Ranger
The ranger class receives new features and subclasses in this document.
Revised Class
This document includes an entirely revised ranger class, which is recommended as a replacement for the one presented in the Player's Handbook. The Beast Master and Hunter archetypes also receive replacements here. However, all ranger subclasses presented in Xanathar's Guide to Everything, Tasha's Cauldron of Everything, or any other supplements intended to work with the Player's Handbook Ranger can be used for this class, with small adjustments.
Archetype Spells
The version of the ranger presented here does not have a set number of spells known, but instead prepares spells like a druid does. If you use a ranger archetype not presented here, any spells it would add to the spells you know instead count as ranger spells that you always have prepared and do not count against the number of ranger spells you can prepare.
Spell-Less Ranger
The ranger class presented here can be played without the Spellcasting feature for an experience more focused on martial mastery. A few features to replace Spellcasting can be found on page 6 of this document, directly after the initial class description.
Revised Revised Ranger
This revision of the Ranger class takes many of its features from /u/agenderarcee's Martial Ranger, including Hunter's Mark, Wild Stride, this version of Nature's Veil and Favored Terrain Expert, and many of the additional features presented in the Spell-Less Ranger option found later in this document.
Full Changes
All changes made from the Player's Handbook Ranger to the version presented here are listed below:
- Replaced Natural Explorer with Favored Terrain and its improvements, which offer additional flexibility and benefits based on your favored terrains which apply even when outside of them.
- Added Natural Expertise, Roving, and Tireless Endurance, based on the Deft Explorer options from Tasha's Cauldron of Everything.
- Added Hunter's Mark as a 1st-level class feature, which replaces the spell of the same name.
- Added new fighting styles and improved Druidic Warrior.
- Changed Spellcasting so rangers now prepare spells each day, instead of having a list of spells known, and can use a druidic focus as a spellcasting focus.
- Moved Favored Enemy to 3rd level. Its improvements now offer additional flexibility and a small defensive bonus against favored enemies as well as additional options.
- Removed Primeval Awareness.
- Added Martial Versatility from Tasha's Cauldron of Everything.
- Replaced Land's Stride with Wild Stride, which applies to all difficult terrain but does not provide specific bonuses to avoid negative effects from hazardous plants.
- Merged some elements of Hide in Plain Sight and Vanish into the new Nature's Veil feature at 10th level.
- Replaced Feral Senses with Killer Instinct.
- Revised Foe Slayer to be more effective.
- Added spells to the ranger spell list: expeditious retreat, feather fall, purify food and drink, see invisibility, warding bond, blinding smite, dispel magic, tongues, charm monster, death ward, elemental bane, awaken, reincarnate.
- Revised the Beast Master and Hunter archetypes.
- Added the Crimson Stalker, Elemental Warden, and Wayfarer archetypes.
The Ranger
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Hunter's Mark, Natural Expertise, Favored Terrain | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | — | — | — | — |
| 3rd | +2 | Ranger Archetype, Favored Enemy | 3 | ─ | ─ | — | — |
| 4th | +2 | Ability Score Improvement, Martial Versatility | 3 | ─ | ─ | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | ─ | — | — |
| 6th | +3 | Roving, Favored Enemy Expert | 4 | 2 | ─ | — | — |
| 7th | +3 | Ranger Archetype feature | 4 | 3 | ─ | — | — |
| 8th | +3 | Ability Score Improvement, Wild Stride | 4 | 3 | ─ | — | — |
| 9th | +4 | — | 4 | 3 | 2 | — | — |
| 10th | +4 | Nature's Veil, Favored Terrain Expert | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Archetype feature | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Tireless Endurance, Favored Enemy Master | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Archetype feature | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ─ | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Killer Instinct, Favored Terrain Master | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 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 and medium armor, shields
- Weapons: Simple and martial weapons
- Tools: None
- Saving Throws: Strength and Dexterity
- Skills: Choose three 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) 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
Hunter's Mark
As a bonus action on your turn, you may mark a single creature as your prey. You must be able to see or hear this creature, or succeed on a Wisdom (Survival) check to track it, the difficulty of which is determined by the Dungeon Master based on your access to tracks or other clues.
You have advantage on Wisdom (Survival) or Intelligence (Investigation) checks to track a marked creature, as well as Wisdom (Perception) checks to find it. In addition, you deal an extra 1d6 damage to the creature whenever you hit it with a weapon attack.
You can have only one creature marked at a time. Your mark lasts until your next long rest, or until you mark a new creature as your prey. You may mark creatures a number of times equal to your proficiency bonus, and regain the ability to do so when you finish a long rest. Starting at 2nd level, you can also expend a ranger spell slot of 1st level or higher to mark a creature again.
Natural Expertise
At 1st level, you gain proficiency in Nature and Survival. If you are already proficient in any of these skills, your proficiency bonus is doubled for any ability check you make with them.
Favored Terrain
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or underground.
When you make an Intelligence or Wisdom check related to your favored terrain or the creatures that dwell there, you have advantage on the check if you are using a skill that you're proficient in. When in that terrain, all attempts to track you by non-magical means have disadvantage. Your group can also travel stealthily at a normal pace, and ignores difficult terrain while traveling.
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Agility
While wearing light armor or no armor, your walking speed increases by 5 feet. Once on each of your turns when you have this extra movement, you can choose for 5 consecutive feet of your movement to not provoke opportunity attacks.
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. In addition, when you prepare your spells, you can choose spells from the druid or ranger spell lists, all of which count as ranger spells for you.
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.
Versatile Fighting
While wielding a versatile weapon and no other weapons, you gain a +1 bonus to attack and damage rolls with it. A versatile weapon you wield in two hands has its damage die increased by one size: from d6 to d8, d8 to d10, or d10 to d12.
Spellcasting
By 2nd level, you have learned to draw upon the magical essence present in nature to cast spells, much as a druid does. See the end of this class description for the ranger spell list.
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your 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 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. The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your intimate relationship with 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 +
Spell attack modifier = your proficiency bonus +
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your ranger spells.
Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate from the list of available ranger archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
Favored Enemy
Starting at 3rd level, you have studied a specific type of enemy creature and can hunt it more easily. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select a race of humanoid, such as gnolls or elves. You may also choose a particular faction, such as the Zhentarim in the Forgotten Realms or a Dragonmarked House in Eberron.
You have advantage on Wisdom (Survival) checks to track these creatures, and Intelligence checks to recall or discover information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You can change one of your favored enemy choices when you gain a level in this class.
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.
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Roving
Starting at 6th level, your walking speed increases by 5 feet, and you gain a climbing speed and swimming speed equal to your walking speed. Your speeds increase by an additional 5 feet while in your favored terrain.
Favored Enemy Expert
At 6th level, you choose a second type of favored enemy. You can now have two types of favored enemy at a time. In addition, you have advantage on saving throws against your favored enemy's characteristic innate abilities, such as a dragon's Frightful Presence or Breath Weapon, but not against spells they cast. Finally, when you make a weapon
attack against a favored enemy, you can mark it with your Hunter's Mark without using a bonus action.
Wild Stride
Beginning at 8th level, your movement is unaffected by all difficult terrain, including magical difficult terrain.
Favored Terrain Expert
At 10th level, you choose a second type of favored terrain. You can now have two types of favored terrain at a time, and you can change your favored terrain to any type of terrain you have spent at least a week traveling through, replacing an existing favored terrain. You can do this with no action required, and you regain the use of this feature when you finish a long rest.
In addition, your expertise with your favored terrain grants you benefits even outside of it. You gain benefits based on your favored terrain types.
Arctic. You gain resistance to cold damage.
Coast. Your swimming speed increases by 10 feet and you can hold your breath for up to 15 minutes.
Desert. You gain resistance to fire damage.
Forest. Your climbing speed increases by 10 feet and you ignore disadvantage on Dexterity (Stealth) checks.
Grassland. Your walking speed increases by 10 feet; this does not affect your climbing or swimming speeds.
Mountain. You make Strength checks with advantage and you have resistance to damage from falling.
Swamp. You gain resistance to poison damage and advantage on saving throws against poison.
Underground. You gain darkvision out to a range of 60 feet. If you already have darkvision, increase its range by 30 feet.
Other Terrains
The list above encompasses most areas of the natural world. However, if your game includes more exotic or non-natural locations, you may wish to use the following terrains as well.
Esoteric. You gain resistance to psychic damage and your mind cannot be read.
Paradise. You gain advantage on Charisma saving throws.
Urban. You can hide while only lightly obscured, such as by fog or shadows. Urban environments are considered natural terrain for you.
Wasteland. You make ability checks to find food or shelter and saving throws against gaining exhaustion with advantage.
Nature's Veil
Also at 10th level, you gain proficiency in the Stealth skill. You have advantage on Stealth checks while in natural terrain, and you double your proficiency bonus for Stealth checks made in your favored terrain. You can also hide as a bonus action in any terrain. You cannot be tracked by non-magical means in any terrain, unless you wish to leave a trail.
Tireless Endurance
By 14th level, you persist through pain, exhaustion, and even near-death. Whenever you spend hit dice to heal as part of a short rest, you add your Wisdom modifier to the hit points restored by each hit die (minimum of +1), and whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
In addition, you add your Wisdom modifier (minimum of +1) to death saving throws you make. If you roll a 1 on the d20, you fail two death saving throws even if the total result is higher than 1, and if the total result is 20 or higher, you only regain 1 hit point if you roll a 20 on the d20.
Favored Enemy Master
At 14th level, you choose a third type of favored enemy. You can now have three types of favored enemy at a time, and you can change your favored enemy to any type of creature you have fought and marked as your prey with the Hunter's Mark feature within the last day, replacing an existing favored enemy. You can do this with no action required, and you regain the use of this feature when you finish a long rest. This does not grant or replace any languages.
Killer Instinct
Starting at 18th level, your keen senses and instincts allow you to strike at even the most evasive and well-armored targets. Your attack rolls against creatures marked with Hunter's Mark cannot have disadvantage.
In addition, you are always ready to strike. You have advantage on initiative rolls, and you cannot be surprised in combat.
Favored Terrain Master
At 18th level, you choose a third type of favored terrain. You can now have three types of favored terrain at a time, and when you change your favored terrain, you can choose any type of terrain you have spent at least a day in.
Foe Slayer
By 20th level, you become an unparalleled hunter of your enemies. Add your Wisdom modifier to all attack and damage rolls made against creatures marked with Hunter's Mark, in addition to any other modifiers.
Ranger Spell List
Here is the list of spells you consult when you prepare your ranger spells. The list is organized by spell level, not character level. The spells below are from the Player's Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything.
1st Level
- absorb elements
- alarm
- animal friendship
- beast bond
- cure wounds
- detect magic
- detect poison and disease
- ensnaring strike
- engangle
- expeditious retreat
- feather fall
- fog cloud
- goodberry
- hail of thorns
- jump
- longstrider
- purify food and drink
- searing smite
- snare
- speak with animals
- zephyr strike
2nd Level
- aid
- animal messenger
- barkskin
- beast sense
- cordon of arrows
- darkvision
- enhance ability
- find traps
- gust of wind
- healing spirit
- lesser restoration
- locate animals or plants
- locate object
- magic weapon
- pass without trace
- protection from poison
- see invisibility
- silence
- spike growth
- summon beast
- warding bond
3rd Level
- blinding smite
- conjure animals
- conjure barrage
- daylight
- dispel magic
- elemental weapon
- flame arrows
- lightning arrow
- meld into stone
- nondetection
- plant growth
- protection from energy
- revivify
- speak with plants
- summon fey
- tongues
- water breathing
- water walk
- wind wall
4th Level
- charm monster
- conjure woodland beings
- death ward
- dominate beast
- elemental bane
- freedom of movement
- grasping vine
- guardian of nature
- locate creature
- stoneskin
- summon elemental
5th Level
- awaken
- commune with nature
- conjure volley
- greater restoration
- reincarnate
- steel wind strike
- swift quiver
- tree stride
- wrath of nature
Spell-Less Ranger
If you wish, you can play the ranger described above without the Spellcasting feature. To do so, remove the Spellcasting feature, the Druidic Warrior fighting style, and all spells granted by ranger archetypes, and add the following new features. The spell-less ranger gains an improved Hunter's Mark and some natural healing ability to replace spells.
Hunter's Edge
Starting at 2nd level, your singleminded focus on the hunt improves your ability to pursue your prey. You regain all uses of your Hunter's Mark when you finish a short or long rest.
Natural Healer
Also at 2nd level, your experience surviving in the harsh wilderness has taught you how to identify and make use of medicinal plants. As part of a long rest, you may search a natural area for helpful herbs and fungi. Make a Wisdom (Survival) check against the DC corresponding to your environment. You have advantage on this check in your favored terrain.
Natural Healer DC
| Environment | DC |
|---|---|
| Forest, Grassland, Swamp | 10 |
| Coast, Mountain | 15 |
| Arctic, Desert, Underground | 20 |
| Esoteric, Wasteland | 25 |
In Paradise terrain, you automatically succeed. In Urban terrain, you can succeed only at a cost of a number of gp equal to your Wisdom modifier, paid to an herbalist or apothecary.
On a success, you find enough herbs to produce a number of healing poultices equal to your Wisdom modifier (minimum of 1). On a failure, you can only produce a number equal to half your Wisdom modifier (rounded down, minimum of 0).
Any creature with proficiency in Medicine or Survival can use an action to apply a healing poultice to another creature within 5 feet of it, or a bonus action to apply a poultice to itself. When applied, a healing poultice is consumed and restores hit points equal to 1d6 for every two ranger levels you have (rounded up), and removes the poisoned condition. Healing poultices have no effect on constructs or undead, and they remain potent until your next long rest.
Supreme Survivor
Beginning at 9th level, you are a master hunter and healer. The dice you roll when dealing extra damage from Hunter's Mark or using a poultice from Natural Healer increase from d6 to d8, and again to d10 at 17th level. In addition, you can have two creatures marked as your prey with Hunter's Mark at a time, and you can use Hunter's Mark twice as a single bonus action on your turn. This increases to three creatures and three times at 17th level.
Fresh Prey
Starting at 13th level, when the target of your Hunter's Mark falls to 0 hit points, you can use your reaction to mark a new creature as your prey without expending a use of Hunter's Mark.
The Ranger, Properly Spelled
The ranger presented here originates from Arcee's Martial Ranger, which removes spellcasting from the Ranger class. Most features of this spell-less variant are taken from their class and aim to recreate most elements of their design while retaining compatibility with the official ranger subclasses and those provided in this document.
Ranger Archetypes
At 3rd level, a ranger gains the Ranger Archetype feature. The following options are available to a ranger in addition to those in Xanathar's Guide to Everything and Tasha's Cauldron of Everything. If you use the spell-less variant of the ranger, you ignore the archetype spells provided by these 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.
Beast Master Magic
Starting at 3rd level, you gain an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. Each of these spells counts as a ranger spell for you, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Beast Master Spells
| Ranger Level | Spells |
|---|---|
| 3rd | beast bond |
| 5th | warding bond |
| 9th | protection from energy |
| 13th | charm monster |
| 17th | summon draconic spirit |
Ranger's Companion
You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. See its game statistics in the Beast Companion stat block, which uses your proficiency bonus (PB) in several places. You determine whether it is Small, Medium, or Large, and the kind of animal the beast is. In addition, choose two special traits for your beast from the list below. If one of these traits grants the beast a flying speed, it cannot use that speed while a creature is mounted on it until you reach 11th level.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to make one attack. If you are 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 (or 1 healing poultice if using the spell-less ranger). The beast returns to life after 1 minute with all its hit points restored.
Alternatively, you can obtain a new companion by spending 8 hours bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
Beast Companion
Small, Medium, or Large beast
- Armor Class 12 + 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.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 3 (-4) 14 (+2) 8 (-1)
- Senses darkvision 60 ft., passive Perception 12+PB
- Languages understands the languages you speak
Primal Bond. You add your PB to any attack roll, ability check, or saving throw that the beast makes.
Actions
Beast Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+PB bludgeoning, piercing, or slashing damage (your choice).
Special Traits
Choose two of the following special traits for your beast companion. These traits should be informed by the kind of animal you chose as your companion; for example, you might choose Charge and Relentless for a boar companion, or Airborne and Evasive for an eagle companion. If a trait includes a level in its name, you must be a ranger of that level or higher to choose it for your companion.
If the traits you choose affect the same speed in different ways, such as Swift and Airborne, use the higher speed.
Airborne. The beast has a flying speed of 40 feet. Its walking speed is reduced to 10 feet.
Aquatic. The beast can breathe air and water. It also gains a swimming speed of 40 feet. Its walking speed is reduced to 15 feet. You can choose to reduce this walking speed to 0 feet instead, and ignore higher walking speeds from other traits; if so, this trait does not count towards the number of traits you can choose.
Blindsighted. The beast has blindsight out to 30 feet.
Blood Frenzy (7th level). The beast has advantage on melee attack rolls against any creature that doesn't have all its hitpoints.
Burrower. The beast has a burrowing speed of 10 feet and tremorsense out to 30 feet.
Charge. If the beast moves at least 20 feet in a straight line towards a target and then hits it with an attack on the same turn, the target takes an extra 1d8 damage.
Climber. The beast has a climbing speed of 40 feet.
Evasive. The beast does not provoke opportunity attacks from other creatures when it moves out of their reach.
Gnash (7th level). When the beast hits a creature up to one size larger than it with an attack, the target must succeed on a Strength saving throw (DC 12+PB) or be knocked prone.
Grappler (7th level). When the beast hits a creature with an attack, the target must make a Strength saving throw (DC 12+PB). On a failed save, the target is grappled, and it is restrained while it is grappled (escape DC equals 12+PB). While your beast has a creature grappled, it can't attack another target.
Keen Senses. The beast has advantage on Wisdom (Perception) checks, and it can take the Search action once on each of your turns in addition to any other action you command it to take.
Pack Tactics (7th level). The beast has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Relentless. If the beast takes damage that would reduce it to 0 hit points but not kill it outright, it is reduced to 1 hit point instead. This trait can be used once and recharges after a short or long rest.
Spider Climb. The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stealthy Ambusher. The beast has advantage on Dexterity (Stealth) checks. With a 10-foot running start, it can long jump up to 30 feet.
Swift. The beast's walking speed increases to 60 feet.
Thick Hide. The beast's AC increases by 2.
Venomous. Once per turn when the beast hits a creature with an attack, it must make a Constitution saving throw (DC 12+PB). On a failed save, it takes 2d6 poison damage and is poisoned until the end of its next turn.
Exceptional Training
At 7th level, choose a third special trait for your beast companion. You choose three special traits rather than two for any new companion you bond with. In addition, your companion'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, your beast companion can make one attack on each of its turns in addition to any other actions it takes.
Peerless Training
At 15th level, choose a fourth special trait for your beast companion. You choose four special traits rather than three for any new companion you bond with. In addition, your companion shares the benefits of Hunter's Mark when attacking or tracking any creature you have marked as your prey.
Crimson Stalker
Dedicated to hunting the monsters that lurk in the darkness, you have altered your very essence to gain preternatural powers. A Crimson Stalker uses alchemical mutagens and blood rituals to fight against their foes, some becoming as monstrous as the beings they hunt.
Crimson Stalker Magic
Starting at 3rd level, you gain an additional spell when you reach certain levels in this class, as shown in the Crimson Stalker Spells table. Each of these spells counts as a ranger spell for you, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Crimson Stalker Spells
| Ranger Level | Spells |
|---|---|
| 3rd | bane |
| 5th | blindness/deafness |
| 9th | fear |
| 13th | shadow of moil |
| 17th | hold monster |
Crimson Rite
At 3rd level, you have survived the Crimson Rite, a ritual that uses alchemy and blood magic to alter your body and soul. You gain proficiency with alchemist's tools and have advantage on Intelligence checks to recall information about alchemy, curses, and necromancy.
In addition, you can draw on the dark alchemy latent in your blood to empower your strikes. As a bonus action, you can coat a weapon you wield with acidic, burning, or necrotic blood, which remains until you let go of the weapon. Once on your turn when you hit a creature with this weapon, you can deal an extra 1d6 damage. This damage is acid, fire, or necrotic damage, depending on the choice you made when you empowered it. If you empower the same weapon again, it gains the new benefit and loses the previous one you chose.
Dark Augmentation
Starting at 7th level, you can coax the alchemical essence that empowers your blood to mutate in new ways. When you finish a short or long rest, choose one of the following options and gain its benefits until your next short or long rest.
Celerity. You make Dexterity checks with advantage, and all movement speeds you have increase by 5 feet.
Durability. You make Constitution checks and saving throws with advantage.
Potency. You make Strength checks with advantage, and you can reroll any roll of 1 or 2 on a damage die for a weapon attack. You must use the new roll, even if it is a 1 or 2.
Blood Brand
Beginning at 11th level, when you hit a creature with a weapon that bears your Crimson Rite, you can sear a brand of dark magic into it with your blood, linking its vitality to your own. A creature branded in this way takes 1d6 damage of the type your weapon was empowered with when you branded it (acid, fire, or necrotic) each time you take damage. You can have only one creature branded in this way at a time. If you brand another creature, your current brand fades away.
Sanguine Mastery
By 15th level, you have mastered the dark magic of your blood, granting you physical prowess and spiritual resilience. You have advantage on saving throws against being charmed, frightened, and possessed, and you choose two benefits from your Dark Augmentation feature each time you finish a rest, rather than one.
A Blood Hunter By Any Other Name
Matt Mercer's Blood Hunter has a significant thematic overlap with the Ranger. Inspired by /u/laserllama's Blood Hunter: Dissected, the Crimson Stalker is an attempt to preserve the unique feel of the Blood Hunter while removing it as a distinct class.
Elemental Warden
Elemental Wardens draw on the magic of creation itself, infusing themselves with the fundamental elements of the physical world. These rangers often use their abilities to serve as guardians of nature, maintaining the balance of the elements—a task which often requires a keen awareness of otherworldly elemental forces and their influence on the world.
Elemental Warden Magic
Starting at 3rd level, each time you finish a long rest, you can focus your magic on a specific element: air, earth, fire, or water. When you do, you gain certain spells depending on the element you chose and your ranger level, as shown in the Elemental Warden Spells table. Each of these spells counts as a ranger spell for you, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Elemental Warden Spells
| Ranger Level |
Air | Earth | Fire | Water |
|---|---|---|---|---|
| 3rd | feather fall |
earthen bulwark | burning hands |
water whip |
| 5th | warding wind |
earthen grasp | scorching ray |
binding ice |
| 9th | fly | erupting earth |
fireball | tidal wave |
| 13th | summon elemental |
summon elemental |
summon elemental |
summon elemental |
| 17th | control winds |
wall of stone |
immolation | maelstrom |
Summon elemental can only be used to summon an elemental of the element you chose for this feature.
Elemental Attunement
As a Elemental Warden, you are deeply attuned to the elemental forces that make up the world. As a bonus action, you can focus your attunement on one specific element, gaining one of the following benefits until you take a bonus action to choose a new one.
Air. Your body grows lighter as the wind carries you along. Your jump distance is tripled and your movement speed increases by 10 feet.
Earth. Your skin hardens to stone, protecting you from injury. At the start of each of your turns, you gain temporary hit points equal to your Wisdom modifier (minimum of 1).
Fire. Your attacks carry searing flames. Once on each of your turns when you hit a creature with a weapon attack, you can deal an additional 1d6 fire damage.
Water. Water flows around you at your command, pushing or pulling at nearby foes. You can attempt to grapple or shove a creature as a bonus action, and you add your Wisdom modifier (minimum of 1) to ability checks made to do so.
Otherworldly Awareness
Starting at 7th level, your keen senses and attunement to the elements make you distinctly aware of the presence of otherworldly beings. You can see into the ethereal plane within 30 feet of you.
Primordial Elements
At 11th level, you are able to draw on elemental energies with greater power than before. Each option granted by your Elemental Attunement feature improves:
Air. Your movement does not provoke attacks of opportunity, and your jump distance is equal to your speed.
Earth. The temporary hit points you gain increase to 5 + your Wisdom modifier (minimum of 6).
Fire. The extra fire damage you deal increases to 2d6, and creatures of your choice within 10 feet of the creature you hit take half of this damage.
Water. Your reach increases by 5 feet, and you have advantage on attack rolls against creatures you are grappling.
Elemental Synthesis
Beginning at 15th level, you can blend the elements into new forms, granting you access to the best of each of their traits. You can have two Elemental Attunement benefits at a time, and you can take a bonus action to change one or both of those benefits for a new one.
Shifted Origin
/u/Jonoman3000's Planeshifter class is one of my favorite homebrew classes, but it is very tied to the planar cosmology of the Forgotten Realms. The Elemental Warden is an attempt to preserve some of my favorite Planeshifter features in a more setting-neutral form.
Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Hunter Magic
Starting at 3rd level, you gain an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. Each of these spells counts as a ranger spell for you, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Hunter Spells
| Ranger Level | Spells |
|---|---|
| 3rd | ensnaring strike |
| 5th | cordon of arrows |
| 9th | conjure barrage |
| 13th | staggering smite |
| 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 hit point 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
7th-level Hunter feature
At 7th level, you gain one of the following features of your choice.
Escape the Horde. You are adept at defending yourself against large numbers of creatures. Opportunity attacks against you are made with disadvantage.
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.
Steel Will. Your mind is resilient. You have advantage on saving throws against being frightened.
Multiattack
At 11th level, you gain one of the following features of your choice.
Relentless Attack. If you attack only one creature on your turn, you can use your bonus action to make an additional weapon attack against the same creature.
Volley. You can use your action to make a ranged attack against any number of creatures within 15 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If your movement brings you within 5 feet of a target you have not attacked yet on this turn, you can make a melee attack against it as part of this action.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice.
Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. 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.
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.
Wayfarer
The Wayfarer archetype embodies freedom and exploration. These rangers make it their mission to roam free and far, seeking out hidden threats or wondrous sights in the deep wilds where few others ever tread. Wayfarers seek adventure wherever it may be found, rarely staying in one place for long, and tend to accumulate a wide range of skills and tricks over the course of their journeys.
Wayfarer Magic
Starting at 3rd level, you gain an additional spell when you reach certain levels in this class, as shown in the Wayfarer Spells table. Each of these spells counts as a ranger spell for you, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Wayfarer Spells
| Ranger Level | Spells |
|---|---|
| 3rd | expeditious retreat |
| 5th | enhance ability |
| 9th | haste |
| 13th | freedom of movement |
| 17th | skill empowerment |
Natural Explorer
At 3rd level, you have explored far and wide, encountering perilous terrain and fearsome foes on your travels. Choose an additional type of favored terrain and favored enemy, which do not count against the number of types you can have at a time.
In addition, your encounters have pushed you to master your skills. You gain expertise in one skill of your choice, which means your proficiency bonus is doubled for any ability check you make with it. At 11th level, you gain expertise in a second skill of your choice.
Cunning Hunter
Starting at 3rd level, you are accustomed to fighting foes never seen before and can quickly size up unknown threats. You can take a bonus action to identify a foe's weak point, giving you advantage on the next attack roll you make against it on this turn. Alternatively, you can take a bonus action to identify its strengths, imposing disadvantage on the next attack roll it makes against you before the start of your next turn.
Well-Traveled
Beginning at 7th level, you've had a little bit of experience with almost everything in your journeys. As an action, you can draw on bits of knowledge you've picked up while wandering to help give you an edge. Choose one skill or saving throw you are not proficient with or a language you don't know. If you chose a skill or saving throw, you add half your proficiency bonus to ability checks made with that skill or saving throws made with that ability. If you chose a language, you can understand a text or speaker in that language with a DC 10 Wisdom (Insight) check.
You can use this feature once, and regain the use of it when you finish a short or long rest. If you use this feature again, you lose the previous benefit it granted.
Peerless Cunning
Starting at 11th level, you have learned to judge a creature's strengths and weaknesses in a split second, and quickly communicate them to your allies when necessary. When a creature within 60 feet of you that you can see makes an attack roll, you can use your reaction to give the roll advantage or disadvantage (your choice). You must do so before the roll is made.
Free Spirit
By 15th level, when you want to move, nothing can stand in your way. You are always under the effects of the freedom of movement spell, you can take the Dash action as a bonus action, and your movement does not provoke attacks of opportunity.