark creatures in a magical way.
Once per turn when you roll your Hunter's Mark Die and get the highest possible result, you heal yourself for an amount of hit points equal to your Wisdom modifier (minimum of +1).
Supreme Hunter's Mark
At 20th level your ability to parry your marked enemies has grown to the point of being able of having two different spirit marks activated at the same time.
Whenever you cast Hunter's Mark, you can choose two beast marks to affect the marked creature instead of one.
Beast Marks
Fox Mark
Prerequisite: 3rd Level
When you roll your Hunter's Mark die and get a result of 1, you can re-roll it and must use the new roll.
Owl Mark
Prerequisite: 3rd Level
Whenever you hit a marked enemy you can choose the type of damage that the Hunter's Mark deals, you can choose between: fire, cold, lightning, acid, poison or thunder.
Raven Mark
Prerequisite: 3rd Level
Once per turn when you hit a marked creature with a weapon attack you can deal 1d6 additional damage.
Boar Mark
Prerequisite: 7th Level
Once per turn when you hit a marked creature with a weapon attack, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
Elk Mark
Prerequisite: 7th Level
Whenever you reduce a marked creature to 0 hit points you recover an amount of hit points equal to your Ranger level + your Wisdom modifier.
Wolf Mark
Prerequisite: 7th Level
Whenever you attack a marked creature, your weapon attacks score a critical hit on a roll of 19 or 20.
Black Bear Mark
Prerequisite: 11th Level
Whenever you score a critical hit or reduce a marked creature to 0 hit points, you can make a weapon attack as a reaction.
Crocodile Mark
Prerequisite: 11th Level
Whenever a marked creature is targeted by a healing spell, the total of recovered hit points is reduced by an amount of d6's equal to half your proficiency bonus (Rounded down).
Warhorse Mark
Prerequisite: 11th Level
Whenever a marked creature moves at least 15ft, you can use your reaction to move up to half your movement speed.
Brown Bear Mark
Prerequisite: 15th Level
Whenever you attack a marked creature with a weapon attack and roll maximum damage, every attack this creature makes until the start of your next turn deals 1d6 less damage.
Dire Wolf Mark
Prerequisite: 15th Level
Whenever you attack a marked creature, you can roll one additional weapon damage die and add it to the total damage.
Lion Mark
Prerequisite: 15th Level
Whenever you hit a marked creature with a weapon attack you can roll each weapon's damage dice twice and take the highest value.
Swarm Keeper
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 | Spell |
|---|---|
| 3rd | Faerie Fire |
| 5th | Web |
| 9th | Gaseuous Form |
| 13th | Arcane Eye |
| 17th | Insect Plague |
Gathered Swarm
At 3rd level, 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. 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 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.
Writhing Tide
Beginning at 7th level, 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 15 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
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.
Mighty Swarm
At 11th level, 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 the Gathered Swarm, you can also cause the swarm to knock the creature prone. When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
Swarming Dispersal
When you reach 15th level, 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.
Swarm Monarch
At 20th level your Gathered Swarm follows your orders just like you were their monarch. You gain the following benefits:
-
You can use your Gathered Swarm feature for every attack you make on your turn.
-
You regain expended uses of your Swarming Dispersal feature on a short or long rest.