##### Deep Stalker
| Level | Stalker's Strike |
|:---:|:---:|
| 3rd | 1d6 |
| 4th | 1d6 |
| 5th | 2d6 |
| 6th | 2d6 |
| 7th | 2d6 |
| 8th | 2d6 |
| 9th | 3d6 |
| 10th | 3d6 |
| 11th | 3d6 |
| 12th | 3d6 |
| 13th | 4d6 |
| 14th | 4d6 |
| 15th | 4d6 |
| 16th | 4d6 |
| 17th | 5d6 |
| 18th | 5d6 |
| 19th | 5d6 |
| 20th | 5d6 |
#### Stalker's Reiteration
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.
#### Stalker's 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, you can use your reaction to halve the attack's damage against you.
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### Dragon Blood
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.
#### Draconic Lineage
At 3rd level, when you select this conclave, you can select which transformation has occurred to your body due to your lineage.
| d6 | Trait |
|:---:|:-----------|
| 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.
#### Dragon Warrior
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.
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#### Resist Elements
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.
#### Dragon's Talon
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.
#### Dragon Wings
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.
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### Ghost
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.
#### Phantom
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.
#### Sure Strike
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.
#### Evasive
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.
#### Phantasmal Strike
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.
#### Elusive
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.
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### Gloom Stalker
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.
#### 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 Inte!ligence 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 can choose to use this feature after the creatures makes it's attack roll, but before the outcome is determined.
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### Horizon Walker
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.
#### Distant Strike
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.
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### Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
#### Hunter's Prey
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.
#### Tactician
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.
#### Defensive Tactics
At 7th level, you gain one of the following features of your choice.
**Escape the Horde.** Opportunity attacks against you are made with disadvantage.
**Multiattack Defense.** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
**Steel Will.** You are immune to being frightened.
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#### Multiattack (changed)
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.
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### Planes Walker
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.
#### Adaptation
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..
#### Planar Warrior
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.
#### Inhospitable Worlds
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.
#### Ethereal Strike
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.
#### Planar Defense
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.
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### Primal Mystic
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.
## Spellcasting Feature
##### Ranger
| Level | 1st | 2nd |3rd | 4th | 5th|
|:---:|:---:|:---:|:---:|:---:|:---:|
| 3rd | 3 | ─ | — | ─ | ─ |
| 4th | 3 | ─ | — | ─ | ─ |
| 5th | 4 | 2 | — | ─ | ─ |
| 6th | 4 | 2 | — | ─ | ─ |
| 7th | 4 | 3 | — | ─ | ─ |
| 8th | 4 | 3 | — | ─ | ─ |
| 9th | 4 | 3 | 2 | ─ | ─ |
| 10th | 4 | 3 | 2 | ─ | ─ |
| 11th | 4 | 3 | 3 | ─ | ─ |
| 12th | 4 | 3 | 3 | ─ | ─ |
| 13th | 4 | 3 | 3 | 1 | ─ |
| 14th | 4 | 3 | 3 | 1 | ─ |
| 15th | 4 | 3 | 3 | 2 | ─ |
| 16th | 4 | 3 | 3 | 2 | ─ |
| 17th | 4 | 3 | 3 | 3 | 1 |
| 18th | 4 | 3 | 3 | 3 | 1 |
| 19th | 4 | 3 | 3 | 3 | 2 |
| 20th | 4 | 3 | 3 | 3 | 2 |
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#### Spellcasting
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.
#### Spellcasting Ability
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.
##### 1st Level
- Calm Beasts (new spell)
- Comprehend Languages
- Primeval Awareness (new spell)
- Protection from Evil and Good
##### 2nd Level
- Dayvision (new spell)
- Revivify Beast (new spell)
- See Invisibility
- Warding Bond
##### 3rd Level
- Dispel Magic
- Elemental Weapon
- Leomund's Tiny Hut
##### 5th Level
- Swift Attack (replaces Swift Quiver)
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### Spells
#### Beast Sense
*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.
#### Calm Beast
*1st-level enchantment*
___
- **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.
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#### Dayvision
*2nd-level transmutation*
___
- **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
#### Primeval Awareness
*1st-level divination*
___
- **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.
#### Revivify Beast
*2nd-level necromancy*
___
- **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.
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#### Swift Attack
*5th-level transmutation*
___
- **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.