Ranger
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.
Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Deadly Hunters
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.
Why do you have this duty to wander the wilds? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
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 fighter level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose three skills from Acrobatics, 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) a longbow and a quiver of 20 arrows
Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity). Second, choose the outlander or hermit background.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player’s Handbook (pg. 163), here's what you need to know if you choose Ranger as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Dexterity and a Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already a ranger.
Proficiencies Gained. If ranger isn't your initial class, here are the proficiencies you gain when you take your first level as a ranger: light armor, medium armor, shields, simple weapons, martial weapons, one skill from the ranger skill list.
Ranger
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Favored Enemy, Wilderness Wanderer | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | — | — | — | — |
| 3rd | +2 | Primeval Awareness, Ranger Conclave | 3 | ─ | ─ | — | — |
| 4th | +2 | Ability Score Improvement, Fleet of Foot | 3 | ─ | ─ | — | — |
| 5th | +3 | Ranger Conclave Feature | 4 | 2 | ─ | — | — |
| 6th | +3 | Experienced Explorer | 4 | 2 | ─ | — | — |
| 7th | +3 | Evasion, Ranger Conclave Feature | 4 | 3 | ─ | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 3 | ─ | — | — |
| 9th | +4 | ─ | 4 | 3 | 2 | — | — |
| 10th | +4 | Experienced Explorer, Vanish | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Conclave Feature | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Wisdom of the Wilds | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Conclave Feature | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
| 17th | +6 | ─ | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Foe Slayer | 4 | 3 | 3 | 3 | 2 |
Favored Enemy
You specialize in fighting a particular foe. Choose one of the following options.
Beast Handler
You are a master of battling beasts and calming raging animals. You gain proficiency in the Animal Handling skill. You can cast the animal friendship spell once with this trait requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Bounty Hunter
You specialize in hunting high-profile criminals for coin. You gain proficiency in the Investigation skill. You also learn Thieves’ Cant, a secret mix of dialect, jargon, and code that allows rogues to hide messages in seemingly normal conversation.
Finally, a creatures is detained by you using ropes, manacles, or chains, the escape DC = 8 + your proficiency bonus + your Wisdom modifier, or the normal DC, whichever is higher.
Herbalist
You are a master of hunting down vicious plant monsters and useful herbs to use in healing tinktures You gain proficiency in the Medicine and Nature skills, as well as herbalism kits.
Keeper of the Veil
You specialize in hunting creatures from other planes of existence. You gain proficiency in the Arcana skill. You can cast the protection from good and evil spell once with this trait requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Mage Breaker
You have a history of battling spellcasters. You gain proficiency in the Arcana skill. You also learn the true strike cantrip, which lasts for up to 1 minute when you cast it (so long as you maintain concentration). Wisdom is your spellcasting ability for this spell.
Ranger Knight
You have sworn to serve a crown or nation and seek to bring its foes to ruin, granting you expertise in killing traitors and foreign spies and soldiers. You gain proficiency in the History skill and with heavy armor.
Sanctified Blade
You swore to hunt the enemies of a holy or druidic order. You gain proficiency in the Religion skill. You also learn the sacred flame cantrip. Wisdom is your spellcasting ability for this spell.
Wilderness Wanderer
You are a wanderer and have a deep attachment to nature. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one of the following options.
Wanderer: Beaches
You can hold your breathe for 10 minutes and have a swimming speed equal to your walking speed.
Wanderer: Caves
You gain darkvision out to 30 feet. If you already have darkvision from your race, its range increases by 30 feet.
Wanderer: Desert
You can move across difficult terrain made of sand and similar granular terrain without expending extra movement. You're also naturally adapted to hot climates, and have resistance to fire damage.
Wanderer: Grasslands
You gain advantage on Wisdom (Perception) checks to see things from far away. In addition, you have advantage on saving throws to resist being pushed or knocked prone by wind, and your crawling speed is equal to your walking speed.
Wanderer: Jungles
You can move across difficult terrain made of non-magical heavy foilage without expending extra movement. You also gain resistance to poison damage and you have advantage on saving throws against poison.
Wanderer: Mountains
You have advantage on all Dexterity (Acrobatics) or Strength (Athletics) checks to climb rock and stone. You’re also acclimated to high altitude, including elevations above 20,000 feet. In addition, you gain resistance to cold damage.
Wanderer: Tundra
You can move across difficult terrain made of ice without expending extra movement. You're also naturally adapted to cold climates. In addition, you gain resistance to cold damage.
Wanderer: Urban
You gain proficiency with Thieve’s Tools and the Disguise Kit.
Wanderer: Woods
You have advantage on all Dexterity (Acrobatics) or Strength (Athletics) checks to climb trees and plant life. You can also attempt to hide even when you are only lightly obscured by foliage or other plant life.
In addition, you can cast the speak with plants spell once. When you cast it in this way you are able to communicate with the plant life, but are unable to turn difficult terrain into ordinary terrain, or perform any other tasks. You regain this ability after a long rest.
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.



Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
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 +1 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
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 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 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. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Wisdom is your spellcasting ability for your ranger spells, since their power derives from 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
Spellcasting Focus
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. As an action you can establish a link to a beast within 30 feet of you, which lasts for 1 minute. Through sounds and gestures, you can communicate simple ideas to the beast, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You can use this action an amount of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Choose Beast Master, Drakewarden, Fey Wanderer, Gloom Stalker, Horizon Walker, Hunter, Monster Slayer, Primieval Guardian or Swarmkeeper. 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.
Fleet of Foot
Your connection with nature has strengthened your agility and speed. Starting at 4th level, you can take the Dash action during your turn as a bonus action.
Experienced Explorer
You are an accomplished survivor and explorer. Choose one of the following benefits at level 6. You may choose an additional benefit at level 10.
Canny
Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write one language of your choice.
Handler
You can cast the find familiar spell, but only as a ritual. When you cast the spell using this trait, it doesn’t require material components.
Quick Reflexes
You gain advantage on initiative rolls. In addition, you have advantage on attack rolls against creatures that have not yet acted.
Strider
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless
As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Ranger level. You can use this special action a number of times equal half to your Wisdom modifier, rounded down (a minimum of once), and you regain all expended uses when you finish a long rest.
In addition, when you finish a short rest your exhaustion level, if any, is decreased by 1.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm 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.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you have disadvantage on their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected. In addition, you can take the Hide action during your turn as a bonus action.
Wisdom of the Wilds
At 14th level, your connection to nature has enhanced your senses and intuition. You gain proficiency in Wisdom saving throws.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns you can add your Wisdom modifier to the attack roll or the damage roll of any attack. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Ranger Conclaves
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.
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 learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of spells you can prepare each day.
Beast Master Spells
| Ranger Level | Spells |
|---|---|
| 3 | Speak with Animals |
| 5 | Beast Sense |
| 9 | Phantom Steed |
| 13 | Giant Insect |
| 17 | Awaken |
Beast Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you use an action or 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. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
Additionally, you may call forth a new beast companion during a long rest, if you are in the wilds of an area where such a beast exists. The GM determines if the beast is a creature of the land, sea, or sky before the long rest. Depending on the area, you may have access to multiple typs of beasts.
If you call forth a new companion, your current companion leaves you and is replaced by the new companion. Similarly, if you return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
Coordinated Attack
Beginning at 5th level, you and your animal companion form a more coordinated and potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make an attack on a creature of your choice.
Magical Bond
Beginning at 7th level, you can communicate with yout beast telepathically as an action while it is within 100 feet of you. Additionally, , you can see through your beasts’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the beast has. During this time, you are deaf and blind with regard to your own senses.
In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Beastial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks.
Beast of the Sky
Small beast
- Armor Class 13 + PB (natural armor)
- Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
- Senses Darkvision 60 ft., passive Perception 12 + PB
- Languages understands the languages you speak
- Proficiency Bonus (PB) equals your bonus
Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.
Drakewarden
Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger and drake to become one: fighting as a single unit in combat. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.
Drakewarden Origin
| d6 | Origin |
|---|---|
| 1 | You studied a dragon’s scale or claw, or a trinket from its hoard, and created your bond through the token’s lingering draconic magic. |
| 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. |
| 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. |
| 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. |
| 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. |
| 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. |
Drakewarden Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Drakewarden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of spells you can prepare each day.
Drakewarden Spells
| Ranger Level | Spells |
|---|---|
| 3 | Chromatic Orb |
| 5 | Dragon's Breath |
| 9 | Fly |
| 13 | Elemental Bane |
| 17 | Control Winds |
Drake Companion
At 3rd-level you can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Draconic Gift
At 3rd-level the bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence.
You gain the following benefits:
If you can’t already, you learn to speak, read, and write Draconic. You learn the thaumaturgy cantrip, which is a ranger spell for you.
Drake Companion
Small dragon
- Armor Class 14 + PB
- Hit Points 5 + five times your ranger level (the drake has a number of hit dice (d10s) equal to your ranger level)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 8 (-1)
- Saving Throws Dex +1 plus PB, Wis +2 plus P
- Damage Immunities determined by the drake's Draconic Essence trait
- Senses darkvision 60 ft., passive Perception 12
- Languages Draconic
- Proficiency Bonus (PB) equals your bonus
Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning or poison. The chosen type determines the drake's damage immunity, the damage of its bite and the damage of its Infused Strikes trait.
Actions
Bite. Melee Weapon Attack: +2 plus your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage plus PB damage of a type determined by the drake's Draconic Essence.
Coordinated Attack
Beginning at 5th level, you and your drake form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make an attack.
Bond of Fang and Scale
At 7th-level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury.
While your drake is summoned, you and the drake gain the following benefits:
You gain resistance to the damage type chosen for the drake’s Draconic Essence. Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
Drake’s Breath
When you reach 11th-level as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.
This damage increases to 8d6 when you reach 15th level in this class.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Perfected Bond
At 15th-level your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
The drake grows to Large size. The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
Fey Wanderer
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury
Fey Wanderer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of spells you can prepare each day.
Fey Wanderer Spells
| Ranger Level | Spells |
|---|---|
| 3 | Charm Person |
| 5 | Misty Step |
| 9 | Fear |
| 13 | Dimension Door |
| 17 | Mislead |
You also possess a preternatural blessing from a fey ally or a place of fey power. Consider how this gift blessing would manifest in the form of a gift. The Feywild Gifts table offers some examples.
Fewywild Gifts
| d6 | Gift |
|---|---|
| 1 | Illusory butterflies flutter around you while you take a short or long rest. |
| 2 | Fresh, seasonal flowers sprout from your hair each dawn. |
| 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
| 4 | Your shadow dances while no one is looking directly at it. |
| 5 | Horns or antlers sprout from your head. |
| 6 | Your skin and hair change color to match the season at each dawn. |
Dreadful Strikes
At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can expend a bonus action to deal an extra 1d6 psychic damage to the target, which can take this extra damage only once per turn.
Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Improved Dreadful Strikes
Starting at 5th level, your dreadful strikes now do 2d6 psychic damage. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.
Beguiling Twist
Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Fey Reinforcements
At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Misty Wanderer
When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Gloom Stalker
Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Gloomstalker Spells
| Ranger Level | Spells |
|---|---|
| 3 | Disguise Self |
| 5 | Rope Trick |
| 9 | Fear |
| 13 | Greater Invisibility |
| 17 | Seeming |
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Horizon Walker
Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Horizon Walker Spells
| Ranger Level | Spells |
|---|---|
| 3 | Protection from Evil and Good |
| 5 | Misty Step |
| 9 | Haste |
| 13 | Banishment |
| 17 | Teleportation Circle |
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Improved Planar Warrior
Starting at 5th level, when you use the Planar Warrior feature, the extra damage increases to 2d8. This damage increases to 3d8 at level 11 and 4d8 at level 17.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Distant Strike
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Hunter
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Hunter Spells
| Ranger Level | Spells |
|---|---|
| 3 | Entangle |
| 5 | Web |
| 9 | Slow |
| 13 | Locate Creature |
| 17 | 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde. 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. You have advantage on saving throws against being frightened.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You 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 melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice.
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.
Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Monster Slayer Spells
| Ranger Level | Spells |
|---|---|
| 3 | Protection from Evil and Good |
| 5 | Zone of Truth |
| 9 | Magic Circle |
| 13 | Banishment |
| 17 | Hold Monster |
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Improved Slayer's Prey
At 5th level the extra damage from Slayer's Prey increases to 2d6. This damage increases to 3d6 at 11th level, and 4d6 at 17th level.
Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Primeval Guardian
Guardian Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
Primeval Guardian Spells
| Ranger Level | Spells |
|---|---|
| 3 | Entangle |
| 5 | Enhance Ability |
| 9 | Plant Growth |
| 13 | Grasping Vine |
| 17 | Tree Stride |
Guardian Soul
Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form:
- Your size becomes Large, unless you were larger.
- Any speed you have becomes 5 feet, unless the speed was lower.
- Your reach increases by 5 feet.
- You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
Piercing Thorns
At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.
Bark Strike
Starting at 5th level, you gain mastery over your wooden limbs and can use your guardian form to make attacks. As a bonus action, you can make a special melee attack while in guardian form. The attack bonus for this strike is your Wisdom modifier + your Proficiency Bonus, doing 2d6 + your Wisdom modifier on a hit.
Ancient Fortitude
At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum
Rooted Defense
At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
Guardian Aura
Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
Swarmkeeper
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
Gathered Swarm
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
Swarm Appearance
| d6 | Appearance |
|---|---|
| 1 | Swarming insects |
| 2 | Miniature twig blights |
| 3 | Fluttering Birds |
| 4 | Playful Pixies |
| 5 | Scurrying Rodents |
| 6 | Slithering Snakes |
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
- The attack's target takes 1d6 piercing damage from the swarm.
- The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
- You are moved by the swarm 5 feet horizontally in a direction of your choice.
Swarmkeeper Magic
Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Swarmkeeper Spells
| Ranger Level | Spells |
|---|---|
| 3 | Faerie Fire, Mage Hand |
| 5 | Web |
| 9 | Gaseous Form |
| 13 | Arcane Eye |
| 17 | Insect Plague |
Swarm's Wrath
At 5th level, you can command the swarm to protect you. You can use your reaction to block an attack when you are hit by a melee weapon attack . When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your proficiency bonus. If you reduce the damage to 0, you can command your swarm to strike the attacking creature as part of the same reaction. The attack bonus of this attack equals your Wisdom modifier + your proficiency bonus and does 1d8 + your Wisdom modifier on a hit. You can use this feature an amount of times equal to your Wisdom modifier (minimum of 1) and you regain all uses after a short or long rest.
Writhing Tide
Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mighty Swarm
At 11th level, your Gathered Swarm grows mightier in the following ways:
- The damage of Gathered Swarm increases to 1d8.
- If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
- When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
Swarming Dispersal
When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Ranger Revised v1.0
Created by /u/StevenThomas73
- With help from /u/YukineB and /u/Ogoner
Artist Credits:
- (pg. 1) Niary the Hunter - /u/AleAboud
- (pg. 2) An Autumnal Arboreal Ambush - Conor Burke
- (pg. 5) Daily Sketch 226/365 - Takeda11
- (pg. 7) Drizzt Do'Urden - Tyler Jacobson
- (pg. 10) We're Home - Sam Leung
- (pg. 11) Vivien of the Arkbow - Magali Villeneuve
- (pg. 12) Hawkeye - theDURRRRIAN
- (pg. 13) Heroic Intervention - Randy Vargas
- (pg. 14) Ranger - Zy Hwang
- (pg. 15) Crippling Blow - Randy Vargas
- (pg. 16) Ranger - Russel Dongjun Lu