Unchained Ranger

by Aussifer

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Unchained Ranger

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 — perhaps by the same kind of monster that became your favored enemy? 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.

What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? 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?

Sworn Enemy

Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.

What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?

The Ranger
— Spell Slots —
Level Proficiency
Bonus
Features Ranger's
Quarry
Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Ranger's Quarry, Natural Explorer 1d4
2nd +2 Spellcasting, Canny, Fighting Style 1d4 3 2
3rd +2 Ranger Conclave, Primeval Awareness 1d4 4 3
4th +2 Ability Score Improvement 1d4 4 3
5th +3 Extra Attack, Roving 1d6 5 4 2
6th +3 Favored Enemy, Swift Tracker 1d6 5 4 2
7th +3 Ranger Conclave feature 1d6 6 4 3
8th +3 Ability Score Improvement 1d6 6 4 3
9th +4 Land's Stride 1d6 7 4 3 2
10th +4 Nature's Veil 1d6 7 4 3 2
11th +4 Ranger Conclave feature 1d8 8 4 3 3
12th +4 Ability Score Improvement 1d8 8 4 3 3
13th +5 Tireless 1d8 9 4 3 3 1
14th +5 Favored Enemy, Vanish 1d8 9 4 3 3 1
15th +5 Ranger Conclave feature 1d8 10 4 3 3 2
16th +5 Ability Score Improvement 1d8 10 4 3 3 2
17th +6 One With the Wild 1d10 11 4 3 3 3 1
18th +6 Feral Senses 1d10 11 4 3 3 3 1
19th +6 Ability Score Improvement 1d10 12 4 3 3 3 2
20th +6 Favored Enemy, Foe Slayer 1d10 12 4 3 3 3 2

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 melee weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.

Class Features

As a ranger, you gain the following 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
Weapons: simple weapons, martial weapons
Tools: none


Saving Throws: Strength, Dexterity
Skills: Choose three from 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) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Favored Enemy

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a creature type, other than humanoids, to be your favored enemy. Alternatively, you can select two races of humanoid (such as gnolls or orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

You gain an additional favored enemy of your choice at 6th, 14th, and 20th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Ranger's Quarry

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your quarry. Your quarry remains marked by you for 1 hour, until you or your quarry dies, or until you use this feature to mark another target.

You have advantage on any Wisdom (Perception) check you make to locate your quarry, and the first time on each of your turns that you hit your quarry and deal damage to it, including when you mark it, you can increase that damage by 1d4. This extra damage changes as you gain levels in this class, as shown in the Ranger's Quarry column of the Ranger table.

Once you mark a creature as your quarry, you can't mark that same creature again until you finish a long rest.

Natural Explorer

You can quickly adapt to new and unfamiliar environments. When you finish a long rest after traveling for at least 3 consecutive days in one type of natural environment (such as a desert, forest, mountain, or the Underdark), you can form a mystical bond with your surroundings. That environment then becomes your favored terrain until you use this feature again.

While you are in your favored terrain, you are considered proficient with the Survival skill if you aren't already, and you double your proficiency bonus for any Wisdom (Survival) check you make to navigate, forage for food, or track other creatures within the area.

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 of the PHB for the general rules of spellcasting, and "Ranger Spells" at the end of the class description for the ranger spell list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier


Ritual Casting

You can cast any ranger spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells.

Canny

At 2nd level, your experience as a ranger makes you a highly skilled explorer and survivor. Choose one skill in which you have proficiency and which appears on this class's skill list. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Additionally, you learn any two languages of your choice, or you gain proficiency with any one tool of your choice.

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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ranger Conclave

At 3rd level, you choose a conclave that you strive to emulate from the list of available conclave. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Primal Awareness

Beginning at 3rd level, you can focus your awareness through the interconnections of nature. You learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
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.

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.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a change of focus or attitude in the face of new experiences:

  • Replace one of your favored enemy choices with another type of eligible creature (or two races of humanoid).
  • Replace a Fighting Style you know with another Fighting Style available to this class.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Roving

At 5th level, your time exploring the wilderness provides a boon to your fitness and hunting skills. Your walking speed increases by 5 feet, and you gain a climbing speed and a swimming speed equal to your walking speed.

Swift Tracker

Starting at 6th level, you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see Chapter 8, "Adventuring", in the PHB for rules on travel pace).

Additionally, your honed instincts make you hard to pin down during an ambush. If you are surprised at the beginning of combat and aren't incapacitated, you can move normally on your first turn, but you can't take any actions.

Land's Stride

Starting at 9th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature's Veil

At 10th level, you learn to 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.

Tireless

By 13th level, you can endure debilitating fatigue without the need for extended rest. As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action twice, and you regain all expended uses when you finish a short or long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Additionally, you can't be tracked by nonmagical means, unless you choose to leave a trail.

One with the Wild

At 17th level, your survival skills make it impossible for you to be impeded. While you are mystically linked to your surroundings with your Natural Explorer feature, you can't become lost by any means, and your speed can't be reduced unless you are incapacitated.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. Your inability to perceive a creature doesn't impose disadvantage on your attack rolls against it. You are also aware of the precise location of every creature within 30 feet of you that isn't hidden from you, provided that you aren't blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Whenever you make an attack against a creature marked by your Ranger's Quarry, you can add your Wisdom modifier to the attack roll or damage roll of that attack (your choice each time you make an attack). You can use this feature before or after the roll, but before any effects of the roll are applied.

Ranger Conclaves

Across the wilds, rangers who find themselves insufficient or unprepared to handle the perils of nature alone often come together to form conclaves — loose associations or brotherhoods whose members form a similar outlook on how best to protect nature from those who would despoil it. Your choice of conclave is a reflection of your approach and your answer to this crucial question. The options available for you to choose from are listed below.

  • The Beast Master, an embodiment of the mystical connection between civilized peoples and beasts.
  • The Drake Warden, a companion of dragons who magically calls a lesser drake to serve beside them.
  • The Fey Wanderer, who bathes in the mystique of a fey boon and wields mirth and fury in equal parts.
  • The Gloom Stalker, at home in the shadows and striking boldly against the evils that lurk in darkness.
  • The Grove Sentinel, a druidic guardian who draws magic from the ancient forests of the world.
  • The Horizon Walker, guardian of the boundaries that separate the mortal realm and extraplanar threats.
  • The Monster Slayer, a disciple of supernatural techniques who vanquishes unnatural, mystical foes.
  • The Swarm Keeper, who tends to a swarm of nature spirits and uses their collective might in battle.
  • The Wild Hunter, who stands as a bulwark for the innocent against the unchecked terrors of the wild.

Beast Master

The Beast Master conclave 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's philosophy means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Beast Magic

Starting when you join this conclave at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Beast Master Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Beast Master Spells
Ranger
Level
Spells
3rd beast bondXGE
5th warding bond
9th catnapXGE
13th dominate beast
17th awaken

Beast Companion

At 3rd level, you learn how to magically summon a primal beast which draws strength from your bond with nature. The beast is friendly to you and your companions, and obeys your commands. Choose its form — 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 resembles, choosing a kind appropriate for the stat block. Regardless of its appearance, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. (Your beast can take only one action on your turn, no matter how many commands you give it.)

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Exceptional Training

Beginning at 7th level, your beast companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, the beast has advantage on saving throws against being charmed or frightened, provided it can see or hear you.

Bestial Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks instead of one.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

 

 


Beast of the Land

Medium beast, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d8 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.


Beast of the Sea

Medium beast, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 5 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB bludgeoning or piercing damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.


Beast of the Sky

Small beast, unaligned


  • 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
  • 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, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

Drake Warden

Drake Wardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon know as a drake. This bond allows the ranger to summon the drake to their side and to share in the awe-inspiring power wielded by dragons.

Consider how your ranger gained their bond with the drake. The Drake Warden Origin table offers some examples.

Drake Warden 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.

Drake Magic

Starting when you join this conclave at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Drake Warden Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Drake Warden Spells
Ranger
Level
Spells
3rd cause fearXGE
5th dragon's breathXGE
9th protection from energy
13th elemental baneXGE
17th dominate person

Draconic Gift

When you join this conclave 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

Starting 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 also determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence, if it has one.

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 again.

The drake remains for a number of hours equal to your ranger level, 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.

Bond of Fang and Scale

When you reach 7th level, the bond you share with your drake intensifies, stoking the drake's growth and protecting you. While your drake is summoned, you and the drake gain the following benefits:

  • The drake grows to Medium size, and its Hit Dice become d8s.
  • 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

At 11th level, you and your drake manifest the breath of a true dragon. 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.


Drake Companion

Small dragon, unaligned


  • Armor Class 14 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the drake has a number of Hit Dice [d6s] 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)

  • Damage Immunities one determined by the drake's Draconic Essence
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic
  • Proficiency Bonus (PB) equals your bonus

Draconic Essence. When you summon the drake, choose one of the following damage types: 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.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the drake makes.

Actions

Bite. Melee Weapon Attack: 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.

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra 1d6 damage of the type determined by its Draconic Essence.

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, and its Hit Dice become d10s.
  • 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.

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Feywild 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.

Fey Wanderer Magic

Starting when you join this conclave at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fey Wanderer Spells
Ranger
Level
Spells
3rd charm person
5th misty step
9th summon feyTCE
13th dimension door
17th mislead

Dreadful Strikes

At 3rd level, you learn to augment your capabilities with mind-scarring magic drawn from the gloomy hollows of the Feywild. You can have up to two creatures marked by your Ranger's Quarry at a time. If you try to mark a third creature, the oldest mark fades.

In addition, when you deal the extra damage of your Ranger's Quarry to a creature marked by you, you can deal it as psychic damage instead of the weapon's damage type.

 

Otherworldly Glamour

Also 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.

Beguiling Twist

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 Secrets

At 11th level, you learn secret magic influenced by the Feywild. This magic empowers one of the following spells gained from your Fey Wanderer Magic feature: misty step or summon fey (your choice when you gain this feature). You can cast the chosen spell once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

In addition, whenever you cast the chosen spell, it gains an additional benefit based on your choice of spell:

Misty Step. You can bring along a number of willing creatures you can see within 5 feet of you, up to a number equal to your Wisdom modifier (minimum of one creature). Those creatures teleport to unoccupied spaces of your choice within 5 feet of your destination.

Summon Fey. When 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.

 

Blessing of the Courts

At 15th level, you learn an eerie technique to magically remove yourself from a creature's perception. As a bonus action, you can force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.

Once you've used this bonus action, you can't use it again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again.

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 when you join this conclave 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.

Gloom Stalker Spells
Ranger
Level
Spells
3rd disguise self
5th rope trick
9th fear
13th greater invisibility
17th seeming

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action.

Umbral Sight

Also at 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in 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.

Grove Sentinel

Rangers of the Grove Sentinel conclave follow ancient traditions rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel shamanistic aspects of various beasts and plants in order to overcome their foes.

Grove Sentinel rangers dwell in the elder forests of the world, especially in forgotten ruins bearing the hallmarks of primal magic. While most are bound by sacred duty to guard the druidic grove they serve, some venture out into the world in search of other sites, with the goal of protecting the ancient trees that have watched over
the world since its earliest days.

Grove Sentinel Magic

Starting when you join this conclave at 3rd level, you gain aptitude in druidic practices. You learn Druidic, the secret language of the druids, and you can cast a ranger spell as a ritual if that spell has the ritual tag.

You also learn additional spells when you reach certain levels in this class, as shown in the Grove Sentinel Spells table. The spells count as ranger spells for you, but don't count against the number of ranger spells you know.

Grove Sentinel Spells
Ranger
Level
Spells
3rd sanctuary
5th enlarge/reduce
9th dispel magic
13th hallucinatory terrain
17th awaken

Piercing Thorns

At 3rd level, your command of primal magic allows you to enhance your attacks with a burst of thorns. When you deal the extra damage of your Ranger's Quarry to a marked creature, you can also deal this extra damage as piercing damage to a different creature you can see within 5 feet of your quarry.

Druidic Weapon

Also at 3rd level, you learn an ancient druidic technique for enchanting weaponry. You can transform a simple or martial weapon into your druidic weapon by performing a special ritual while you hold the weapon. (You can't perform this ritual on an artifact or a sentient weapon.) You perform the ritual over the course of 1 hour, which can be done during a short or long rest. At the end of the ritual, the weapon becomes your druidic weapon, and it gains the following benefits while you are holding it:

  • The weapon becomes magical if it isn't already.
  • You can use your Wisdom modifier, instead of your Strength or Dexterity modifier, for the weapon's attack and damage rolls.
  • If the weapon's damage die is normally 1d4 or 1d6, it instead becomes 1d8.
  • You can't be disarmed of the weapon unless you are incapacitated.

The weapon ceases to be your druidic weapon if you die, if you perform the 1-hour ritual on a different weapon, or if it is more than 5 feet away from you for 1 hour or more.

Guardian Soul

Starting at 7th level, you gain the ability to briefly manifest the magic of the elder forests. As a bonus action, choose one of the following guardian forms to assume: Arbor or Menhir. The form you choose changes your appearance and gives you special benefits, and it lasts for 1 minute, until you dismiss the form as a bonus action, or until you are incapacitated.


    Arbor. You assume the form of an ancient tree spirit, covered with leaves and bark and growing long branches from your torso. You also undergo the following changes.

  • You gain a +2 bonus to AC, your reach increases by 10 feet, and your speed is reduced by 10 feet.
  • As a bonus action on each of your turns, including when you assume this form, you can magically summon twisting roots and vines to ensnare a creature you can see within 30 feet of you. Make a ranged spell attack against the target; on a hit, the target takes piercing damage equal to 1d8 + your Wisdom modifier, and it must succeed on a Strength saving throw against your spell save DC or its speed is halved until the end of its next turn.

    Menhir. You assume the form of an ancient rock spirit, your flesh becoming hard as stone and your limbs inscribed with simple, shamanistic carvings. You also undergo the following changes:

  • You have resistance to bludgeoning, piercing, and slashing damage, and your speed is reduced to 10 feet (unless it is already lower).
  • As a bonus action on each of your turns, including when you assume this form, you can gain temporary hit points equal to half your ranger level + your Wisdom modifier. These temporary hit points disappear when the form ends.

Once you use this feature to assume a guardian form, you can't do so again until you finish a short or long rest.

Primeval Edict

At 11th level, you learn to empower your strikes with ancient, interdictive magic. Once on each of your turns when you hit a creature with your druidic weapon, you can expend a spell slot to deal force damage to the target in addition to the weapon's damage. The extra damage equals 1d8 per level of the spell slot (up to a maximum of 5d8), and when you deal this extra damage to the target, it must also succeed on a Wisdom saving throw against your spell save DC or be turned until the end of your next turn or until it takes any damage.

A turned creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Guardian Aura

At 15th level, the form of your Guardian Soul exudes ancient magic that fortifies your injured allies. When a friendly creature starts its turn within 30 feet of your guardian form, it regains hit points equal to 5 + your Wisdom modifier if it has no more than half of its hit points left. A creature doesn't gain this benefit if it has 0 hit points.

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 when you join this conclave 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
3rd protection from evil and good
5th misty step
9th haste
13th banishment
17th teleportation circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 5 miles of you. (See "Planar Travel" in chapter 2 of the DMG for examples of planar portals.)

Once you use this feature, you can't use it again until you finish a short or long rest.

Planar Warrior

Also at 3rd level, you learn to draw on the energy of the multiverse to augment your abilities. When you make a Constitution saving throw to maintain concentration on a ranger spell, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).

In addition, once on each of your turns when you hit a creature with a weapon attack, you can have all of that attack's damage become force damage.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, 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 the blink of an eye. When you take the Attack action, you can teleport up to 10 feet immediately before or after each attack to an unoccupied space you can see, but no more than once per attack.

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.

Monster Slayer

Rangers who join this brotherhood have dedicated themselves 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 additional spells 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
3rd protection from evil and good
5th zone of truth
9th magic circle
13th banishment
17th hold monster

Mystic 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 proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Slayer's Cunning

Starting at 3rd level, you can run circles around your foes with daring agility. When you make a weapon attack against a creature marked by your Ranger's Quarry, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Supernatural Defense

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Ranger's Quarry forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, you can 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 Ranger's Quarry 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 your attack hits, you automatically succeed on your saving throw, in addition to the attack's normal effects.

Swarm Keeper

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger.

Some Swarm Keepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarm Keepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Swarm Keeper Magic

Starting at 3rd level, you gain magical aptitude from your bond to the swarm. 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 additional spells when you reach certain levels in this class, as shown in the Swarm Keeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Swarm Keeper Spells
Ranger
Level
Spells
3rd faerie fire
5th web
9th gaseous form
13th arcane eye
17th insect plague

Gathered Swarm

When you join this conclave 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
d4 Appearance
1 Swarming insects
2 Miniature twig blights
3 Fluttering birds
4 Playful pixies

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 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.
  • If the attack's target is marked by your Ranger's Quarry, it can't regain hit points until the end of its next turn.

Writhing Tide

Starting 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 Wisdom modifier (a minimum of once), 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:

  • If a creature fails its saving throw against being moved by 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.
  • While a creature is unable to regain hit points as a result of your Gathered Swarm, that creature is also unable to take any reactions.

Swarming Dispersal

When you reach 15th level, you can discorporate into your swarm in order to avoid 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.

Wild Hunter

Emulating the Wild Hunter conclave means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Wild Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Wild Hunter Magic

Starting when you join this conclave at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Wild Hunter Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells for you.

Wild Hunter Spells
Ranger
Level
Spells
3rd purify food and drink
5th enlarge/reduce
9th glyph of warding
13th dominate beast
17th hold monster

Hunter's Prey

At 3rd level, you learn techniques to pinpoint the vital areas of your prey. When you hit one of your favored enemies, or a creature marked by your Ranger's Quarry, with a weapon attack, you can deal maximum damage with that attack, instead of rolling.

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.

Thinning the Herd

Starting at 3rd level, you can quickly contend with multiple foes at once. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

Starting at 7th level, your cunning and resolve allows you to shake off menacing threats. You have advantage on saving throws against being frightened, and opportunity attacks against you are made with disadvantage.

Horde Breaker

Starting at 11th level, your prowess lets you strike simultaneously at groups of enemies. As an action, you can make a weapon attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You make a separate attack roll for each target, and you can move up to 5 feet immediately before or after making each attack. If an attack requires ammunition, you must provide it for each target as normal.

Wild Defense

At 15th level, the wilderness empowers your ability to stave off injury. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells, provided that you aren't blinded, deafened, or incapacitated.

Additionally, when you take damage from a hostile creature you can see, you can use your reaction to halve that instance of damage against you.

Ranger Spells

The list of ranger spells below is presented in alphabetical order, sorted by spell level. The spell list notes which ranger spells are rituals, and spells which were not originally included in the ranger spell list are written in bolded italics.

Each spell is in the Player's Handbook, unless it has one asterisk (a spell in Xanathar's Guide to Everything) or two asterisks (a spell in Tasha's Cauldron of Everything).

List of Spells

1st Level
  • Absorb Elements *
  • Alarm (ritual)
  • Animal Friendship
  • Beast Bond *
  • Cure Wounds
  • Detect Magic (ritual)
  • Detect Poison and Disease (ritual)
  • Ensnaring Strike
  • Entangle
  • Expeditious Retreat
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Hunter's Mark
  • Jump
  • Longstrider
  • Searing Smite
  • Snare *
  • Speak with Animals (ritual)
  • Zephyr Strike *
2nd Level
  • Aid
  • Animal Messenger (ritual)
  • Barkskin
  • Beast Sense
  • Cordon of Arrows
  • Darkvision
  • Enhance Ability
  • Erupting Earth *
  • Find Traps
  • Gust of Wind
  • Healing Spirit *
  • Lesser Restoration
  • Locate Animals or Plants (ritual)
  • Locate Object
  • Magic Weapon
  • Pass without Trace
  • Protection from Poison
  • See Invisibility
  • Silence (ritual)
  • Spider Climb
  • Spike Growth
  • Summon Beast **
3rd Level
  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Elemental Weapon
  • Flame Arrows *
  • Lightning Arrow
  • Meld into Stone (ritual)
  • Nondetection
  • Phantom Steed (ritual)
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Speak with Plants
  • Summon Fey **
  • Water Breathing (ritual)
  • Water Walk (ritual)
  • Wind Wall
4th Level
  • Charm Monster *
  • Conjure Woodland Beings
  • Dominate Beast
  • Freedom of Movement
  • Grasping Vine
  • Guardian of Nature *
  • Hallucinatory Terrain
  • Locate Creature
  • Stoneskin
  • Summon Elemental **
5th Level
  • Awaken
  • Commune with Nature (ritual)
  • Conjure Volley
  • Greater Restoration
  • Steel Wind Strike *
  • Swift Quiver
  • Tree Stride
  • Wrath of Nature *

Class Changes

Due to broadly-held sentiments that its features are underwhelming and poorly applied, the ranger is the class most frequently highlighted in discussions about rebalancing and feature change in 5th edition; attempts to revise the class have been thoroughly released for play-tested, with some (such as the options in TCE) having been officially published. The changes presented in this handbook also seek to revise the ranger and improve its lackluster features, but to do so in a way that allows the ranger to occupy its existing party roles while providing greater depth with which to use its niche abilities.

Favored Enemy. The ranger retains the original version of this feature, and gains an additional favored enemy at 20th level. Additionally, the Favored Foe optional replacement feature has been integrated into Ranger's Quarry (see below).

Ranger's Quarry. This is a new feature, inspired by the Favored Foe optional replacement feature, which provides the ranger with scaling damage. This change is intended to function as the ranger's defining combat ability and also to free up their spellcasting, as it allows the ranger to deal the extra damage they require to keep pace with other martial classes at higher levels, without relying on concentration spells such as hunter's mark.

Natural Explorer. This feature has been rebalanced entirely, and now allows the ranger to adapt to any environment in which they have been surrounded themselves for a significant period of adventuring time.

(Deft Explorer.) The ranger gains a modified form of this feature's benefits (see below).

Canny. The ranger gains this feature, identical to the benefit of the same name from the Deft Explorer optional replacement feature, at 2nd level, instead of 1st level. The feature now restricts its benefit to one of the ranger's skill proficiencies gained from their class, instead of any skill proficiency the ranger possesses, and the ranger can swap their additional languages for one tool proficiency.

Ranger Conclave. This feature has been renamed from Ranger Archetype; in addition, the Hunter conclave has been renamed to Wild Hunter, and a new conclave, the Grove Sentinel, has been added.

Primeval Awareness. Despite its name, this feature is identical to the Primal Awareness optional replacement feature, and not the feature bearing the same name from the original ranger class.

Ability Score Improvement. The ranger can replace one of their favored enemies each time they gain this feature from this class.

Roving. The ranger gains this feature, which is identical to the benefit of the same name from the Deft Explorer optional replacement feature, at 5th level, instead of 6th level.

Swift Tracker. This is a new feature, which strengthens the ranger's affinity for hunting and tracking.

Land's Stride. The ranger gains this feature at 9th level, instead of 8th level.

(Hide in Plain Sight.) The ranger no longer gains this feature, and instead gains Nature's Veil (see below).

Nature's Veil. The ranger gains this feature, originally an optional replacement feature, instead of Hide in Plain Sight.

    Tireless. The ranger gains this feature, originally a benefit from the Deft Explorer optional replacement feature, at 13th level, instead of 10th level. The feature's first effect now rolls 1d10 instead of 1d8, and its uses are based on short or long rests instead of only long rests.

One with the Wild. This is a new feature, which improves Natural Explorer at the highest tier of play.

Feral Senses. This feature is no longer restricted to seeing invisible creatures, and now grants the ranger the ability to perceive every creature within 30 feet of them.

Foe Slayer. This feature no longer has a usage limit on the ranger's turns. Additionally, the ranger gains an improvement to Ranger's Quarry. These changes are designed to make the ranger's 20th-level feature as impressive as the 20th-level features of other classes.

Beast Master

The changes to the Beast Master conclave are listed below.

Beast Magic. This is a new feature, and grants the ranger additional spells to standardize the subclasses.

Beast Companion. Renamed from the Primal Companion optional replacement feature, this feature replaces the feature of the same name that original versions of the ranger previously gained at 3rd level. The feature now explicitly specifies that the beast companion cannot be commanded to take multiple actions on a turn.

Beast Companion: Beast of the Land. The beast's Charge trait deals an extra 1d8 damage (previously 1d6), to make it the same die size as the beast's Maul damage die.

Exceptional Training. This feature's previous first benefit has been removed, since Beast Companion makes it redundant; instead, the beast now has advantage on saving throws against being charmed or frightened while it can see or hear the ranger (which symbolizes its training).

Bestial Fury. Since the beast has no access to a Multiattack action, this benefit has been removed as being redundant; the feature is otherwise unchanged.

Drake Warden

The changes to the Drake Warden conclave are listed below.

Beast Magic. This is a new feature, and grants the ranger additional spells to standardize the subclasses.

Drake Companion. The drake lasts for a number of hours equal to the ranger's class level, instead of its proficiency bonus; the drake's Hit Dice start as d6s (instead of d10s), and it no longer has any saving throw proficiencies, but instead gains the Primal Bond trait; and its Bite deals 1d6 + 3 piercing damage, instead of 1d6.

Bond of Fang and Scale. The drake now becomes a Medium creature, and its Hit Dice become d8s.

Perfected Bond. The drake's Hit Dice become d10s.

Fey Wanderer

The changes to the Fey Wanderer conclave are listed below.

Fey Wanderer Magic. At 5th level, the ranger gains access to the spell summon fey, instead of dispel magic.

Dreadful Strikes. This feature has been changed in order to utilize Ranger's Quarry, while retaining its psychic-damage theme and damage scaling.

Fey Secrets. This is a new feature, which replaces and incorporates the former benefits of Fey Reinforcements (11th-level) and Misty Wanderer (15th-level).

Blessings of the Courts. This feature is now identical to Misty Presence, the 15th-level feature of the playtest version of the Fey Wanderer.

Grove Sentinel

While it draws inspiration from the Primeval Guardian (a playtest-exclusive ranger conclave that was never officially published), the Grove Sentinel is a new conclave included to give rangers a different choice of subclass. As such, there are no changes to official material to be detailed here.

Horizon Walker

The changes to the Horizon Walker conclave are listed below.

Planar Warrior. This feature has been changed in order to account for the damage of Ranger's Quarry, while retaining its force-damage theme. It also provides a bonus to Constitution saving throws made to maintain concentration, acting as a counterpart to the auxiliary benefits of the Gloom Stalker's 3rd-level features.

Monster Slayer

The changes to the Monster Slayer conclave are listed below.

Mystic Sense. Renamed from Hunter's Sense, this feature can now be used a number of times equal to the ranger's proficiency bonus, instead of their Wisdom modifier (a minimum of once).

Slayer's Cunning. This is a new feature which replaces Slayer's Prey, itself now outdated with the introduction of Ranger's Quarry.

Supernatural Defense. This feature now improves Ranger's Quarry instead of Slayer's Prey (see above).

Slayer's Counter. This feature now improves Ranger's Quarry instead of Slayer's Prey (see above).

Swarm Keeper

The changes to the Swarm Keeper are listed below.

Gathered Swarm. One of this feature's effects has been replaced by an effect which improves Ranger's Quarry.

Writhing Tide. This feature can now be used a number of times equal to the ranger's Wisdom modifier (a minimum of once), instead of their proficiency bonus.

Mighty Swarm. One of this feature's effects has been replaced by an effect which improves Ranger's Quarry.

Wild Hunter

Previously known as the Hunter, the changes to the Wild Hunter conclave are listed below.

Hunter's Prey. This feature has been redesigned and offers an entirely new benefit. Additionally, one of its former benefits is now its own feature (see below).

Thinning the Herd. This feature, previously one of the benefit options granted by Hunter's Prey (see above), has been renamed from Horde Breaker, as the latter is the new name for this conclave's 11th-level feature (see below).

Defensive Tactics. This feature now combines two of the benefits previously given by the Hunter feature of the same name, in exchange for omitting the other benefit entirely.

Horde Breaker. Renamed from Multiattack, this feature's options have now been consolidated and streamlined into one benefit. It bears no relation to the former benefit of the same name (see above).

Wild Defense. Renamed from Superior Hunter's Defense, this feature now effectively combines two of the benefits previously granted by the feature, omitting the other benefit entirely. In exchange, the feature now also grants advantage on Dexterity saving throws against effects the ranger can see.

Art Credits

The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.

  • Alex Stone (AlexStoneArt; pg 7)
  • Kobold Press (© Kobold Press; pg 11)
  • Mariusz Kozik / "Lacedemon" (ArtStation; cover)
  • Paizo, Inc. (© Paizo; pg 10, 14)
  • Wizards of the Coast (© Wizards; pg 2, 17)

Thank You

... for taking the time to read this reimagining of the Ranger class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.

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    System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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