Table of Contents
|Level||Proficiency Bonus||Features||Favored Foe Uses||Favored Foe Targets|
|1st||+2||Expertise, Favored Foe||2||1|
|2nd||+2||Fighting Style, Natural Explorer I, Nature's Gift||2||1|
|3rd||+2||Hunter's Eye, Ranger Conclave feature||2||1|
|4th||+2||Ability Score Improvement||2||1|
|7th||+3||Ranger Conclave feature||3||1|
|8th||+3||Ability Score Improvement, Natural Explorer II||3||1|
|11th||+4||Ranger Conclave feature||4||2|
|12th||+4||Ability Score Improvement||4||2|
|14th||+5||Natural Explorer III||5||2|
|15th||+5||Ranger Conclave feature||5||2|
|16th||+5||Ability Score Improvement||5||2|
|19th||+6||Ability Score Improvement||6||2|
As a Ranger, you gain the following class features
- Hit Dice: 1d10 per ranger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 ( 6 ) + your Constitution modifier per ranger level after 1st
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Choose one from Artisan tool, Navigator's tool, Trapper's kit, or Vehicles
- Saving Throws: Dexterity, Strength
- Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two short swords or (b) a long sword and a short sword
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your proficiencies with a tool. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Favored Foe (modified)
Starting at 2nd level, you can choose a creature you can see within 90 feet of you with a bonus action or when you hit a creature with an attack roll, you can mark the target as your quarry. Alternatively, you can mark a creature that you successfully track with your Wisdom (Survival) skill.
Each time you hit your quarry with a weapon attack, including when you marked it, you deal an extra ld6 damage to the target. In addition, you have advantage on any Intelligence (Investigation), Wisdom (Perception), or Wisdom (Survival) check you make to find it.
The number of uses and simultaneous targets you can have are listed in the Ranger's class chart. Your quarry is marked until you take a long rest, you mark a new target, or you dismiss the mark as a free action. You regain all expended uses after you complete a short or long rest. This feature cannot be used with the Hunter's Mark or Hex spells.
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.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
You gain a +2 bonus to attack rolls you make with ranged weapons.
You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.
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.
Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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 (modified)
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
While you are not wearing heavy armor, your additional attack does not cost you your bonus action.
Your unarmed strikes can deal bludgeoning damage equal to ld6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal ld4 bludgeoning damage to one creature grappled by you.
Natural Explorer I
Beginning at 1st level, you can travel in varying type of lighting without hindrance. You gain one of the following features of your choice:
- You gain darkvision up to 60 feet. If you already have darkvision, the distance increases by 30 feet.
- You don't suffer penalties from Sunlight Sensitivity.
In addition, while traveling for an hour or more, you gain the following benefits:
- Difficult terrain does not slow your group’s travel.
- If you are traveling alone or with your beast companion, you can move stealthily at a normal pace.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
You also learn to read, write, and speak two languages of your choice.
Beginning at 2nd level, you gain the Herbalism kit. Using your Survival skill (Foraging PHB ppg183), you can spend 1 hour foraging for herbs and preparing herbal mixtures to create a number of mixtures equal to 1 + your Wisdom modifier, minimum 1. You can do this once per long rest.
These mixtures you create cannot be applied by anyone but yourself. After 24 hours, any mixtures that you have not used lose their potency.
Refer to page 6 for Herbalism Kit.
Beginning at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object.
In addition, you can track creatures while traveling at a fast pace and you don't suffer penalties on your Wisdom (Perception) checks when you are moving at a fast pace.
At 3rd level, you choose between the conclaves. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th, 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.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 6th level, your walking speed increases by 5 feet and you gain a climbing and swimming speed equal to your walking speed.
Natural Explorer II
Starting at 8th level, moving through magical and nonmagical difficult terrain costs you and your beast companion no extra movement.
Starting at 9th level, you add your proficiency bonus to your Initiative checks.
In addition, you and your beast companion have advantage on attack rolls against creatures that have not yet acted.
At 10th level, you and your beast companion can use the Dash or Hide action as a bonus action on your turn and you cannot be tracked by nonmagical means, unless you choose to leave a trail.
In addition, you gain one of the following features of your choice:
Hide in Plain Sight. You can spend 1 minute using mud, dirt, plants, soot, animal excrement, and other naturally occurring materials to camouflage yourself. You gain a +10 bonus to Wisdom (Survival) check to avoid detection. This benefit lasts until you move or take an action."
Nature's Veil. You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use Nature's Veil a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make Dexterity saving throw for only half damage, you instead take no damage if you succeed on the saving throw. You take only half damage if you fail.
Natural Explorer III
Starting at 14th level, allies feel secure and well rested in your camps. After a short rest, you and friendly creatures within 30 feet of you regain 3d4 hit points and a level of exhaustion is reduced by 1.
In addition, when you take 30 minutes to set up a campsite for a long rest, you and friendly creatures within 30 feet of you have their level of exhaustion reduced by 2 and regain one additional spent hit die. The hit dice gained in this manner can't exceed a creature's maximum number of hit dice.
Starting at 17th level, you and all allies within 30 feet of you gain a bonus to Initiative checks equal to your Wisdom modifier (minimum 1), and a +10 to speed on the first round of combat.
Feral Senses (modified)
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.
Also, if you are able to hear or see, you are also aware of the location of any invisible or hidden creatures within 30 feet of you.
At 20th level, rangers strike first and strike hard. You are never surprised and when you roll initiative, you take a turn before the first round of combat.
In addition, you have become an unparalleled hunter. Once on each of your turns you can add your Wisdom modifier (minimum 1) to the attack roll or the damage roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
The table below shows the types of mixtures you can create and at what Ranger level they become available. Choose your known mixtures from the table below.
If you have proficiency in the Herbalism kit, the number known is equal to 1 + your Wisdom modifier, minimum 1. You are limited to creating 2 poultices of any one type.
Spell Save DC
|2nd level||5th level||9th level|
|Cure Wounds Elixir||Beast Sense||Dispel Magic|
|Cure Wounds Poultice||Blindness|
|Detect Poison and Disease||Greater Elixir|
|Goodberry Gruel||See Invisibility|
Beast Sense. After you add an item from the beast to the liquid, (i.e. fur, feather, nail, etc), you can spend an action to imbibe this liquid, thereby expending its usage. You enter a trance like state and you are blinded and deafened to your own surroundings. For 1 hour you can see and hear through the beast’s eyes and ears, respectively, and benefit from any special senses it possesses. You and the beast must be within one mile of one another, 5 miles if it is your beast companion.
Blindness. You can set this up in a trap or spend an action to throw this vial up to 30 feet from you. When exposed to air, it will explode in a 5 foot radius causing one creature to make a Constitution saving throw or be blinded for 1 minute. At the end of each turn, the creature can make a Constitution saving throw to end the effect.
Cure Wounds Poultice. If you spend 1 minute applying one of your bandages treated with one of your poultices to a wounded creature, thereby expending its use, that creature regains 1d6 hit points for every two Ranger levels you have, rounded down. Once used, a creature cannot benefit from this poultice until after a short or long rest.
Cure Wounds Elixir. A creature can spend an action to imbibe this liquid, thereby expending its usage. That creature regains 1d6 hit points for every four Ranger levels you have, rounded down. Once used, a creature cannot benefit from this elixir until after a short or long rest.
Deafness. You can set this up in a trap or spend an action to throw this vial up to 30 feet from you. Upon exposure to air, will explode in a 5 foot radius causing one creature to make a Constitution saving throw or bbe deafened for 1 minute. At the end of each turn, the creature can make a Constitution saving throw to end the effect.
Detect Magic. If you spend 1 minute applying this liquid to an object, thereby expending its usage, the effect that occurs helps determine if the object is magical. Each vial has five uses.
Detect Poison and Disease. You can spend an action applying this liquid to a creature or object, thereby expending its usage, the effect that occurs can help you determine if the creature or object is poisoned or diseased. You have advantage on Wisdom (nature) check to identify the poison or disease if it is found in nature. If not natural, you can roll a Wisdom (medicine) check to attempt to identify it.
Dispel Magic. You can spend an action applying this liquid to a creature, object, or person, thereby expending its usage, the effect is to dispel a spell or magical effect. Make an ability check using your Wisdom modifier. The DC equals 10 + the spell’s level. On a successful check, the effect ends until the liquid is removed, such as washing it off with water.
Goodberry Gruel. You can spend an action to imbibe this gruel. It provides enough nourishment to sustain a creature for 1 day. It also heals 1 hit point for every ranger level you have. The number of creatures that can benefit from the gruel is equal to your Proficiency modifier. Once used, a creature cannot benefit from this until after a short or long rest.
Greater Elixir. You can apply one of your poultices to a diseased or poisoned creature, thereby expending its use, and cure one disease or neutralize one poison affecting it.
See Invisibility. You can spend 1 action applying one of your poultices to a your eyes or your beasts eyes, thereby expending its use. You or your beast can see invisible creatures and objects as if they were visible for 1 hour.
Sleep. You can set this up in a trap, mix it with food, water, or spend an action to throw this vial up to 60 feet from you. A creature who imbibes or within 5 feet of the sleeping gas is immediately affected. The total number of hit points of creatures it affects is 2d8 plus 2d8 for every five Ranger levels, rounded down. It lasts for 1 minute.
Smoke Bomb. You can set this up in a trap or throw this vial up to 60 feet from you. When exposed to air, it will release a 20 foot radius sphere of smoke and particles that can spread around corners, creating an area the is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 mph) disperses it.
Spider Climb. You can spend an action applying this poultice to your hands and feet or your beasts’ paws, thereby expending its use. You or your beast can move up, down, and across vertical surfaces and upside down along ceilings. The climbing speed is equal to the walking speed. It lasts for 1 hour. You are unable to attack and it takes 1 action to remove the poultice from your hands and feet.
Web. You can use this in a trap or spend an action to throw this vial up to 60 feet from you containing liquids that, when successfully rolling an attack roll against a creature, explodes into a mass of thick, sticking webbing. The creature is restrained for 1 minute unless it succeeds on a Strength saving throw. Creatures whose size is larger or larger automatically succeed on its saving throw. The creature can use its action using a Strength check to break free. It lasts for 1 minute.
This set of tools is used to help set up or disarm traps. Being a hunter requires you to be proficient in traps that not only deal with beasts but also sophisticated creatures such as humanoids. This set of tools includes a small file, 5 ft silken rope, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, hunting knife, and a pair of pliers.
You use your Wisdom modifier when using this tool. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to set up or disarm traps.
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.
Beginning at 3rd level, you gain proficiency in the Animal Handling skill. If you already have proficiency, your proficiency bonus is doubled when using this skill.
At 3rd level, you create a powerful bond with one beast of the air, earth, sea, or horse to serve as your faithful companion. You determine its appearance. It is superior to similar beasts and it gains additional benefits while it is bonded to you. It obeys your commands as best it can, communicating using words, sounds, touch, hand gestures, body language and the like. Your animal companion has the following:
- It shares your initiative roll.
- After a short rest, it can spend Hit Dice to regain hit points. After a long rest, it recovers all lost hit points and regains spent Hit Dice, up to a number of dice equal to half of it’s total number.
- When it starts a turn with 0 hit points, it must make a death saving throw.
- You can try to magically restore it's life if it dies. Or you can obtain another one by spending up to 24 hours to locate and bond with another animal companion that is not hostile to you.
Your companion has a personality trait and a flaw that you can roll for or select from the tables below. It shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
|1||I’m dauntless in the face of adversity.|
|2||Threaten my friends, threaten me.|
|3||I stay on alert so others can rest.|
|4||People see an animal and underestimate me. I use that to my advantage.|
|5||I have a knack for showing up in the nick of time.|
|6||I put my friends’ needs before my own in all things.|
|1||If there’s food left unattended, I’ll eat it.|
|2||I growl at strangers, and all people except my ranger are strangers to me.|
|3||Any time is a good time for a belly rub.|
|4||I’m deathly afraid of water.|
|5||My idea of hello is a flurry of licks to the face.|
|6||I jump on creatures to tell them how much I love them.|
Beast Attack (add)
Starting at 5th level, your companion's attacks are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
At 7th level, your training together has strengthened your bond. You gain one of the following features of your choice.
Beast's Defense. Your companion has advantage on all saving throws while you are in line of it's sight.
Keen Senses. You and your companion have advantage on saving throws against Enchantments and Illusions.
Storm of Claws and Fangs
At 11th level, it is a free action to command your companion to take the attack action.
In addition, it shares the Favored Foe benefits with you.
At 15th level, when both of you are within 30 feet of one another, attackers rarely gain the upper hand. No attack roll has advantage against either one of you if neither of you are incapacitated.
- Armor Class 13 + your proficiency bonus
- Hit Points - equal to 15 +
- Tiny - three times your ranger level. (the beast has a number of Hit Dice [d4s] equal to your ranger level)
- Small - four times your ranger level. (the beast has a number of Hit Dice [d6s] equal to your ranger level)
- Medium - five times your ranger level. (the beast has a number of Hit Dice [d8s] equal to your ranger level)
- Large - five times your ranger level. (the beast has a number of Hit Dice [d10s] equal to your ranger level)
- Speed as listed for beast type
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+0)
Str, Dex, and Con as listed for beast selected.
- Ability Improvement Add your proficiency bonus modifier to any saving throws and ability checks your companion makes.
- Senses darkvision 60 ft., passive Perception 12 + your proficiency bonus
- Languages understands the languages you speak
Traits. As listed for the beast.
- Challenge CR 1/2 or less
Ability Score Improvement. Whenever you gain an ASI in this class, you can increase one of the beast's ability score by 1.
Kinship. As a free action, you can command the beast to dash, disengage, dodge, help, or hide. It never requires a command to take a reaction, such as an opportunity attack. The beast acts freely if you are absent and will protect you or take you away from harm if you are incapacitated.
Ready Companion. As a bonus action, you can command the beast to attack.
Attack. As listed for beast type with following changes: you add your proficiency bonus modifier to the beast's to hit and damage die.
These rangers were created by the unholy union of a druid and a vampire. The most common explanation is that a vampire and druid inhabited the same lands and a mutual respect and attraction developed between the two. This unholy union resulted in the unexpected birth of a Blood Rite Ranger.
These rangers were raised by their druid parent to avoid being destroyed by those of the world of the living and of the dead who would see their existence as an abomination. Being raised in nature, these rangers learned to be as one with the land and be at peace with the animals. However, that peace would be challenged many times due to the encroachment of civilization and the invasion of many creatures that wish to destroy or control the land.
When you select this archetype, you can roll or select what aspects your lineage has left you with.
|1||Porcelain-like skin and red eyes.|
|2||You fidget and are irritable when you are in a place of worship.|
|4||Sensitivity to daylight. You have disadvantage on attack rolls and on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight.|
|5||You are icy cold to the touch.|
|6||You undergo no physical change.|
|7||You do not eat or drink, but require blood.|
|8||You cannot enter a residence without an invitation from one of the occupants.|
|9||You fidget and are irritable when you are in the sunlight.|
|10||You don’t need to sleep. Instead you meditate deeply, remaining semiconscious, for 4 hours a day. You gain the same benefit as from 8 hours of sleep.|
In addition, your very existence elicits contempt from other vampires. When you encounter vampires, they will prefer to attack you above anyone else.
At 3rd level, your heritage grants a limited form of healing. During a short rest, you regain hit points equal to 10 + your ranger level.
Starting at 3rd level, you can use unarmed strikes if you use weapons that don't have the two-handed or heavy property. You gain the following benefits when using unarmed strikes:
- You can use either Dexterity or Strength for the attack and damage rolls of your unarmed strikes.
- You roll a 1d6 for the damage of your unarmed strike. The damage increases to ld8 at 11th level of this class.
- When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a long sword, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
At 6th level, the unarmed attacks you make count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your heritage has blessed you with many unworldly abilities, but it has also cursed you.
At 3rd level, when your hit points have decreased to half of your total number of hit points or lower, you must succeed a DC 13 Wisdom saving throw or begin to immediately attack the closest creature. At the end of your turn, you can make another Wisdom saving throw. Once you succeed, you regain control of yourself.
If you begin another combat and you sustain more damage while you are at or below half of your total hit points, you will need to make a DC 13 Wisdom saving throw or enter into a Blood Lust.
Actions: When in blood lust, or if you wish to use as your normal attack action, you can make 2 attacks, only one of which can be a bite, or you can make attacks in combination with your weapon attacks:
Unarmed Strike. Reach 5 feet, one target, your Dexterity or Strength modifier, your choice. On a hit, you grapple the target.
Bite: Reach 5 feet, one target who is grappled, incapacitated, or restrained, 1d6 + your Strength modifier slashing damage + 1d4 necrotic damage for every 5 ranger levels, rounded down.
The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. If you use this feature when not in Blood Lust, you must immediately roll your Blood Lust saving throws at disadvantage.
Controlled Blood Lust
At 7th level, you are better able to control your blood lust. You experience Blood Lust when your hit points have decreased to one-quarter of your total hit points or lower, you must succeed a DC 10 Wisdom saving throw or immediately attack the closest creature. At the end of your turn, you can make another Wisdom saving throw. Once you succeed, you regain control of yourself.
Each time you eneter combat with your total hit points below one-quarter of your total hit points, you will need to make a DC 10 Wisdom saving throw or enter into a Blood Lust. At the end of your turn, you can make another Wisdom saving throw. You regain control of yourself on a successful save.
Your heritage grants you capabilities that enhance your nimbleness. At 7th level, you can climb up, down, and across vertical walls, even difficult surfaces, without needing to make an ability check if you are not wearing heavy armor.
You are also able to climb along the ceiling if you are not wearing medium (excluding chain shirt) or heavy armor. You make a Strength (Athletics) check when climbing along the ceiling.
Emissary of Destruction
Starting at 11th level, you have learned to control the monster that dwells deep inside your soul. However, in times of need, you have learned how to unleash the monster within. For brief moments, you can tap into the very power of your heritage and call forth the strength and speed of your blood line. Beginning at 11th level, using a bonus action you have the following capabilities for 1 minute.
- You have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
- You have resistance to all damage except radiant damage.
- You gain advantage on Dexterity and Strength ability checks and saving throws.
- After you take the Attack action on your turn, you can either:
- Make two unarmed attacks as a bonus action or
- Make a single weapon attack as a bonus action. If you are already able to make a single weapon attack as a bonus action, you can now make two weapon attacks as a bonus action.
This ability immediately ends if you are unconscious for more than one turn. You can also end this feature on your turn as a bonus action.
The number of uses is listed on the chart. You regain expended uses after a long rest.
Blood Rite Ranger
|Level||Emissary of Destruction Uses|
At 15th level, you have reached the pinnacle of corporeal harmony. You age more slowly and suffer none of the fragility of old age. You forever remain youthful in appearance. For every 10 years that pass, your body ages only 1 year.
In addition, you are immune to disease, exhaustion, and the poison condition.
Dark Moon Rangers are those who have undergone a ritual to join with the animal spirits from The Beastlands plane to better serve and protect the lands and those that dwell there. This mutual connection allows the Dark Moon Rangers to call upon whatever animal spirit they need to come and aid them, combining both spirits into one more powerful being to overcome challenges. Having a friend always makes you stronger.
At 3rd level, using your action, you make a successful Wisdom (Animal Handling) check to communicate with animals and convince them that your intentions are harmless. 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.
The beast must be within 30 feet of you and within line of sight. If the beast's Intelligence is 4 or greater, you are ignored. You have advantage on your check when attempting to communicate with domesticated beasts. You can affect a group of similar beasts. The number of beasts influenced is equal to half of your ranger level, rounded down.
You cannot use this ability against a creature that you have attacked within the past 10 minutes. The effect lasts for 24 hours or ends earlier if you or your allies attempt to cause it any harm.
Beginning at 3rd level, you can speak with any beast, as though you are under the effect of the Speak with Animals spell.
At 3rd level, you can use your bonus action to magically assume the shape of a beast type you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
You can remain in beast shape for as many hours equal to half your ranger level, rounded down. You can revert earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
You can transform into a beast with a maximum CR as high as half your Ranger level, rounded down.
|3rd||No flying or swimming speed|
|6th||No flying speed|
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- Your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Starting at 7th level, the attacks you make in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your ranger spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Lycanthropic Wild Shape
At 11th level, you can expend two uses of Wild Shape at the same time to transform into a lycanthrope. When in lycanthropic form, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, Dark Moon Rangers cannot transmit lycathropy as the condition is not cursed.
You retain all the benefit of any feature of your class, race, or other source and can use them if the new form is physically capable of doing so. You can retain and use your equipment, armor, and weapons. You can use special senses, such as darkvision and spellcasting, if any.
In addition, gain the following changes:
Werebear. Your Strength becomes 19 if your score isn’t already higher. Attack and damage rolls for the natural weapons are based on your Strength modifier. Add a bonus +1 to AC while in hybrid form. The +1 AC bonus applies whenever you take the bear form.
Wereboar. Your Strength becomes 17 if your score isn’t already higher. Attack and damage rolls for the natural weapons are based on your Strength modifier. Add a bonus +1 to AC while in hybrid form. The +1 AC bonus applies whenever you take the boar form.
Charge. (Boar or Hybrid form) Refer to Monster Manual
Save DC + 8 + your proficiency bonus + Strength modifier.
Wereeagle (Werehawk). Your Dexterity becomes 16 if your score isn’t already higher. Attack and damage rolls for the natural weapons are based on your Dexterity modifier. You transform into an eagle (hawk). When falling in hybrid form, your falling rate decreases to 60 feet per round and you take no damage, as the Feather Fall spell. You are restricted to wearing only light armor for this benefit.
- Actions: In hybrid form, you can use your weapons and/or one of the following in combination:
- Beak. (Eagle or Hybrid Form only): Reach 5 feet, one target, 1d6 + your Dexterity modifier piercing damage
- Talons. (Eagle or Hybrid only): Reach 5 feet, one target, 1d8 + your Dexterity modifier slashing damage
Wererat (Wereferret). Your Dexterity becomes 15 if your score isn’t already higher. Attack and damage rolls for the natural weapons are based on your Dexterity modifier.
Wereshark. Your Strength becomes 19 if your score isn’t already higher. Attack and damage rolls for the natural weapons are based on your Strength modifier. You can transform into a shark. When in hybrid form, your swim speed is equal to your walking speed, you have blindsight up to 15 feet, and you are able to breathe in water.
- Actions: In hybrid form, you can use your weapons and/or include a bite attack:
- Bite. (Hybrid Form only): Reach 5 feet, one target, 2d6 + your Strength modifier piercing damage
Weretiger. Your Strength becomes 17 if your score isn’t already higher. Attack and damage rolls for the natural weapons are based on your Strength modifier. For the Pounce trait (refer to Monster Manual), the save DC is 8 + your proficiency bonus + Strength modifier.
Werewolf. Your Strength becomes 15 if your score isn’t already higher. Attack and damage rolls for the natural weapons are based on your Strength modifier. Add a bonus +1 to AC while in hybrid form. The +1 AC bonus applies whenever you take the wolf form.
Beginning at 15th level, you can use Wild Shape a number of times equal to your Ranger level.
Adventurers descending into the depths on desperate quests or in response to the promise of vast riches quickly come face to face with the evil that festers beneath the earth. Though many such characters are only too happy to escape back to the surface world again, rangers with the Deep Stalker archetype welcome each foray into the world below, striving to uncover and defeat the threats of the Underdark before those threats can reach the surface.
Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return.
Deep Stalkers are masters in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day.
At 3rd level, you can see normally in darkness, both magical and non-magical darkness, to a distance of 60 feet.
Beginning at 3rd level, you are a master in the art of ambush. You know how to strike subtly and exploit a foe’s weaknesses. You prefer to attack alone and strike from the shadows before your target realizes you are there.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. The attack must use a finesse, light, versatile, or ranged weapon.
You don’t need advantage on the attack roll to use Stalker’s Strike if you don’t have disadvantage on the attack roll and
- That enemy is incapacitated.
- No other creature is within 20 feet of the target.
- Another enemy of the target is within 5 feet of it
- No creature other than you is within 5 feet of your target.
The amount of the extra damage increases as you gain levels in this class, as shown in the Stalker’s Strike column of the Deep Stalker table.
Beginning 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.
At 11th level, you can strike with deadly speed. If you take the attack action on your turn, your extra attack can benefit from your Stalker' Strike even if have already used it this turn, but you can't use your Stalker's Strike against the same target more than once in a turn.
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, you can use your reaction to halve the attack's damage against you.
When humaniods first began walking the land, some dragons saw the frailty of these creatures and offered protection and tutelage. In return, through a blood pact, these humanoids vowed to serve them and swore to also protect other creatures who were unable to do so. Through the blood pledge, these humanoids gained various abilities. Under the dragons guidance, they learned to control these new found abilities and utilize them to better their cause in helping the weak and oppressed. They eventually formed the Dragon Blood Rangers. To become a Dragon Blood Ranger, you must be a descendant of those original humaniods.
At 3rd level, when you select this conclave, you can select which transformation has occurred to your body due to your lineage.
|1||Pupils of a dragon.|
|2||Parts of your skin are covered by a thin layer of dragon-like scale|
|3||When interacting with dragons, they can sense the dragon blood within you.|
|4||Your teeth are prominent and sharp.|
|5||You retain your physical appearance.|
|6||You physically transform into a Dragonborn, though you are of another race.|
You can speak, read, and write Draconic.
Additionally, you have the ability to project the fearsome presence of a dragon. As an action, you can cause each creature in a 10-ft-cube originating from you to make a Wisdom saving throw DC = 8 + your proficiency bonus modifier + your Wisdom modifier. The creatures that fail their saving throw are all frightened by you until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Through your blood pact, your blood possesses some of a dragon's innate legendary powers. Beginning at 3rd level, you can imbue power behind your weapon attacks. Choose one damage type: acid, cold, fire, lightning, poison, or thunder. Once per turn, when you make a successful weapon attack, the target takes an extra 1d6 damage of the chosen type.
You can use a bonus action to change the damage type. This ability lasts until you dismiss it as a free action.
When you reach 11th level in this class, the extra damage is increased to 1d8 and is applied to each weapon attack.
Starting at 7th level, the blood of dragons magically strengthens your body and soul. You are immune to a dragon's Frightful Presence.
In addition, when you take acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to gain resistance to that instance of damage.
Starting at 11th level, when you hit a creature with a weapon attack, in addition to the original damage, you can deal an extra 4d8 acid, cold, fire, lightning, poison, or thunder damage to the target. If you are under the affect of the Dragon Warrior feature, you must use the damage type you selected.
This ability recharges 5-6. The total number of uses is equal to half of your proficiency bonus modifier, rounded up. You regain 1 expended use after a short rest and you regain all expended uses after a long rest.
At 15th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
When a covert operation is necessary to ensure success, these specialized rangers are called in. Ghost rangers are highly specialized soldiers who are trained to remain unnoticed while carrying out their orders. When a mission requires secrecy and a quick resolution, Ghost Rangers are the ones called into action. There is no mission that is impossible.
Beginning at 3rd level, you gain proficiency in the Dexterity (Stealth) skill. Your proficiency bonus is doubled when you use this skill.
In addition, you can try to hide when you are lightly obscured or in dim light. When you are hidden and miss a creature with a weapon attack, making the attack doesn't reveal your position.
At 3rd level, you learn to take advantage of your stealth to make your attacks more effective. Once per turn, when you make a successful weapon attack against a target, the target takes an additional 1d8 damage from the attack.
When you reach 11th level in this class, the extra damage is increased to 2d6.
Beginning at 7th level, you learn how to evade your enemies and escape dire situations. You gain the following abilities:
- You can use the bonus action to use your trapper's kit or thieves' tools to disarm a trap or open a lock.
- You can take the Disengage action as a bonus action.
- You can take the Dodge action as a bonus action. You can use this feature a number of times equal to one quarter of your level in this class, rounded up. You regain expended uses after a short or long rest.
Starting at 11th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first weapon attack you make before the end of the turn.
Beginning at 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Gloom Stalkers are at borne 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.
Dread Ambusher (modified)
At 3rd level, you master the art of the ambush. 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.
Additionally, once per turn, when you take the attack action, the target takes an extra ld8 damage of the weapon's damage type.
When you reach 11th level in this class, the extra damage is increased to 2d6.
Umbral Sight (changed)
At 3rd level, nonmagical darkness doesn't impede your sight.
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.
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 Inte!ligence or Charisma saving throws (your choice).
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.
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 can choose to use this feature after the creatures makes it's attack roll, but before the outcome is determined.
Horizon Walkers guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
Portal Lore (modified)
At 3rd level, you gain the ability to magically sense the presence of planar portals. As an action, you detect the distance and direction to the closest planar portals within 1 mile of you. You also sense which plane of existence each portal leads to.
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 (modified)
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. Once per turn, when you make a weapon attack against a target, the target takes an extra 1d6 force damage from the attack.
When you reach 11th level in this class, the extra damage is increased to 1d8 and applied to to each attack.
Ethereal Step (modified)
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.
You can use this feature a number of times equal to half of your proficiency bonus modifier, rounded down. You regain all expended uses after a long rest.
At 11th level, you gain the ability to step 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.
Purity of Spirit (new)
At 15th level, you are always under the effects of the Protection from Evil and Good spell.
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Beginning at 3rd level, your tenacity can wear down the most powerful of foes, regardless of their number.
Once per turn, whenever you hit a target with a weapon attack, it takes an extra 1d8 damage. If each of your weapon attacks targets a different, the extra damage is 1d10.
When you reach 11th level in this class, the extra damage is increased to 2d4 and applied to each weapon attack. If each of your weapon attacks targets a different creature, the extra damage is 2d6.
Beginning at 3rd level, your tenacity can wear down the most powerful of foes. You gain one of the following features of your choice.
Art of War. Your skill in combat with hordes allows you to move through numbers without fear of reprisal. During your turn, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
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.
Marksman. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Also, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to make a ranged weapon attack as opposed to a melee weapon attack.
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 are immune to being frightened.
At 11th level, you excel in fighting against hordes of creatures. You gain the following abilities:
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 move up to half your speed and make a melee attack against any number of creatures that came within 5 feet of your reach during this movement. You must make a separate attack roll for each target.
If the horde is one race or organization, i.e. Orcs or Zhentarim, you can choose the Favored Foe feature to be used against that race or organization as opposed to a single creature. The Favored Foe feature is immediately dismissed if you attack a single creature more than once on your turn.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice.
Elusive. You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
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.
Planes Walkers Rangers explore the inner and outer planes. They seek to gain knowledge and to understand those creatures who live in those worlds. They realize that all life is important and not to judge others based on appearance or their origin. However, they will engage in combat if necessary.
At 3rd level, your body has changed to survive in hostile environments. You no longer require air to breathe.
In addition, you can speak, read, and write Deep Speech and Primordial..
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. When you make a weapon attack against a target, the target takes an extra 1d6 force damage from the attack.
When you reach 11th level in this class, the extra damage is increased to 1d8 and applied to each weapon attack.
You have learned to survive in hostile environments. Starting at 7th level, when you have take cold, fire, necrotic, psychic, or radiant damage, you can use your reaction to gain resistance to that instance of damage.
Your movements seem to phase in and out of existence, allowing you to temporarily sever a creature's connection to planar travel. Beginning at 11th level, if a creatures is in another plane, but visible on the Material Plane, your attacks can affect that creature.
In addition, if you successfully hit a creature with a weapon attack, you can use your bonus action to force the creature to make a Wisdom saving throw against your DC = 8 + your proficiency bonus + your Wisdom modifier. On a fail, the creature returns to the Material plan and the creature is prevented from shifting or teleport until the beginning of your next turn.
You can use this feature a number of times equal to your proficiency bonus modifier. You regain all expended uses after a long rest.
Through your travels, you have strengthened your fortitude against creatures who have attempted to manipulate you. Beginning at 15th level, you cannot be charmed, frightened, or possessed.
Primal Mystics are a hybrid type of Ranger. They originally lacked magical powers but later were infused with gifts to further aid them in their endeavors. These Rangers revere nature above all, gaining their spells and other magical powers from the force of nature itself. Many rangers pursue a mystic spirituality of transcendent union with nature. Ranger spells are oriented toward nature and animals. Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
At 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spell casting and chapter 11 for the ranger spell list in the PHB.
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 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 meditation: at least 1 minute per spell level for each spell on your list.
Wisdom is your spell casting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spell casting 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
Your link to nature allows you to learn spells from the druid class. Beginning at 2nd level, when your Spellcasting feature lets you learn or replace a ranger spell of 1st level or higher, you can choose the new spell from the druid spell list or the ranger spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a ranger spell for you.
Primal Mystic Path Spells
You gain access to these spells at the levels specified. Once you gain access to a path spell, you always have it prepared. Path spells don't count against the number of spells you can prepare each day. If you gain a path spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.
|3rd||Create or Destroy Water, Purify Food and Drink|
|5th||Locate Animals or Plants, Misty Step|
|9th||Create Food and Water, Fly|
|13th||Control Water, Find Greater Steed|
|17th||Creation, Greater Restoration|
Battle of the Mind
Starting at 3rd level, you can use your spellcasting ability instead of Dexterity or Strength for the attack and damage rolls of your weapon attacks.
Beginning at 3rd level, when you can cast the Hunter’s Mark spell using a spell slot, you can choose to cast it without the concentration requirement. The duration of the spell is 1 minute. You can use this feature a number of times equal to half of your level in this class, rounded down. You regain all expended uses when you finish a long rest.
At 7th level, you are able to regain some of your magical energy. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a third of your level in this class (rounded up).
For example, if you are a 6th-level ranger, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Summon Spiritual Companion
At 11th level, as a bonus action you can summon one of three spiritual beasts to aid you for 1 minute. The animal spirit appears silhouetting your form and mimicking your movements. Your attacks or cries are accompanied by the echoes of the beast’s roar or sounds of the winds. The summoned spirits cannot be dispelled. You can use this feature a number of times equal to your Wisdom modifier, minimum 1. You regain any expended uses when you finish a short or long rest.
Bear. The bear spirit charges towards the creatures with teeth bared and heated breath escaping its mouth as it roars. You can use your action to make a melee attack against any number of creatures with a separate attack roll for each target. Using half of your movement speed, you attack each creature that is in your path. Each creature you attack must not be more than 10 feet from the next creature you attack.
In addition, you have resistance to all damage except force and psychic damage.
Eagle. As you draw your bow and let the arrow fly, the eagle spirit stands tall and flaps its wings, shooting its feathers towards the creatures.
You can use your action to make a ranged weapon attack against any number of creatures within 15 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and make a separate attack roll for each target.
In addition, you have a flying speed equal to your current walking speed.
Wolf. A Dire Wolf silhouettes your form, rushing towards and lunges at the creature. Your movement speed is doubled. You have advantage on all weapon attack rolls against a creature if at least one ally is within 5 feet of the creature.
In addition, on a successful hit with a weapon attack, you can use a bonus action to force a Large or smaller creature to make s Strength saving throw against your DC spell saving throw. If the creature fails, it is knocked prone.
At 15th level, having cast spells in the midst of combat, you have learned techniques to maintain your focus. While you are concentrating on a spell, your concentration cannot be broken as a result of taking damage.
In addition, casting the Hunter's Mark spell no longer requires concentration.
Ravagers are rangers who isolate themselves from civilization. They are the true survivalist of the natural world through training their bodies, pushing their limits to become the strongest in the jungle. Civilization is a sign of weakness. Ravagers thrive in the wilds; tundra, desert, or the Underdark. Combat drives them, allowing them to embrace their primal physicality. Those who are weak become the prey. Ravagers will always be the hunter.
Your hard training and exposure to the elements have strengthened your body. Starting at 3rd level, you have advantage on ability checks and saving throws against exhaustion.
In addition, if you are proficient in the Acrobatics or Athletics skills, your proficiency bonus is doubled when you are using either of these skills.
Beginning at 3rd level, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d4 + half of your ranger level, rounded down.
When you reach 11th level in this class, the extra damage die increases to 1d6 + half your ranger level, rounded down.
Starting at 3rd level, you do not hesitate in battle. You face your enemies directly, focusing on their movements to effectively counter their strikes. Starting at 7th level, while you are not incapacitated, any critical hits against you become normal hits.
At 11th level, you learn to attack with unexpected speed. You gain one of the following features of your choice.
Stalker's Flurry. 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.
Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
You can hardened your body to withstand the constant onslaught of battle. Starting at 15th level, using a bonus action, you gain resistance to all damage except psychic damage for 1 minute. You can use this feature a number of times equal to your proficiency bonus modifier. You regain all expended uses when you finish a long rest.
Seafarers are Rangers who thrive sailing the seven seas. These rangers make the dangers of the ocean into their home. Seafarers make their living exploring, transporting people and supplies, piracy, or a little of everything. There is no fixed route or destination. Life is where the wind takes their sails.
Art of Piracy
At 3rd level, you gain proficiency in the Navigator's Tools, Thieves' Tools, Vehicles (water), and 1 gaming set of your choice.
Select one tool. Your proficiency bonus is doubled for any ability check you make with the chosen tool.
Starting at 3rd level, your boldness in your attacks takes your opponents by surprise, allowing you to strike more accurately at your opponents weak spots. Once per turn, when you hit a target with a weapon attack, you can deal an extra 1d8 damage.
When you reach 11th level in this class, the extra damage is applied to each weapon attack.
Starting at 7th level, you have learned to keep your balance and maneuverability in the roughest of seas. You cannot be knocked prone and grappled.
Starting at 11th level, when a creature makes a successful weapon attack against you or an ally within 5 feet of you, you can use your reaction to immediately make a weapon attack against the attacking creature. If the attack is successful, in addition to the damage, the creature's movement becomes 0 for the rest of its turn. You can make this attack even if the attacking creature has a feature or ability to avoid the attack, such as Disengage, Fancy Footwork, or the Mobile feat.
Beginning at 15th level, your exposure to the elements have hardened your body. You gain resistance to cold and fire damage.
Unlike other rangers who travel alone, Wayfinders welcome the company of others. Wayfinders usually serve as guides for explorations, scouts for caravans, or reconnaissance for the military. Their skills and talents focus on defending, inspiring, and strengthening their comrades.
Beginning at 3rd level, you excel in being a scout. You no longer suffer disadvantage on your Wisdom (Perception) checks imposed by lightly obscured areas (such as dim light, patchy fog, or moderate foliage).
In addition, you have advantage when you take the Wisdom (Perception) action if you move no more that half your speed on the same turn.
Starting at 3rd level, when a creature within your weapons reach makes an attack against an ally, you can use your reaction to make a weapon attack against that creature. If your attack hits, you deal normal damage plus an extra 1d6 damage in addition to causing the attacking creature to have disadvantage on its first attack roll against your ally.
When you reach 11th level, the extra damage increases to 2d6.
By 7th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Starting at 11th level, when you make a successful weapon attack against a creature during the first round of combat, you make it easier for you and others to attack it. You and your allies attack rolls against that creature have advantage until the start of your next turn.
You are able to convey information to help your allies. Beginning at 15th level, you and allies within 30 feet of you gain a bonus to saving throws and ability checks against illusions equal to your Wisdom modifier, minimum 1. You must be conscious to grant this bonus.
In addition, after traveling for an hour or more, you and your allies within 30 feet of you gain the following benefits if you are conscious:
- You and your party can move stealthily at a normal pace.
- You and your allies gain a bonus on saving throws and ability checks to identify and avoid natural hazards (such as Quicksand or Thin Ice) equal to your Wisdom modifier, minimum 1.
- You and your allies gain a bonus to saving throws and ability checks made to avoid or resist traps equal to your Wisdom modifier, minimum 1.
Spells Added to Ranger Spell List
- Calm Beasts (new spell)
- Comprehend Languages
- Primeval Awareness (new spell)
- Protection from Evil and Good
- Dayvision (new spell)
- Revivify Beast (new spell)
- See Invisibility
- Warding Bond
- Dispel Magic
- Elemental Weapon
- Leomund's Tiny Hut
- Swift Attack (replaces Swift Quiver)
2nd-level divination (ritual)
- Casting Time: 1 action
- Range: Touch. 3 miles if Beast Companion.
- Components: S
- Duration: Concentration, up to 1 hour
You touch a willing beast. You can cast this spell on your Beast Companion if you are both within 3 miles of one another.
For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Also on Druids spell list.
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of beasts. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a beast can choose to fail this saving throw if it wishes. If a beast fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the beast becomes hostile again, unless the DM rules otherwise.
Also on Druid's spell list.
- Casting Time: 1 actionCasting Time
- Range: Touch
- Components: V, S, M (either a pinch of dried carrot or any black gem or pearl)
- Duration: 8 hours
You touch a willing creature to grant it the ability to ignore the penalties of Sunlight Sensitivity. For the duration, that creature can see in the sunlight out to a range of 60 feet.
Also on Druid's and Sorcerer's spell list
- Casting Time: 1 minute
- Range: Self
- Components: V, S M (diamonds worth 100 gp)
- Duration: Instantaneous
You can attune your senses to determine if any of your enemies lurk nearby. By spending 1 uninterrupted minute in concentration, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fiends, and undead.
This feature reveals which of the enemies are present, the general direction, and approximate distance from you. If there are multiple groups of your enemies within range, you learn this information for each group.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 1 mile for each slot above 1st.
- Casting Time: 1 action
- Range: Touch
- Components: V, S M (diamonds worth 100 gp, which the spell consumes)
- Duration: Instantaneous
You touch a beast that has died within the last 10 minute. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.
Also on Druid's spell list.
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (a quiver containing at least one piece of ammunition or a melee weapon)
- Duration: Concentration, up to 1 minute
There are two forms of transformations that can occur.
Swift Quiver: You may transmute your quiver so it produces an endless supply of non-magical ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of non-magical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
Whirling Blades: Your magic flows through your body and into your melee weapon(s), becoming as one. As long as the melee weapon(s) remains in your hand(s), on each of your turns until the spell ends, you can use a bonus action to make two attacks.