##### Stalker's Strike
| Level | Sneak Attack |
|:---:|:---:|
| 3rd | 1d8 |
| 4th | 1d8 |
| 5th | 1d8 |
| 6th | 1d8 |
| 7th | 2d8 |
| 8th | 2d8 |
| 9th | 2d8 |
| 10th | 2d8 |
| 11th | 3d8 |
| 12th | 3d8 |
| 13th | 3d8 |
| 14th | 3d8 |
| 15th | 4d8 |
| 16th | 4d8 |
| 17th | 4d8 |
| 18th | 4d8 |
| 19th | 5d8 |
| 20th | 5d8 |
#### 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's 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 humanoids 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 humanoids.
#### Draconic Lineage
At 3rd level, when you select this path, 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 scales. |
| 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 retain the statistics of your original race. |
You can read, speak, and write Draconic or one other language of your choice if you already know Draconic. In addition, you have advantage on Intelligence checks when recalling information about dragons.
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. The range increases by 5 ft for every 5 levels you have in this class.
Once you use this feature, you can't use it again until you finish a short or long rest.
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#### Dragon Warrior
Starting at 3rd level, through your blood pact, you possess some of a dragon's innate legendary powers. As a bonus action, choose one damage type: acid, cold, fire, lightning, poison, or thunder. Once per turn, whenever you hit a creature with a weapon attack, the creature takes an extra 1d6 damage of the chosen damage type. You can use a bonus action to change the damage type. This ability lasts for one minute or until you dismiss it as a free action, whichever occurs first.
The extra damage is applied to each weapon attack at 7th level in this class. The extra damage increases to 1d8 at 11th level and 1d10 at 17th level in this class.
#### Dragon's Resilience
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 Essence
Starting at 11th level, when you hit a creature with a weapon attack, in addition to the original damage, you can choose to 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.
You can do this a number of times equal to half of your proficiency bonus modifier, rounded up. 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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### Drakewarden
Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.
Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table
offers examples.
| d6 | Drakenwarden Origin |
|:---:|:-----------|
| 1 | You studied a dragon's scale or claw, or a trinket from a dragon’s hoard, creating your bond through that token's lingering draconic magic. |
| 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. |
| 3 | A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone. |
| 4 | You ingested a few drops of dragon blood, forever infusing you with draconic power. |
| 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. |
| 6 | You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. |
#### Draconic Claw (new)
Beginning at 3rd level, the bond you share with your drake empowers your attacks. Once per turn, whenever you hit a creature with a weapon attack, the target takes an extra 1d6 of damage associated with your Drake's *Draconic Essense.*
The extra damage is applied to each weapon attack at 7th level in this class.
#### Draconic Gift (modified)
Beginning at 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You have advantage on Intelligence checks when recalling information about dragons.
In addition, you can read, speak, and write Draconic or one other language of your choice if you already know Draconic.
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#### Drake Companion (modified)
Starting at 3rd level as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait.
You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the
drake again, or until you die. Anything the drake was wearing or carrying is left behind when the
drake vanishes.
You can summon the drake a number of times equal to your proficiency bonus modifier. You regain all expended uses after a long rest.
#### Bond of Fang and Scale
Starting at 7th level, the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.
In addition, while your drake is summoned, you and the drake gain the following benefits:
**Drake Mount.** The drake grows to Medium size. Reflecting your special bond, you can use the
drake as a mount if your size is Medium or smaller. While you are riding your drake, it can't
use the flying speed of this feature.
**Magic Fang.** The drake’s Bite attack deals an extra ld6 damage of the type chosen for the drake's
Draconic Essence.
**Resistance.** You gain resistance to the damage type chosen for the drake's Draconic Essence.
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#### Drake’s Breath (modified)
Beginning at llth level as an action, your drake can exhale a 30-foot cone of damaging breath. Choose acid, cold, fire, lightning, or poison damage (your choice matches your drake's Draconic Essence). Each creature in the cone must make an appropriate saving throw against DC 8 + your proficiency bonus + your Wisdom modifier, taking 8d6 damage on a failed save, or half as much damage on a successful one.
This damage increases to 10d6 when you reach 15th level in this class.
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 you finish a long rest.
| Dragon | Damage Type | Saving Throw |
|:---|:-----------|:-----------|
| Black | Acid | Dexterity |
| Blue | Lightning | Dexterity |
| Brass | Fire | Dexterity |
| Bronze | Lightning | Dexterity |
| Copper | Acid | Dexterity |
| Gold | Fire | Dexterity |
| Green | Poison | Constitution |
| Red | Fire | Dexterity |
| Silver | Cold | Constitution |
| White | Cold | Constitution |
#### Perfected Bond
Beginning at 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
**Empowered Bite.** The drake's Bite attack deals an extra ld6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
**Large Drake.** The drake grows to Large size. When you ride your drake, it is no longer prohibited from
using the flying speed of Bond of Fang and Scale.
**Reflexive Resistance.** When either you or the drake takes damage while you're within 30 feet of each
other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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___
> ## Drake Companion
>*Small Dragon, Neutral*
> ___
> - **Armor Class** AC 14 + your proficiency bonus (PB)
> - **Hit Points** 5 + five times your ranger level (the drake has a number of Hit Dice (d10) equal to your ranger level)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|15 (+2)|8 (-1)|14 (+2)|8 (-1)|
>___
> - **Saving Throws** Dex + 1 plus PB, Wis +2 plus PB
> - **Skills** skills
> - **Damage Immunities** Determined by the drake's Draconic Essence trait
> - **Senses** Darkvision 60 ft., passive Perception 12
> - **Languages** Draconic
> ___
>**Draconic Essence.** When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity and the damage of its Infused Strikes trait.
>
> ***Kinship.*** As a free action, you can command the drake to dash, disengage, dodge, or hide. It never requires a command to take a reaction, such as an opportunity attack. The drake 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 drake to take Attack or Help action.
> ___
>
> ### Actions
>**Bite.** Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: ld6 plus PB piercing damage.
> ___
>
> ### Reactions
>
> **Infused Strikes.** When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.
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### Fey Wanderer
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
#### Dreadful Strikes (modified)
Beginning at 3rd level you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. Once per turn, whenever you hit a target with a weapon attack, you can deal an extra ld6 psychic damage.
The extra damage is applied to each weapon attack at 7th level in this class. The extra damage increases to 1d8 at 11th level and 1d10 at 17th level in this class.
#### Fey Wild Gifts
Starting at 3rd level, you also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
| d6 | Gifts |
|:---:|:-----------|
| 1 | Illusory butterflies flutter a round you while you take a short or long rest. |
| 2 | Fresh, seasonal flowers sprout from your hair each dawn. |
| 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
| 4 | Your shadow dances while no one is looking directly at it. |
| 5 | Horns or antlers sprout from your head. |
| 6 | Your skin and hair change color to match the season at each dawn. |
In addition, you have advantage on Intelligence checks when recalling information about fey and you can read, speak, and write Sylvan or one other language of your choice if you already know Sylvan.
#### Otherwordly Glamour (modified)
Starting at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier, minimum l.
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. If you are already proficient in the chosen skill, your proficiency bonus is doubled whenever you use that skill.
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#### Beguiling Twist
Starting at 7th level the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
#### Fey Reinforcements (modified)
Starting at 11th level, the royal courts of the Feywild have blessed you with the ability to call for assistance from the fey. You know the spells *Conjure Woodland Beings* and *Summon Fey* and they be cast without concentration and spell components. The spells are cast as though you have cast them with a 5th level spell slot. You can only have 1 spell in effect at one time.
You can use this feature three times. You regain all expended uses when you finish a long rest.
#### Misty Wanderer (modified)
Starting at 15th level, you can slip in and out of the Feywild to move in a blink of an eye. You can use a bonus action to teleport up to 30 feet to an unoccupied space you can see. You can do so a number of times equal to your proficiency bonus modifier, and you regain all expended uses when you finish a short or long rest.
In addition, whenever you use this ability, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
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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 Stealth skill. If you already are proficient, 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 2d6 damage from the attack.
This damage increases to 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 17th level in this class.
#### 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 once for every 5 levels you have in this class, rounded up. You regain expended uses after a long rest.
#### Critical Strike
Starting at 11th level, when you hit a creature with a weapon attack, you can choose to have the creature make a Constitution saving throw DC = 8 + your proficiency bonus + your Wisdom modifier. On a fail, the creature is stunned until the end of your next turn. On a success, the target takes an extra 3d4 damage.
You can do this a number of times equal to your proficiency bonus modifier. You regain all expended uses after a long rest.
#### 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.
#### Dreadlord (modified)
At 3rd level, once per turn, whenever you hit a target with a weapon attack, the target takes an extra ld8 damage of the weapon's damage type.
Beginning at 7th level in this class, the damage can be applied to each weapon attack. The extra damage increases to 1d10 at 11th level and 1d12 at 17th level in this class.
#### Umbral Sight (modified)
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.
\pagebreakNum
### Hell's Warrior
Many have ventured into the Abyss, but few have survived and fewer still have returned. These rangers have been trained specifically for these missions. Knowing the risks of their profession, rangers who wish to pursue this vocation must undergo intense training and participate in a ritual. Those who survive the ritual are granted extraordinary abilities, but may also change their bodies. Once you join, there is no turning back.
#### Lineage of the Abyss
At 3rd level, when you select this path, you can select which transformation has occurred to your body.
| d10 | Trait |
|:---:|:-----------|
| 1 | Your eyes are black. |
| 2 | Parts of your skin become thick and hardened as leather. |
| 3 | When interacting with fiends, they can sense their blood within you. In addition, you emit an aurora of being a fiend if you are in range of an ability or spell is used to detect the presence of fiends. |
| 4 | You grow horns on your head. |
| 5 | You retain your physical appearance. |
| 6 | You physically transform into a Tiefling, though you retain the statistics of your original race. |
| 7 | Your skin becomes rust red in color.
| 8 | You have disadvantage on Charisma (Persuasion) checks but gain advantage on Charisma (Intimidation) checks. |
| 9 | You physically transform into a wingless Cambion, though you retain the statistics of your original race. |
| 10 | Part (or parts) of your body change. Examples include one arm is much larger than the other.
You can speak, read, and write Abyssal and Infernal or one other language of your choice if you already know Abyssal or Infernal. In addition, you have advantage on Intelligence checks when recalling information about fiends.
Additionally, magical and nonmagical darkness doesn't impede your sight.
#### Fiendish Power
The ritual increases your strength and speed. Once per turn, when you make an unarmed or weapon attack, the target takes an extra 1d8 damage.
Beginning at 7th level in this class, the damage can be applied to each weapon attack. The extra damage increases to 1d10 at 11th level and 1d12 at 17th level in this class.
#### Demonic Resistance
Starting at 7th level, you gain resistance to fire damage. If you already have resistance to fire damage, you gain resistance to cold damage.
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#### Demonic Heritage
Starting at 11th level, through the ritual, you have gained the following abilities possessed by fiends:
**Aurora of Fear.** You can channel the dread presence of the abyss, causing those around you to become frightened. As an action, for 1 minute you exude an aura of fear to a distance of 30 feet. Each creature of your choice that starts its turn in this aura must succeed on a Wisdom saving throw DC = 8 + your proficiency bonus modifier + your Wisdom modifier, or be frightened until the aura ends. A creature can attempt a saving throw at the end of each its turn. On a success, the effect ends. A creature that succeeds on its saving throw is immune to your aura for 24 hours.
**Fiendish Charm.** Choose one creature you can see within 60 feet of you must succeed a Wisdom saving throw DC = 8 + your proficiency bonus modifier + your Wisdom modifier, or become charmed for 8 hours. The charmed target obeys your spoken commands. If the target suffers any harm or you command it to harm itself, the target can repeat the saving throw, ending the effect on a success. If a creature succeeds on its saving throw, it is immune to your charm for 24 hours and the creature has no hint that you tried to charm it.
You can only have one target charmed at a time. If you charm another, the effect on the previous target ends.
**Hellish Strike.** As a bonus action, for 1 minute you can either:
* Imbue your hands or objects held in your hand with either cold or fire (your choice). You deal an extra 1d6 damage of the selected type to each weapon or unarmed attack. Or
* Once per turn, you can choose to fire a bolt of cold or fire (your choice) from your hand in place of a weapon attack. The bolt has a range of 60 feet and on a successful ranged spell attack (your proficiency bonus + your Wisdom modifier), the target takes an additional 3d6 cold or fire damage, depending on type you selected.
You can dismiss *Demonic Heritage* as a fee action. In addition, you can use *Demonic Heritage* three times, and you regain all expended uses when you finish a long rest.
#### Hellish Heritage
At 15th level, you gain resistance to cold damage. If you already have resistance to cold damage, you gain resistance to poison damage.
In addition, you gain advantage on saving throws against spells.
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### Horizon Walker
Horizon Walker Rangers 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.
#### Primeval Awareness (modified)
Beginning at 3rd level, you can use your action to focus your awareness on the area around you. Until the end of your next turn, you know the location of any aberration, celestial, dragon, elemental, fey, fiend, and undead within 60 feet of you. You know the type (aberration or undead) of any being whose presence you sense, but not its identity (the vampire *Count Strahd von Zarovich*, for instance).
You can use this feature a number of times equal to 1 + your Wisdom modifier, minimum + 1. You regain all expended uses after a long rest.
#### 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.
You can do this a number times equal to 1 + your Wisdom modifier, minimum + 1. You regain all expended uses after you finish a 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. When you make a weapon attack against a target, the target takes an extra 1d6 force damage from the attack.
The extra damage is applied to each weapon attack at 7th level in this class. The extra damage increases to 1d8 at 11th level and 1d10 at 17th level in this class.
#### Ethereal Step (modified)
At 7th level, as a bonus action, you can step into the Ethereal Plane, as though you cast the *Etherealness* spell. The effect ends at the end of the current 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.
In addition, you can select an additional target or willing creature to enter the Ethereal Plane with you. The cost is one additional usage per target or creature. The target or creature must be within 5 feet of you.
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#### 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 path 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 (new)
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 weapon attack is against a different target, each target takes the extra damage.
Beginning at 7th level in this class, the extra damage can be applied to each weapon attack.
The extra damage for each weapon attack increases to 1d10 at 11th level and 1d12 at 17th level in this class.
#### Tactician (modified)
Beginning at 3rd level, you gain proficiency in the Perception skill. If you already are proficient, your proficiency bonus is doubled when you use this skill.
In addition, 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 weapon attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
**Retaliate.** When a 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 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 rather than a melee weapon attack.
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#### 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 cannot be frightened.
#### Multiattack (changed)
At 11th level, you excel in fighting against a horde of creatures. When you take the Attack action, you can choose to use one of the following instead:
**Volley.** A ranged weapon attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
**Whirlwind.** Move up to half of your movement speed and make a melee weapon attack against any number of creatures within your reach, with a separate attack roll for each target.
When you use this feature, each weapon attack deals an extra 2d6 damage. The damage increases to 2d8 at 17th level in this class.
#### 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 can use your reaction to no longer require air to breathe for a number of hours equal to 1 + your Constitution modifier, minimum + 1. You can do this a number of times equal to proficiency bonus modifier. You regain all expended uses after a long rest.
In addition, you gain proficiency in the Survival skill. If you already are proficient, your proficiency bonus is doubled when you use this skill.
#### Planar Warrior
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 psychic damage from the attack.
The extra damage is applied to each weapon attack at 7th level in this class. The extra damage increases to 1d8 at 11th level and 1d10 at 17th level in this class.
#### World Traveler
You have learned to survive in worlds with inhabited with hostile beings. Starting at 7th level, when you take force, necrotic, psychic, or radiant damage, you can use your reaction to gain resistance to that instance of damage.
In addition, after listening to creature speak for 1 minute, you learn their language and you are able to communicate with them, as if you are under the effects of the *Tongues* spell.
#### Ethereal Strike
Your movements seem to phase in and out of existence, allowing you to sever a creature's connection to planar travel. Beginning at 11th level, if a creature is in another plane, but visible on the Material Plane, your weapon attacks can affect that creature. In addition to the damage, the creature must make a Wisdom saving throw DC = 8 + your proficiency bonus + your Wisdom modifier. On a fail, the creature is drawn back to the Prime Material Plane until the beginning of your next turn.
In addition, if a creature attempts to teleport, you can use your reaction to make a weapon attack against that creature. On a hit, the creature takes the damage and must make a Constitution saving throw DC = 8 + proficiency bonus + your Wisdom modifier. On a fail, the teleportation fails and the spell or the ability is consumed.
#### Planar Defense
You have strengthened your fortitude against creatures who have various manipulative abilities. 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 | Spell Points | Max Spell Level |
|:---:|:---:|:---:|
| 3rd | 6 | 1st |
| 4th | 6 | 1st|
| 5th | 14 | 2nd |
| 6th | 14 | 2nd |
| 7th | 17 | 2nd |
| 8th | 17 | 2nd |
| 9th | 27 | 3rd |
| 10th | 27 | 3rd |
| 11th | 32 | 3rd |
| 12th | 32 | 3rd |
| 13th | 38 | 4th |
| 14th | 38 | 4th |
| 15th | 44 | 4th |
| 16th | 44 | 4th |
| 17th | 57 | 5th |
| 18th | 57 | 5th |
| 19th | 64 | 5th |
| 20th | 64 | 5th |
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#### Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spell casting, chapter 11 for the druid and ranger spell list in the PHB, and ppg 288-289 for spell points in the DMG.
#### Spell Points
The Ranger table shows how many spell points you have to cast your spells. To cast one of your Ranger spells of 1st level or higher, you expend a number of spell points to create a spell slot of a given level, and then you use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all expended Spell Points when you finish a long rest.
The Creating Spell Slots table shows the cost of creating a spell slot of a given level.
#### Creating Spell Slots
| Spell Level | Spell Point Cost |
|:---:|:-----------:|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
#### Maximum Spell Level
The Ranger table shows your maximum spell level you have to cast your spells of 1st level and higher. To cast one of these ranger spells, you must expend an appropriate number of spell points to cast the spell at its level or higher. For example, if you know the 1st-level spell *hunter's mark* and have enough spell points to cast the spell as either a 1st-level and a 2nd-level, you can cast *hunter's mark* using either level when you expend the appropriate number of Spell Points.
#### Preparing and Casting Spells (Modified)
You prepare the list of Ranger spells that are available for you to cast, choosing from the **druid and 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). Your level determinesthe cmaximum-level spell slot you can create.
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.
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#### 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 action
- **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 30 minutes. 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.
t.
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### Tools
#### Trapper's Kit
Trapper's Kit is a tool designed for setting and disarming traps. Proficiency with the tool also grants you a general knowledge of traps. 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.
**Components.** Trapper's Kit include a small file, 50 ft silken rope, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, hunting knife, and a pair of pliers.
**History.** Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps and what traps are best suited against what prey.
**Investigation and Perception.** You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
**Set a Trap.** Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check
becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as bear trap or a
weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
##### Trapper's Kit
| Activity | | | DC |
|:---|:----:|:-----:|:-----:|
| Disable a Trap | | | Varies |
| Set a Trap | | | Varies |
### Two-Weapon Fighting
When you take the Attack action and attack with a melee weapon that you are holding in one hand, you can use a bonus action to attack with a light melee weapon that you are holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
### Camouflage
You can use your Wisdom (Survival) checks to spend 1 minute using mud, dirt, plants, soot, animal excrement, and other naturally occurring materials to camouflage yourself. You benefit from this benefit as long as you don't move at your full speed or take any actions.
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### Feats
#### Animal Instincts
You connection to the uncivilized world has sharpened your senses to survive in the world of beasts. You gain the following benefits:
* Your Wisdom score increases by 1, to a maximum of 20.
* You no longer suffer disadvantage on your Wisdom (Perception) checks imposed by lightly obscured areas (such as dim light, patchy fog, or moderate foliage).
* You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on sound or smell.
#### Favored Enemy
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, Constructs, dragons, elementals, fiends, giants, humanoids, fey, monstrosities, oozes, plants, or undead. You gain the following abilities:
* You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence
checks to recall information about them.
* You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
* You gain a +2 bonus to damage rolls with weapon attacks against creatures of your favored enemy.
* If the chosen favored enemy is one of the following: aberrations, celestials, constructs, dragons, elementals, fiends, or giants, you have advantage on ability checks and saving throws against their abilities.
You can select this feat multiple times. Each time you do so, you must choose a different favored enemy.
#### Survivalist
You know how to survive in the wilderness, even in the harshest environments. You gain the following benefits:
* Your Constitution score increases by 1, to a maximum of 20.
* You gain proficiency in the Wisdom (Survival) skill.
* You have advantage on ability checks to detect, avoid, and resist natural and dungeon hazards (e.g. Brown mold, Razorvine, Slippery ice, Thin ice, Quicksand).
* You have advantage on saving throws that you make to resist extreme temperatures.