Mythmaker's Ranger
The Ultimate Survivalists
V 1.0
Foreword
The need for a ranger revision is well known. There are many options out there, but I've yet to find one which fully satisfied my criteria -- most notably the resourcefulness and versatility a ranger should have.
This revision includes an entirely unique resource pool and list of "survival knack" features to choose from that can truly allow a ranger to be interesting, fun, and useful in all pillars of gameplay. With prepared spellcasting, added tool proficiencies, and a more streamlined version of Hunter's Mark as a class feature, Mythmaker's Ranger is ready to fulfill the fantasy ranger deserves.
My goal was also to replace features that simply bypassed exploration from prior versions of the ranger and instead add interaction, since exploration is a key pillar for the class. Prepared spellcasting also makes exploration spells viable options without sacrificing combat spells when needed.
What's Different?
Aptitude & Survival Die. Mythmaker's ranger has a unique, evolving resource pool of survival dice, used to fuel various ranger abilities in both the base class and almost every subclass added with this document.
The evolving size of the die (aptitude) is also used as built-in scaling for many features such as Hunter's Quarry (see below).
Proficiencies. The class now begins with two tool proficiencies chosen from a curated list. Acrobatics is also added to their skill option list.
Hunter's Quarry. This class feature replaces the Hunter's Mark spell.
- autonomous resource, can replenish w/ survival die
- damage scales with aptitude
- no concentration
- bonus action or free activation on a hit
- one mark at a time
- mark ends when target dies (no remarking)
Prepared/Ritual Spellcasting. Rangers may now prepare their list of available spells when they complete a long rest. Ritual casting is possible, although it costs a survival die.
Tireless. Adapted optional feature from Tasha's. Previously 10th level, now 6th, works with aptitude/survival dice.
Ambusher. New 10th level feature.
Fade Away 10th level feature Adapted from Tasha's Cauldron of Everything to function with aptitude/survival dice.
Ranger's Resolve. New 14th level feature. Replaces Vanish (which is now incorporated in the Prowler survival knack)
Feral Senses. Changed to Blindsight, which is essentially the same as what it previously was, only now more streamlined.
Fatal Mark. Replaces Foe Slayer. A much more consistent and useful bonus, limited by the fact it can only apply to a target marked by your Hunter's Quarry.
Other Documents
Mythmaker's Ranger utilizes (and in some cases relies on) a number of subsystems added by other Mythmaker documents:
- Mythmaker's Grimoire Vol. 1
- Mythmaker's Equipment Overhaul
- *MM's Book of Brewing (Alchemy, Poisons, and more)
- *MM's Manual of Trap Making
- *MM's Guide to Gear Crafting
*coming soon
MGV1 offers 25+ new spells for rangers to prepare. More spells are added frequently to the ranger list via patreon, eventually to be released in MGV2.
The equipment overhaul is fully optional for the base class and most subclasses, easily replaced with the standard equipment rules except for certain subclasses whose features rely on added weapon and/or armor properties.
Likewise, the Book of Brewing, Manual of Trap Making, and Guide to Gear Crafting can be ignored. In doing so, one should also ignore the Alchemist and Trapper survival knacks. Certain subclasses possess (optional) features which also rely on these crafting rulesets.
Tasha's Cauldron of Everything. Lastly, this class is intended to be used alongside certain options presented in Tasha's Cauldron of Everything.
- Added Ranger spells
- Expanded Ranger spell list
- Ranger fighting styles
- Ranger Spellcasting Focus
- Martial Versatility
- Skill Versatility
Other optional class features not listed above should NOT be used with this version of the ranger class.
In any case where a subclass provides a spell from a source book you can not access, work with your GM to choose a fitting alternative from the same spell level.
Patron Shout Out
A huge thank you to all those who support me through patreon, and also our discord channel. A special thanks to Sap, But Also Stars, Moonlitfields, Polyblium, and Soshiro. To all my patrons and friends in the community, you are awesome <3
Ranger
| Level | Proficiency Bonus | Features | Aptitude | Survival Dice | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Hunter's Quarry, Ultimate Survivalist | d4 | 1 | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | d4 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Ranger Archetype, Primal Awareness | d4 | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Increase | d4 | 2 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | d4 | 3 | 4 | 2 | — | — | — |
| 6th | +3 | Survivalist Knacks, Tireless | d6 | 3 | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Archetype Feature | d6 | 3 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Increase, Land's Stride | d6 | 3 | 4 | 3 | — | — | — |
| 9th | +4 | — | d6 | 4 | 4 | 3 | 2 | — | — |
| 10th | +4 | Survivalist Knacks, Ambusher, Fade Away | d6 | 4 | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Archetype Feature | d6 | 4 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Increase | d6 | 4 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | d8 | 5 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Survivalist Knack, Ranger's Resolve | d8 | 5 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Archetype Feature | d8 | 5 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Increase | d8 | 5 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | d8 | 6 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | d8 | 6 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Increase | d8 | 6 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Fatal Mark | d8 | 6 | 4 | 3 | 3 | 3 | 2 |
Class Features
Hit Points
Hit Dice: 1d10
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 (light, medium)
Weapons: simple weapons, martial weapons
Tools: Choose two from Cartographer's Tools, Fletchery Kit, Herbalism kit, Navigator's Tools, Poisoner's Kit
Saving Throws: Strength, Dexterity
Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Starting Equipment
You start with the following items, plus anything provided by your background.
- (a) leather armor or (b) scale mail
- (a) two one-handed melee weapons or (b) a two- handed melee weapon, or (c) a one-handed melee weapon and a shield
- (a) a dungeoneer's pack or (b) an explorer's pack
- a ranged weapon and a quiver with 20 pieces of ammunition
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Hunter's Quarry
When you hit a creature with an attack roll, you can designate it as the quarry of your hunt (no action required). Alternatively, you can use a bonus action to mark a creature you see within 90 feet of you. The target is marked until it drops to 0 hit points, 8 hours pass, or you use this feature again to target another creature. While a creature is marked, you gain the following benefits:
Tracker's Sense. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target
Lethal Strike. You deal extra damage to the target whenever you hit it with a weapon attack. The damage is equal to the die shown for your level in the aptitude column of the Ranger table.
You can use this feature a number of times per long rest equal to 1 + your proficiency bonus. You can also expend Survival Die to gain additional uses (one use per die spent).
Hunter's Mark
The Hunter's Quarry feature is intended to completely replace the Hunter's Mark spell, removing the spell from the game. If your GM does not remove Hunter's Mark from the game, the spell and class feature should never be allowed to stack.
Ultimate Survivalist
You are an unsurpassed explorer and survivor. You can call on your skills in crucial moments, pushing yourself to the limits by expending survival die.
You have a pool of survival die, as shown in the survival dice column of the ranger table. When you use a survival die, roll the die shown for your level in the aptitude column of the ranger table. A survival die is expended when you use it, unless otherwise noted. You regain all of your expended survival dice when you finish a long rest.
If an ability allows you to expend a survival die to add it to an attack or damage roll, ability check, or saving throw, you can only do so once for that roll (unless otherwise noted).
At first level, you learn two survivalist knacks of your choice from the list below. You may choose one more at 6th, 10th, and 14th level.
Alchemist (Requires Herbalism Kit). You gain proficiency with Alchemy tools and learn 2 alchemy recipes with rating 1. When you make an ability check to harvest ingredients, to craft an alchemical creation, or to reverse engineer one, you can expend a survival die to add a roll of the die to your ability check. You must choose to do so before you roll.
Discerning Mind. You gain proficiency with the Investigation skill, if you don't already have it. Your proficiency bonus is doubled for any Investigation check you make. Additionally, you can take the Search action as a bonus action. When you do, you can expend a survival die to add a roll of the die to the check. You must choose to do so before you roll.
Eagle Eyes. You gain proficiency with the Perception skill, if you don't already have it. Your proficiency bonus is doubled for any Perception check you make. As a bonus action, you can steady your aim to give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. When you use this feature and hit, you can expend a survival die to add a roll of the die to the attack's damage.
Master of Your Environment. When you benefit from at least half cover, you also gain an additional +1 bonus to your AC and Dexterity saving throws. When you create cover, you extend this bonus to any creature who benefits from the cover. Lastly, when you make a ranged attack from behind at least half cover, you can expend a survival die to add a roll of the die to the attack roll. You must choose to do so before you roll.
Natural Vitality (6th level). As an action, you can expend a survival die to regain hit points equal to a roll of the die + your Constitution modifier. Once you use this feature, you must finish a long rest before you can do so again. You are also immune to disease, and you regain one additional hit die when you complete a long rest.
Nature's Diplomat. You learn three languages (or gain 6 language points, if using Mythmaker's Language Rules). You also gain proficiency in the Persuasion skill. When you make a Charisma ability check and you share a language with the target creature(s), you can expend a survival die to add a roll of the die to the ability check. You can choose to use this feature before or after you roll, but before the result is declared.
Prowler. You gain proficiency with the Stealth skill, if you don't already have it. Your proficiency bonus is doubled for any Stealth check you make. If you are traveling alone, you can move stealthily at a normal pace. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. Additionally, you can expend a survival die to take the Hide action as a bonus action. When you do, add a roll of your survival die to the check.
Rugged Resilience (10th level). You gain a +2 bonus to Constitution saving throws. When you make a constitution saving throw, you can expend a survival die to add a roll of the die to the total. You can choose to use this feature before or after you roll, but before the result is declared.
Seasoned Mind (10th level). You gain a +1 bonus to two of your choice from Intelligence, Wisdom, and Charisma saving throws. When you make any one of those saving throws, you can expend a survival die to add a roll of the die to the total. You can choose to use this feature before or after you roll, but before the result is declared.
Trapper. You gain proficiency with Tinker's Tools and learn 2 trap designs with rating 1. When you deploy a trap or cast a spell that creates a trap (as described specifically in a spell's description), you can expend a survival die to enhance the trap. Any creature that makes a saving throw against the trap subtracts a roll of your survival die from their total.
Traveler. Your speed increases by 5 feet, and you gain a climbing and swimming speed equal to your walking speed. Additionally, when you forage, you find twice as much food as you normally would. Lastly, once per turn, on your turn, you can expend a survival die (no action required) to increase your movement speed by 10 feet until your turn ends.
Vigilance. You gain a +2 bonus to Initiative rolls. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger, and you don't suffer the -5 penalty to your passive perception score while traveling at a fast pace. Lastly, when you roll initiative, you can expend a survival die to add a roll of the die to your total. You must choose to do so before you roll.
Wildlife Keeper (6th level). You gain proficiency with the Animal Handling skill, if you don't already have it. Your proficiency bonus is doubled for any Animal Handling check you make. Additionally, you can expend a survival die to cast Animal Friendship or Beast Bond as a 1st level spell without expending a spell slot.
Fighting Style
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.
-
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
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Bludgeoning Specialist. When you hit with a weapon attack that deals bludgeoning damage and the attack roll exceeds the target's AC by 5 or more, the target must succeed a Constitution saving throw or become Dazed* until its next turn ends. The DC equals 10 + 2 for each other time the creature has been forced to make this saving throw since the start of its last turn.
-
Defense. While you are wearing armor, you gain a +1 bonus to AC.
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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.
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Finisher. When you deal damage to a prone, restrained, or incapacitated enemy with a weapon attack, roll an additional damage die. If the weapon has multiple die, use the largest type.
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Slashing Specialist. When you hit with a weapon attack that deals slashing damage and the attack roll exceeds the target's AC by 5 or more, add your proficiency bonus to the damage. Undead and Constructs are immune to this extra damage.
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Piercing Specialist. When you hit with a weapon attack that deals piercing damage and the attack roll exceeds the target's AC by 5 or more, roll all damage for the attack twice and take the higher result. The attack's damage also ignores any damage reduction provided by the target's armor.
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Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Condition: Dazed
A dazed creature can only take an action or a bonus action on its turn -- not both. It also can't reactions. Lastly, a dazed creature has disadvantage on saving throws against being stunned. The dazed condition ends immediately if the target becomes stunned.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and the end of this document for the ranger spell list.
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.
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 animal friendship, 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. Preparing a new list of ranger spells requires time spent in planning and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
By expending a survival die, you can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Primal Awareness
Starting at 3rd level, you can focus your awareness through the interconnections of nature: you gain access to the spells listed for that level in the Primal Awareness Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Primal Awareness
| Ranger Level | Spells |
|---|---|
| 3rd | speak with animals |
| 5th | beast sense |
| 9th | speak with plants |
| 13th | locate creature |
| 17th | commune with nature |
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. You can also expend a survival die to gain an additional use (one use per die expended).
Ranger Archetype
At 3rd level, you choose to emulate the ideals and training of a ranger archetype from the list of available archetypes. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.
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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Tireless
Starting at 6th level, as an action, you can give yourself a number of temporary hit points equal to a roll of your aptitude + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. You can gain an additional use by expending a survival die (one use per die expended)
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Resourceful
Starting at 6th level, you can recover one expended survival die when you finish a short rest.
Land's Stride
Starting at 8th level, you can swiftly move where others struggle. 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.
Ambusher
At 10th level, you learn how to act swiftly and deal deadly strikes at unaware prey. You add your aptitude to initiative rolls, and you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
Mystic Fade
At 10th level, you draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. 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. You can also expend a survival die to gain an additional use (one use per die expended).
Ranger's Resolve
At 14th level, surviving the harshness of the wilds has steeled your body. You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in another saving throw of your choice.
Feral Senses
At 18th level, your senses are enhanced by the natural magic you have exposed yourself to. You gain blindsight out to 30 feet.
Fatal Mark
At 20th level, when you make an attack against a creature marked by your Hunter's Quarry, add your Wisdom modifier to the attack and damage rolls.
(The mechanics of the Fatal Mark feature were created by community member Techcaliber (found on reddit as u/owlbear_den) and are included with their permission)
Ranger Archetypes
| Archetype | Description |
|---|---|
| Slayer | Masters of combat, equally proficient in melee and at range. Good offense is best defense. |
| Marksman | Lethal from afar, experts at guerilla warfare, using environment and cover to their advantage. |
| Stalker | Always sneakin'. Utilizes darkness, stealth, and silence to pounce on their prey. |
| Scout | Recon expert, avoids confrontation. Extra features while undamaged and unbloodied. |
| Guide | Expedition leaders, pathfinders. Support-based auras and actions for exploration and combat. |
| Wayfarer | Highly adaptive, versatile explorers, masters of any environment |
| Trapper | Expert of traps (magic and mechanical). Prefers preparation and planning, but works on the fly too. |
| Pack Hunter | Offensive focus, reliant on teamwork and coordination. |
| Vanguard | Defensive supporters and tanks. Intercept attacks and control positioning. |
| Realm Keeper | Protectors of one or more realms from unwanted outside influence or threats. Teleportation abilities. |
| Arbor Heart | Allies of the trees. "Guardian" transformation for defense/reach, and other tree magic. |
| Skinshifter | Gain feral qualities based on the aspects of beasts. Partial transformations. Rivalry/hatred for Lycans. |
| Emissary | Diplomats connecting nature to civilization. Social features, languages, and a found familiar companion |
Coming Soon
| Archetype | Description |
|---|---|
| Beast Master | Forming a close bond with an animal companion who follows them in and out of combat |
| Spirit Walker | Walking the line between life and death, allied with benevolent, supernatural undead |
| Monster Hunter | Hunting supernatural threats using supernatural means. Also excel in alchemy and lore. |
| Winged Watcher | Allies of avian creatures. Find Familiar (bird only), limited flight, height advantage attacks, etc. |
| Moonblade | Guardians of night, often connected to Night Fey. Can attune any melee weapon as their "Moonblade" |
| Sunstrider | Allies of the unforgiving Sun Fey. Ruthless and resilient, themes of fire, desert, and shadow. |
| Grave Warden | Protect the natural cycle of life and death. Hunt undead. Radiant powers and difficult to kill. |
| Occult Ally | Protectors of benevolent witches, hags, and fey. Trained in occult magic, herbalism, cooking, alchemy. |
| Lightbearer | Bringing light to the darkest wilds, drawing on the light of the primordial heavens |
| Primalist | Practicers of prehistoric survivalism and combat. Simple weapons only, special buffs and ability trees. |
| Archeologist | Exploring and protecting old and dangerous places out of respect, rather than greed |
| Vagabond | Not always welcome, roaming the wilderness because they have no other choice. Resilient & resourceful |
| Lore Seeker | Knowledge is in the real world, not libraries or schools. INT based ranger |
| Trophy Hunter | The bigger the better. Focused on taking down the largest threats, Enlarge to go toe-to-toe |
| Nomads | Relying on experience & intuition, masters of animal handling, survivalism, travel, and exotic weapons |
| Venom Fang | Wielding venom, poison, and even acid. Summon & interact with poisonous beasts and plants |
| Furred Rider | The ways of a legendary mercenary band from snowy mountains of the far east. (aka Huns) |
| Steward | Also known as shepherds, watching over wildlife, protecting the innocent & weak |
| Saddlebreaker | Unique to small folk, riding unusual mounts such as hounds and large birds |
| Springbloom | Born and blossomed in the magic of spring. Flower magic, charm and charisma |
Slayer
Slayers are masters of combat dedicated to protecting civilization, and/or innocent's, from the dangerous threats of the wilderness. Slayers focus on martial prowess, switching between melee and ranged attacks seemlessly as the situation demands. To a slayer, a good offense if the best defense. While they still follow to tactful, cunning ways of the ranger, they never shy from direct approach.
Slayer's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Slayer Spells table. Each spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you can prepare.
Slayer Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Zephyr Strike (XGE) |
| 5th | Branding Smite |
| 9th | Haste |
| 13th | Staggering Smite |
| 17th | Steel Wind Strike |
Slayer's Tools
Starting at 3rd level, you gain proficiency with the Poisoner's Kit, and your choice of the Fletchery Kit or Smithing Tools. Two alchemy recipes (poison only) with base rating 1, and learn two arrow designs or weapon modification designs with base rating 1 of your choice.
Crafting
Some subclass features draw upon added rules and recipes in Mythmaker's Book of Brewing (Alchemy, Poisons, and more), Mythmaker's Guide to Gear Crafting (arrows, weapon modifications), and Mythmaker's Manual of Trap Making. These works will be released to the public at a later date. Until that time, consider the portions of these features which refer to "recipes" as optional.
Slayer's Mark
Starting at 3rd level, when a creature marked by your Hunter's Quarry drops to 0 hit points, the magic of the mark lingers long enough for you to move the mark before the end of your next turn as a bonus action. You must move the mark to another creature with the same creature type. If you do not, the mark ends at the end of your next turn.
Tenacious Attacker
Starting at 3rd level, when you hit a creature with a weapon attack, the creature takes a extra damage equal to your aptitude if it's below its hit point maximum. You can deal this extra damage only once per turn.
Counterstrike
Starting at 7th level, when a creature marked by your Hunter's Quarry and within 5 feet of you hits or misses you with an attack, you can use your reaction to make a weapon attack against that creature immediately after its attack, provided that you can see the creature.
Hoarde Slayer
Starting at 11th level, you gain the features below:
Volley. You can use your action to make a ranged weapon attack against any number of creatures within 10 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.
Superior Defenses
Starting at 15th level, your reflexes have sharpened to their pinnacle. 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.
You also gain the ability to react swiftly to a targeted attack. When an attacker that you can see hits you with an attack, you can use your reaction and expend a survival die to halve the attack's damage against you.
Marksman
An important member in a ranger group that finds themselves engaged often in guerilla warfare. A Marksman is master of lethality from afar. Unlike a fighter or rogue marksman, a ranger is particularly adept at finding and preparing the best positions for themselves, and at using the environment around their target to their advantage.
Marksman's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the MArksman Spells table. Each spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you can prepare.
Marksman Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Arcane Aim (MGV2) |
| 5th | Rope Trick |
| 9th | Conjure Barrage |
| 13th | Dimension Door |
| 17th | Swift Quiver |
Marksman's Tools
At 3rd level, you gain proficiency with the Fletchery Kit. You also learn two arrow designs with rating 1.
Pinpoint Accuracy
Starting at 3rd level, your ranged weapon attacks do not have disadvantage against prone targets.
Additionally, when you make a ranged weapon attack against a target marked by your Hunter's Quarry, add your aptitude to the attack roll.
Master of Cover
Starting at 7th level, when you gain benefits from cover, you gain an additional +1 bonus to your AC and to Dexterity saving throws.
Additionally, if you spend 1 minute to prepare a hiding place, you add +10 to your Stealth checks in the prepared place. If you move, or take any actions or reactions, you lose the bonus until you prepare a new hiding place.
Expanded Fletchery
At 7th level, you learn two arrow designs with a base rating of 3 or lower.
Open Range
Starting at 11th level, you have advantage on ranged weapon attacks against any creature that is not benefitting from cover or within 5 feet of another creature.
Run For Cover
Starting at 15th level, your instincts are honed to dive for cover in dire moments. When you are targeted by a ranged attack or subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to move up to 10 feet directly towards a source of cover within that same distance.
If you so successfully, you gain the cover's benefits against the triggering attack or effect, provided it is still possible for the attack to target you, or for the effect to include you.
You can use this feature once per short or long rest. You can expend survival dice to gain additional uses (1 use per 2 die)
Master Fletcher
At 15th level, you learn two arrow designs with any base rating.
MGV1 & MGV2
Spells marked this way are from Mythmaker's Grimoire, Volume 1 and 2 respectively. Each marked spell is included at the end of this document. The full Volume 1 grimoire is available as a PDF now to Patrons! Volume 2 PDF in active development, to be published exclusive to patrons.
Stalker
A stalker is a ghost in the wilderness, much like the silent predators and unseen prey of the bestial world. Stalkers can remain unseen in almost any situation, subtly influencing an encounter in diverse ways until they are ready to pounce. Their abilities mesh mundane and magical means to achieve the deadliest hunt or the safest passage possible.
Stalker's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Stalker Spells table. Each spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you can prepare.
Stalker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Flash of Smoke (MGV1) |
| 5th | Darkness |
| 9th | Nondetection |
| 13th | Greater Invisibility |
| 17th | Mislead |
Superior Stealth
At 3rd level, you learn the Prowler survival knack, unless you already know it.
Survival Knack: Prowler
You gain proficiency with the Stealth skill, if you don't already have it. Your proficiency bonus is doubled for any Stealth check you make. If you are traveling alone, you can move stealthily at a normal pace. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. Additionally, you can expend a survival die to take the Hide action as a bonus action. When you do, add a roll of your survival die to the check.
Stalker's Strike
Starting at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can add your aptitude to a damage roll against one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Stalker Talents
Starting at 7th level, you learn two stalker talents from the list below. You learn one additional talent at 11th and 15th level. You can not choose the same stalker talent more than once.
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Silent Stride. While walking on natural terrain, such as grass, sand, rocks, or a forest floor, your steps make no sound. This grants a +2 bonus to Stealth checks that rely on sound.
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Guerilla. Choose three types of terrain from: arctic, coast, desert, forest, grassland, mountain, swamp, tundra, or underground. You have advantage on stealth checks in the chosen environments.
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Nightstalker. You gain darkvision out to 60 feet.
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Slippery. You can Disengage or Hide as a bonus action.
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Deadly. You gain proficiency with the Poisoner's Kit and learn 2 alchemy recipes (poison only) with a base rating of 2 or lower.
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Nimble. You gain proficiency with Acrobatics and Sleight of Hand. You also gain a +1 bonus to Dexterity saving throws.
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Quick & Quiet. You can Dash as a bonus action. You can travel stealthily at a normal pace.
Improved Stalker's Stride
Starting at 11th level, you roll your aptitude twice, instead of once, when determining the extra damage from your Stalker's Strike feature.
Rules Reminder: Stacking Aptitude or Survival Die
As a reminder, if an ability allows you to expend a survival die to add it to an attack or damage roll, ability check, or saving throw, you can only do so once for that roll (unless otherwise noted).
However, when a feature allows you to add your aptitude to a roll without requiring you to expend a survival die, it can stack with other aptitude dice added to the same roll.
Evasive
Starting at 15th level, 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.
Scout
While some scouts train in the ways of the rogue, others lean towards the path of a ranger. These scouts, while less direct than their rougeish kin, are no less cunning. They focus on gathering information, and avoiding danger, even within a fight. Their abilities are enhanced while their health is high, so they do best to avoid direct confrontation.
Scout's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Scout Spells table. Each spell counts as a ranger spell for you, but doesn't count against the number of ranger spells you can prepare.
Scout Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Flash of Smoke (MGV1) |
| 5th | Blur |
| 9th | Glyph of Watching (MGV1) |
| 13th | Greater Invisibility |
| 17th | Scrying |
Scout's Advantage
Starting at 3rd level, your movement speed increases by 5 feet. Additionally, you gain the following benefits based on the amount of hit points you have remaining in relation to your hit point maximum:
| Hit Point % | Benefit |
|---|---|
| 100% | You have advantage on Wisdom (Perception) checks |
| 100% | You have a +1 bonus to AC. |
| 50% or more | When you roll initiative, you can treat a d20 roll of 9 or lower as a 10. |
| Less than 50% | You can take the Disengage and Hide actions as a bonus action. |
Safe Surveillance
Starting at 7th level, you combine your reconnaissance skills with defensive practices.
When you take the Search action, you also gain a +1 bonus to your armor class, Dexterity saving throws, and Wisdom saving throws. These benefits last until your next turn starts.
Marked Threat
Starting at 7th level, you have a +1 bonus to your AC against attacks from a creature marked by your Hunter's Quarry.
Scout's Strike
Starting at 11th level, you become especially deadly when you maintain your advantage. Your Scout's Advantage gains the following benefit
| Hit Point % | Benefit |
|---|---|
| 100% | Add your aptitude to your attack rolls |
| 100% | You have a +2 bonus to AC, instead of the previous +1 bonus. |
Expert Escape
Starting at 15th level, you have learned supernatural methods to avoid danger. As a reaction when an attack would hit you, you can cause the attack to miss. You can then move up to half your movement speed immediately. This movement does not provoke opportunity attacks.
You can use this feature once before you must complete a short or long rest to do so again. You can expend survival dice to gain additional uses (one use per four dice spent)
Guide
Guides are navigators, leaders, and helpers. They oversee expeditions both large and small, sometimes with only one ally and sometimes with entire caravans. Guides are masters of exploration and support. Not only do they pathfind, they also help their allies endure whatever comes their way.
Guide's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Guide Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Guide Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Bless |
| 5th | Calm Emotions |
| 9th | Mass Healing Word |
| 13th | Aura of Life |
| 17th | Skill Empowerment (XGE) |
Experienced Guide
Starting at 3rd level, while travelling over long distances, your group can't become lost except by magical means.
Helping Hand
Starting at 3rd level, when you take the Help action, the affected creature also adds half your proficiency bonus to their total (round down).
Keep the Course
Starting at 3rd level, as a reaction, which you take when a creature other than you, which you can see within 30 feet of you, makes an ability check, attack roll, or saving throw, you can add a roll of your aptitude to the target's roll. You can choose to use this feature before or after the target rolls, but before the result is declared.
You can use this feature once per short or long rest. You can also expend survival die to gain additional uses (1 use per die expended).
Guide's Aura
Starting at 7th level, you gain the following benefits:
- When you roll a 1 on a d20 for an ability check or saving throw, you may reroll the d20. You can only use this feature once per turn.
- Moving through nonmagical difficult terrain costs you no extra movement.
- You add a +1 bonus to all saving throws
These benefits also extend to any creatures you choose within 20 feet of you while you are not incapacitated.
Unhindered Helper
Starting at 11th level, you can take the Help action as a bonus action.
True Leader's Aura
Starting at 15th level, the features of your Guide's Aura improve as follows:
- When you roll a 1 or a 2 on a d20 for an ability check or saving throw, you may reroll the d20.
You can only use this feature once per turn. - Moving through
nonmagicaldifficult terrain costs you no extra movement. - You add a +2 bonus to all saving throws
Wayfarer
Master of land, sea, and sky, a Wayfarer learns techniques for exploration and combat in every environment they might encounter. They are experts of adaptation, and keep a wide array of knowledge.
Wayfarer's Magic
Starting at 3rd level, your ability to adapt to every environment dictates how you practice magic. You can prepare one additional spell at 3rd level, and one more at 5th, 9th, 13th, and 17th levels. This extra spell must be of a level you can cast with a Ranger spell slot. It can be from the Druid or Ranger spell list.
Wayfarer's Skillset
You gain proficiency with land and water vehicles, and add double your proficiency bonus to any check you make with those vehicles.
Additionally, you gain the Traveler survival knack. If you already have it, choose any other knack.
Versatile Explorer
Starting at 3rd level, you have built a a strong familiarity with a handful of environments. Choose three types of favored terrain: arctic, coast, desert, forest, grassland, mountain, ocean, swamp, tundra, or underground.
When you make an Intelligence or Wisdom check related to one of your favored terrains, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in one of your favored terrains, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
After spending 48 hours traveling in a terrain that is not one of your favored terrain, you can temporarily treat it is a favored terrain. This lasts until you begin traveling in a different environment.
Adapting Expertise
Starting at 7th level, choose two skills or tools which you are proficient in. You double your proficiency bonus for any check you make with the chosen skills. When you complete a long rest, you can change one of the chosen proificiencies for another.
Additionally, when you make an ability check with a skill you are not proficient in, you can expend a survival die to add a roll of the die to the ability check.
Ultimate Aptitude
Starting at 11th level, your Aptitude is a 2d4. This replaces the change to the die that would normally occur at 13th level.
Additionally, your pool of survival die increases by 1.
Seasoned Defenses
Starting at 15th level, your diverse experiences have taught you how to survive through any situation. Add your aptitude to any saving throw you make that does not already add your aptitude from another feature.
Rules Note: Adding Aptitude
A feature counts as "adding aptitude" when you roll a die which references your aptitude stat. This does not necessarily have to be tied to expending a survival die, although it may be.
Trapper
Experts of traps, both magical and mechanical. Trappers know the value of preparation and planning, and can take great advantage of opportunities to do so. As they master their techniques, they can even rectify lack of preparation, deploying traps on the fly. Trappers also excel at misdirection, deception, and controlling or restricting their target's movement.
Trapper's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Trapper Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Trapper Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Living Rope (MGV1) |
| 5th | Web |
| 9th | Glyph of Warding |
| 13th | Snap Freeze (MGV2) |
| 17th | Transmute Rock (XGE) |
Trap Master
Starting at 3rd level, you are adept in the art of mechanics, trap making, and trap laying. You gain proficiency with Tinker’s Tools, and your proficiency bonus is doubled for them.
Additionally, if you make a Thieve’s Tools check in order to disarm a trap, you are considered proficient with the tools for that check, and your proficiency bonus is doubled for it.
Using Tinker's Tools, you can create, repair, and modify traps as per the rules found in Mythmaker's Manual of Trap Making. When you gain this feature, you immediately learn 4 trap designs. You learn one additional design at 7th, 11th, and 15th level. Whenever you learn a trap design through this feature, it must have a base rating equal to or lower than your proficiency bonus.
Optional Feature: Trap Master Expanded
You can forgo the Trapper’s Magic feature to learn two additional trap designs at each level in the Trapper's Magic table above (3rd, 5th, 9th, 13th, 17th).
Capable Captor
Starting at 7th level, whenever you force a creature to make an ability check or saving throw to resist becoming Grappled, Paralyzed, Restrained, Stunned, or knocked Prone, or against having its speed reduced, the DC is increased by 1. This effect also extends to any trap you create or put in place.
When a creature you can see within 30 feet of you makes an ability check or saving throw affected by this feature, you can use your reaction force them to make the saving throw with disadvantage. Once you use this ability, you can't do so again until you finish a short or long rest. You can expend survival dice to gain additional uses (1 use per 2 die spent)
Surprise Specialist
Starting at 11th level, you are a master of surprise -- both in dealing it and reacting to it. When you force a creature to make a saving throw during a surprise round of combat, their saving throw is made with disadvantage.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.
Last Second Setup
Starting at 15th level, you can place traps even when you did not have a chance to prepare.
You can cast any spell from your Trapper's Magic feature or that explicitly states it creates a trap in its description (such as Snare, Trip Wire (MGV1) or Pit Trap (MGV1)) as an action, ignoring the normal casting time.
Additionally, you can place a mechanical or magical trap device over the course of 1 round. You begin to place the trap as an action on your turn, and complete placing the trap as an action on your next turn. If you take damage, move, use a reaction or bonus action, or fail a saving throw during this process, your attempt is thwarted and you can't attempt to use this feature again for 1 minute.
Once you use this feature, you can’t do so again until you finish a short or long rest. You can expend survival dice to gain additional uses (1 use per 3 die spent).
Pack Hunter
Central to a pack hunter's technique is teamwork and companionship. Inspired by the great pack hunters of the wild, such as wolves and even killer whales, they tend towards primal personalities, but are far from unfriendly. Pack Hunters rally allies around them and take advantage of coordination to lethal effect.
Pack Hunter's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Pack Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Pack Hunter Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Beast Bond (XGE) |
| 5th | Summon Beast (TCE) |
| 9th | Enemies Abound (XGE) |
| 13th | Charm Monster (XGE) |
| 17th | Telepathic Bond |
Pack Tactics
Starting at 3rd level, you have advantage on a melee attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Pack Tactics & Power Level
Some GM's may be hesitant to allow this feature in their game. Admittedly, its significance varies depending on whether or not you use the rules for flanking.
If you don't use flanking, or prefer a less strong version of this feature anyway, simply limit this feature to once per turn (no action required, must choose to use before rolling the attack)
Call of the Hunt
Starting at 7th level, as a bonus action, you let out a howl that rallies your allies towards your quarry. All allies within 300 feet who can hear you can use their reaction to immediately move up to their speed directly towards a creature marked by your Hunter's Quarry. As part of the bonus action, you can also take the same movement (without requiring your reaction, or expending movement). If you have no marked creature, affected allies can move towards you instead. In either case, the movement must end closer to the target than it started.
Once you use this feature, you can't do so again until you finish a short or long rest. You can also expend survival dice to gain additional uses (1 use per 3 die spent).
Coordinated Attacks
Starting at 11th level, when you take the attack action, you can choose to initiate a coordinated attack against your Hunter's Quarry as part of the action. When you do, all attacks against your Hunter's Quarry have a bonus to attack and damage rolls equal to the number of your allies within 10 feet of the target (max +5). This effect lasts until the end of your next turn.
Once you use this feature, you can't do so again until you finish a long rest. You can expend survival dice to gain additional uses (1 use per 3 die spent).
Lead the Hunt
Starting at 15th level, allies within 10 feet of you also benefit from your Hunter's Quarry.
Vanguard
Vanguards are unshakable defenders. They protect their charge, whether it be an area of land, a creature or group, or something else entirely. Vanguards can intercept incoming effects to protect nearby allies, and they always maintain best positioning, thanks to their movement and exploration training.
Vanguard's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Vanguard Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Vanguard Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Compelled Duel |
| 5th | Warding Bond |
| 9th | Life Transference (XGE) |
| 13th | Stoneskin |
| 17th | Regenerating Ward (MGV1) |
Ways of the Guardian
Starting at 3rd level, you gain proficiency in Heavy Armor. You also learn the Interception fighting style (TCE).
When you use the Interception fighting style, you can expend a survival die to add a roll of the die to the damage reduction, and to regain use of your reaction for the current round.
Fighting Style Alternatives
If you aren't able to access Tasha's Cauldron of Everything, or your GM finds Interception too powerful, you can substitute the Protection fighting style instead.
Proactive Protection
Starting at 3rd level, you can actively dedicated yourself to protect a specific creature for a short time. As an action, you can defend a creature within 5 feet of you. Until the start of your next turn, any attack roll made against the protected ally has disadvantage if you can see the attacker, as long as the ally is within 5 feet of you.
Trek to Protect
Starting at 7th level, when an ally you can see within 15 feet of you is targeted by an attack or forced to make a saving throw, you can use your reaction to move up to half your speed directly towards that ally. This movement must end closer to the ally than it started. Opportunity attacks triggered by this movement have disadvantage.
If the movement ends within 5 feet of the ally, you can expend a survival die to immediately use your Proactive Protection feature targeting that ally as part of the same reaction you used to move.
Unbroken Guardian
Starting at 11th level, your hit point maximum is increased by your current level in this class, and it increases by 1 additional hit point when you gain a new level in this class.
Further, you have advantage on saving throws against being Charmed or Frightened.
Unstoppable
While within 15 feet of an ally, you are under the effects of the Freedom of Movement spell.
Skinshifter
Skinshifters can change aspects of themselves to reflect traits of beasts and other natural entities, though total transformations don't come until the late stages of a Skinshifter's path. These rangers often exhibit feral qualities in their appearance and personality. Despite their similarities, most skinshifters despise and rival lycanthropes and often use their unique skillset to hunt them.
Skinshifter's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Skinshifter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Skinshifter Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Fleshrend (MGV2) |
| 5th | Alter Self |
| 9th | Feral Form (MGV1) |
| 13th | Polymorph (self only) |
| 17th | Seeming |
When you cast a "self only" spell using this feature, you can not target any creature other than yourself -- if you do, the spell does not take effect.
Adaptive Body
Starting at 3rd level, you learn to manifest certain traits of the natural world. Choose three features from the list below as your prepared features. As an action, you can choose one of your prepared features, gaining the benefits of it for 10 minutes. Once you do, you can't do so again until you finish a long rest. You can expend survival die to gain additional uses (1 use per 2 die spent).
You can swap one or both of your prepared choices for another whenever you finish a long rest.
- Your speed increases by 10 feet
- You grow claws which are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength or Dexterity modifier (your choice), instead of the bludgoening damage normal for an unarmed strike.
- You have a +1 bonus to Strength ability checks, saving throws, and damage rolls
- You have a +1 bonus to Constitution saving throws, and advantage on saving throws against cold or hot (choose one) environments
- You gain darkvision out to 30 feet
- You have advantage on Wisdom (perception) checks
- Whenever you make a long or high jump, the distance you can cover increases by 10 feet (long jump) or 5 feet (high jump).
- You have a climbing speed equal to your walking speed
- You have a swimming speed equal to your walking speed
- You gain tremorsense out to 20 feet
- You gain blindsight out to 10 feet
Weapons of Rivalry
Starting at 3rd level, the damage from your natural weapon attacks and melee spell attacks always counts as Silvered.
Silvered Attacks
Mythmaker's Vault of Villains makes silver much more relevant than the typical monsters of 5e do. Silver resistant creatures now have resistance or immunity to all non-silvered bludgeoning, piercing, and slashing (no longer bypassed by magical attacks).
Silver is also relevant beyond resistances. A number of creatures have silver aversions, where silver damage might temporarily disable certain traits or actions of the creature.
Separately, other spells and features can buff the damage and accuracy of silvered attacks, adding even further potential synergy.
Bestial Body
Starting at 7th level, some of the changes you have learned began to manifest permanently. Choose one feature from those listed under the Adaptive Body trait. You are permanently under the benefits of that trait. You can change your choice when you reach 11th level and again at 15th level.
Deadly Transformations
Starting at 11th level, while you are under the effects of a Transmutation spell, you gain the following features:
- Add a +1 bonus to your weapon attack and damage rolls
- You can use a bonus action to make a melee weapon attack.
Fullblood Forms
Starting at 15th level, you can cast the Polymorph spell, targeting yourself only, without expending a spell slot. Once you use this feature, you must complete a long rest to do so again. You can expend survival die to gain additional uses (1 use per 5 die spent).
While you are under the effects of any Polymorph spell, you retain your alignment, personality, languages, and mental ability scores, instead of adopting those of your new form. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours
Emissary
Emissaries are scouts and diplomats for the natural world. They keep a small beast companion (Find Familiar) to aid them in their exploration and social efforts. In combat, emissaries typically prefer to support from a distance. They know many languages, and do well in social situations.
Emissary's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Emissary Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Emissary Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Charm Person |
| 5th | Detect Thoughts |
| 9th | Sending |
| 13th | Charm Monster (XGE) |
| 17th | Scrying |
Emissary's Skillset
Starting at 3rd level, you gain proficiency in two skills of your choice from: Deception, Insight, or Perception.
Alternatively, you can substitute one of these skills (not both) to learn one language, or gain 3 language points (if using Mythmaker's Language Rules).
Emissary's Ally
Starting at 3rd level, you know the Find Familiar spell. It is a Ranger spell for you, and it does not count against the number of spells you have prepared. When you conjure a familiar in this way, the creature is a magical beast, not a celestial, fey, or friend. The following forms are available (in addition to the normal list of forms described in the spell): deer, falcon, fox, owl, and squirrel.
Starting at 7th level, this list also includes the bloodhawk, camel, mastiff, and pony.
Starting at 11th level, the list also includes the elk, wolf, and riding horse.
Starting at 15th level, the list also includes the brown bear, dire wolf, and giant eagle.
When your familiar takes the Help action to aid you or another creature in a Charisma ability check, the check gains an additional +1 bonus.
Find Familiar Reminder
This is a friendly reminder that familiars can not attack. The expanded familiar form options offer unique roleplay benefits (a giant eagle will impress most delegations) and tankier hp pools for your familiars during combat.
Diplomatic Defenses
Starting at 7th level, you gain proficiency in Intelligence or Charisma saving throws (your choice).
Additionally, you can Disengage as a bonus action. Any familiar you summon can also Disengage as a bonus action.
Expert Emissary
Starting at 11th level, choose one skill you gained proficiency in from the Emissary's Skillset feature. Your proficiency bonus is now doubled for any check you make with that skill.
Delegate Delivery
Starting at 11th level, when you cast an Abjuration, Enchantment, or Divination spell through your familiar, you can empower the spell (no action required). When you do, the spell is cast as if using a spell slot one level higher, and the DC increases by an amount equal to half your proficiency bonus (round up).
Once you use this feature, you must finish a long rest before you do so again.
Emissary's Council
Starting at 15th level, you can have two familiars from the Find Familiar spell at one time, though you must cast the spell separately to create a second. The total CR of both familiars can not exceed 1 and 1/2.
Arbor Heart
These rangers revere trees of all kinds. Their ultimate charge is to protect trees at all costs, although this also translates into protecting the rest of nature around them. Not only do Arbor Heart's admire trees, they also see them as their friends. A ranger may often personify non-sentient trees when interacting with them, and develop close friendships with any sentient tree they meet.
Arbor Heart's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Arbor Heart Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Arbor Heart Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Earth Tremor (XGE) |
| 5th | Earthbind (XGE) |
| 9th | Plant Growth |
| 13th | Grasping Vine |
| 17th | Tree Stride |
Arboreal Aspects
Starting at 3rd level, you can take on aspects of the ancient trees you protect. As a bonus action, you can enter your Guardian form. While in guardian form, you gain the following benefits:
- Your AC increases by 1.
- You reduce bludgeoning, piercing, and slashing damage by 3 (this effect can NOT stack with other damage reduction features)
- Your reach is increased by 5 feet for weapon attacks you make on your turn
- Your creature type also includes the Plant type, and your appearance subtly reflects the change (bark-textured skin, small branchy sprouts, leaves, patches of moss, etc.)
- You are Exposed to Fire.
Your transformation lasts for up to 1 minute, unless you dismiss it early on your turn (no action required). You can enter Guardian form a number of times per day equal to your proficiency bonus. You can also expend survival die to gain additional uses (1 use per 2 die expended)
Condition: Exposed
A creature which becomes exposed always becomes exposed to a particular damage type, specified by the effect which imposed the condition. While exposed, the following effects apply to the specified damage type:
- Any immunity the target had to the damage type is reduced to resistance
- Any resistance the target had to the damage type is nullified
Wrath of the Woods
Starting at 7th level, you can unleash magical forest fury on a creature you mark. When you mark a creature with your Hunter's Quarry, choose one of the following additional effects:
Forest Flurry. Your magic conjures a barrage of razor-sharp leaves, thorns, or sharp mulch which launch towards the target, who must make a Dexterity saving throw against your spell save DC. On a failure, the target immediately suffers a number of d4's equal to your proficiency bonus in slashing damage.
Raging Roots. Your magic conjures roots or vines to grasp for the target, who must make a Strength saving throw against your spell save DC. On a failure, the target is grappled. While grappled in this way, the target is also restrained.
The roots/vines last for up to 1 minute, and they disappear early if your Hunter's Quarry ends, or if the target drops to 0 hit points. The vines are an object with AC 8, 12 HP, and vulnerability to fire damage. This effect can only be used against a creature standing on loose soil, sand, loose stone, or another natural terrain of similar quality.
Awaken Ally
Starting at 11th level, you can draw an ancient tree spirit from its afterlife to temporarily inhabit a tree nearby. This ritual takes 1 minute to perform. When the ritual completes, touch a Huge or smaller tree that has no Intelligence score. The tree becomes a creature and uses the statistics for an awakened tree (MM p317) if the tree was size Large or Huge, or an Awakened Shrub if it was size Medium or smaller. It gains the ability to speak one language you know, and the ability to move its limbs, roots, vines, creepers, and so forth. It also gains senses similar to a human's.
The spirit inhabits the target plant for up to 1 hour, after which time the tree reverts to a magical plant. If this occurs while the tree is on suitable terrain, it will magically graft itself to the earth, remaining healthy in its new location. Otherwise, the tree falls to the ground, unrooted and dying.
Improved Arboreal Aspects
Starting at 17th level, when you enter your Guardian form, you can choose one of the following additional effects:
Thorns. When a creature hits you with a melee attack, they take piercing damage equal to your proficiency bonus. If the creature is marked by your Hunter's Quarry, the damage also includes your aptitude die.
Sturdy. You gain temporary hit points equal to your Ranger level, which last for the duration. You also have advantage on Strength saving throws, and you are immune to the Prone condition.
Ironbark. Your AC increases by 2, instead of 1, and you are not Exposed to Fire damage.
Vines. While you are touching the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Realm Keepers
Realm Keepers are wardens of the entire realm-scape. Their purposes can vary, but typically they seek to thwart any force that might threaten one or more entire realms. Realm Keepers must be confident, but cautious, as they often face colossal, mysterious threats. They choose their allies carefully, and value them highly.
Realm Keeper's Magic
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Realm Keeper Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Spirit Walker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Protection from Evil and Good |
| 5th | Misty Step |
| 9th | Realmward (MGV1) |
| 13th | Banishment |
| 17th | Teleportation Circle |
Realmscape Readiness
Starting at 3rd level, you've learned techniques to prepare for any path that lay ahead, whatever world it may take you to. When you complete a long rest, choose each of the following:
- One damage type which you become resistant to
- One creature type against which you have a +1 bonus to damage rolls and saving throws
- One language which you temporarily understand (although this grants you no ability to speak it)
The benefits you select last until you change them again using this feature.
Find Foe
Starting at 7th level, your attunement to the balance of the realmscape helps you supernaturally locate a target. Over the course of 1 minute, you can focus your senses to divine what realm of existance a creature you know or know of is on. If you have met or seen the creature at least once, the effect automatically succeeds, unless the target is guarded from divination. If you have only heard a description of the target, roll a DC 11 Wisdom check. On a success, you learn what plane the target is currently on.
You can use this feature once per long rest. You can also expend survival die to gain additional uses (1 use per 2 die spent)
Improved Realmscape Readiness
Starting at 7th level, your realmscape readiness improves:
- Select two damage types
- The bonus becomes +2
Transitive Strike
At 11th level, you gain the ability to shift in and out of a transitive state in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Transitive Shift
At 15th level, your ability to move between a transitive state and reality enables you to lessen the harm done to you during battle. When you would take damage from an attack, you can use your reaction to halve the attack's damage against you.
Spells
- Feral Form
- Flash of Smoke
- Fleshrend
- Glyph of Watching
- Living Rope
- Realmward
- Regenerating Ward
- Snap Freeze
Feral Form
3rd-level transmutation
Druid, Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 minute
You transform to take on aspects of a feral, bestial nature. Fur covers your body, you grow impressive musculature and size, your hands become claws, and your face takes on a feral appearance. Further, a primal rage overtakes you. For the duration:
- You can make unarmed strike (claw) attacks, which deal 2d4 slashing damage on a hit, instead of the normal damage for unarmed strikes. These attacks count as magical.
- No more than once per turn, you can make an unarmed strike (bite) attack, which deals 2d8 piercing damage on a hit, instead of the normal damage for unarmed strikes. These attacks count as magical
- Once per turn, when you reduce a creature to 0 hit points with a claw or bite attack with this spell, you can immediately move up to 15 feet without expending movement and make another claw or bite attack with this spell against a different creature.
Starting on your next turn, the spell ends early if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.
Flash of Smoke
1st-level illusion
Bard, Ranger, Sorcerer, Wizard
- Casting Time: 1 bonus action
- Range: Self (10-foot radius)
- Components: S, M (a pinch of flashfire dust)
- Duration: 1 round
In a quiet burst of smoke and magic, you temporarily disappear. All creatures within 10 feet of you must make a Wisdom saving throw. You are invisible to any creature that fails the saving throw until your next turn starts, or until you attack or cast a spell.
In addition, a 10-foot radius area centered on the point at which you cast this spell becomes heavily obscured by smoke for the duration. A wind of 10 mph or greater disperses this cloud.
Fleshrend
1st-level transmutation
- Casting Time: 1 action
- Range: 10 feet
- Components: S
- Duration: 1 round
In a brief moment of feral ferocity, you transform one of your body parts into an oversized bestial perversion -- a hand into a huge claw, or your mouth into a toothy maw -- and strike with it.
Alternatively, if you already have a natural weapon that deals slashing or piercing damage, this spell can cause the feature to become oversized and increasingly deadly.
Make a melee spell attack against a creature you can see within range. On a hit, the target suffers slashing damage equal to 3d6 + your spellcasting ability modifier. Roll an additional d6 if you already had a natural weapon as described above. If this damage leaves the target at or below 50% of its maximum hit points, the target is also Hobbled until the end of your next turn.
Hobbled is a condition under which every 1 foot of movement costs 2 feet, and saving throws against being restrained are made with disadvantage.
At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Glyph of Watching
3rd-level divination (ritual)
Bard, Cleric, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: S, M (at least 50 gp worth of Primordial Dust, which the spell consumes)
- Duration: 24 hours
When you cast this spell, you carve a tiny, subtle glyph measuring only a few inches in radius onto a solid, flat surface, expending a valuable gem in the process. The glyph remains active for the spell's duration.
Alternatively, when you cast this spell you can target a previously drawn glyph of watching and reignite its magic once again for the spell's duration. Doing so eliminates the component cost of the spell.
While the glyph is active, as an action, you can see and hear through the glyph as though you were in its space. During this time, you are deaf and blind with regard to your own senses. You can end this effect as a free action on your turn.
The glyph is difficult to detect, but not invisible. A creature may notice the glyph with a successful Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC, provided it is within their line of sight.
You can only have one glyph of watching at a given time. Casting the spell again dispels any glyph of watching you had created previously.
Living Rope
1st-level transmutation
Bard, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 150 feet
- Components: S, M (a non-magical rope at least 20 feet long, up to 60 feet long, worth at least 1 sp)
- Duration: Concentration, up to 10 minutes
You animate a non-magical rope you hold that is no more than 60 feet long, and no less than 20 feet long.
The rope is an animated object with 10 AC and 15 hit points. The rope has a fly speed of 30 feet. It can occupy a single 5 foot space while coiled, or stretch out to its full length (in this state, it does not occupy its spaces). As part of casting the spell, and as a bonus action on each of your turns for the duration, you can move the rope up to 30 feet and then command the rope with one of the following options, provided the rope remains within range.
Lasso. The rope attempts to grapple a Large or smaller creature within range. Make a grapple attempt, using your spellcasting ability modifier in place of athletics. The rope can not move or take other commands while grappling a creature.
Grasp. The rope uses one end of itself to pick up an object that weighs no more than 50 lbs.
Tie-Down. The rope ties one end of itself to a fixed object, such as a boulder, tree trunk, or lamp post. The knot the rope creates is always secure, although this has no effect on the stability of the anchor.
If the rope is destroyed or if it leaves the spells range, the spell ends early. When the spell ends, any Lasso or Grasp ends, but a tied rope remains tied.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the rope is created with 15 additional hit points for each slot level above 1st.
Realmward
3rd-level divination
Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 8 hours
You bind yourself to your current plane of existence, forming a powerful but temporary connection. For the duration, while you are on the plane of existence you bound yourself to:
- You sense any creature within 300 feet that is native to a different plane of existence than your current plane. You sense the creature's general direction, but not necessarily it's exact location.
- You sense any portal to another plane of existence within 300 feet of you. Through this sense, you know the portal's exact location.
- You add 1d4 to attack rolls against creatures not native to your current plane.
Regenerating Ward
5th-level abjuration
Sorcerer, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
You touch a willing creature and surround them with a pulsing protective energy, which appears as a series of faintly glowing arcane glyphs in the creature's space. These glyphs shed bright light in a 5-foot radius, and dim light for an additional 5-feet.
For the duration, whenever the target would take damage for the first time on a turn, reduce the damage by 2d6 (to a minimum of 0). This reduction is applied before resistances or vulnerabilities. If there are multiple damage types, the target decides how the reduction is distributed amongst them. If, at any point during the duration, the target takes damage exceeding an amount equal to 5 times the spell slot level used, the ward shatters and the spell ends early.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage reduction increases by 1d6 for every two slot levels above 5th.
Snap Freeze
4th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a drop of water)
- Duration: Instantaneous
You transmute the very air around a creature to a frigid cold. Choose a Large or smaller creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target suffers 4d8 cold damage and becomes frozen. While frozen by this spell, the target is restrained. If the target fails the saving throw by 5 or more, they are instead paralyzed while frozen. On a successful save, the target suffers half as much damage and is not frozen.
A frozen target can repeat the saving throw at the end of each of their turns, ending the effect on a success, or becoming paralyzed if they fail the repeated save by 5 or more.
The spell ends early for a frozen creature if they take at least 15 points of fire, bludgeoning, piercing, or slashing damage at one time.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.