New Ranger Class

by CricketPieces

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The New Ranger

Mentors

Right up front I want to express my gratitude and obligation to those who inspired me. I have remade the ranger by mostly using pieces others have made... and then Frankensteining them together.

Credit for this rebuild should first go to Ari Ashkenazi and their "The D&D 5E Ranger – Fixed" from the Mythcreants blog, Dracodruid and their "Tasha's Ranger", Redditor JPGenn and their "Martial Ranger", and Youtube's the Dungeon Coach and his "Ranger Homebrew" that he himself attributes to a patron of his named Pagnabros, and whomever wrote the Peregrine Falcon for 5e article on DandWiki.com Much of their work I simply lifted whole cloth to make my own... so if this sucks it's their faults NO TAKEBACKS!

But Why Tho...

Why yet another Ranger rebuild? Isn't Tasha's fine? Or if you don't like that, can't you just ask your DM if you can play the Class Feature Variants Ranger? Sure, sure... It's true. Unfortunately what both of those rebuilds did was make the Ranger more mechanically viable, by adding more features from other classes. The better the Ranger got, the less unique it became. Even worse, (reflavored) Battlesmith Artificers and Scout Rogues could just replace the Ranger without difficulty.

Spirit of No Common Rate

I was trying to make the Ranger feel like a distinctive class, which 5e has failed to do so far. I wanted the feel of a half-wild person. Someone who is both at home in civilization and in the wilderness, and bridge between both. Someone who is such a gifted gerneralist that they never work with others out of necessity, only choice. https://editor.gmbinder.com/#subclasses-hunter-wild-hunt

Dungeon Coach's video on the Ranger Homebrew was the inspiration for all of this. Like he said, each class has core features that come alive at 1st, 2nd, and 3rd level and about 1/2 of them level with the character as long as they stay in the class. This is what I have tried to make the Ranger do as well.

Basic Concepts

Hunter's Mark is now a class feature instead of a spell, beast companion is now part of the core class instead of a subclass feature, and Ranger is now the most customizable class available. Not only will they have a large list of possible options, they will be able to swap them out over the course a few days. This provides the fantasy of an always prepared One-Man-Army/Swiss-Army-Knife.

Issues

I'm sure the very first criticism I will get on this is that does not fit with the style of 5th edition. It's not as streamlined, it has class features coming online at the same levels as extra attack and ASI's, and it uses monster language instead of player language. All 3 of those were choices.

5e has failed the Ranger over and over again; I feel it doesn't owe 5e pure fidelity to structure as a result. The complexity of this build is also meant to be it's strength; this is now the most customizable class in the game. 2 Drakewarden Rangers will feel very different from each other based on the choices they make. And the monster abilities was meant to give a thematic presence to the Ranger. The Ranger is of the wilds, part of civilization, and a bridge between them.

And also this is a first draft, from someone who hasn't done a lot of previous homebrewing. This just might not be very good. I am looking for feedback on this so I can improve it. But if you read this and think, "This is complete b#(($#!t", let me know that too. If so, I can scrap this entirely and try again from scratch.

Thank you for taking the time to read this. I am throwing this up as just the main class first. If I get positive feedback and constructive criticism on this, I will upload smaller chunks of it to get particular help on it. And Then I'll throw up all the subclasses, and then each individual subclass. For now please give me general feedback, and I will get into the weeds of particulars in later posts. Thank you again.
Ranger
Level Proficiency Bonus Features Hunter's Mark Companion CR Spells Known 1st 2nd 3rd 4th
1st +2 Hunter's Mark, Training Choice 1d4
2nd +2 Woodland Companion, Roving Prowess 1d4 1/2
3rd +2 Spellcasting, Ranger Archetype, Aspect Choice 1d6 1/2 3 2
4th +2 Ability Score Improvement, Roving 1d6 1/2 3 3
5th +3 Extra Attack, Training 1d6 1 4 3
6th +3 Aspect 1d6 1 4 3
7th +3 Ranger Archetype Feature, Roving 1d6 1 5 4 2
8th +3 Ability Score Improvement 1d6 1 1/2 5 4 2
9th +4 Training, Aspect 1d8 1 1/2 6 4 2
10th +4 Alpha Strike 1d8 1 1/2 6 4 3
11th +4 Ranger Archetype Feature, Roving 1d8 1 1/2 7 4 3
12th +4 Ability Score Improvement, Aspect 1d8 1 1/2 7 4 3
13th +5 Training 1d8 2 8 4 3 2
14th +5 Aspect, Roving 1d8 2 8 4 3 2
15th +5 Ranger Archetype Feature, Training 1d8 2 9 4 3 2
16th +5 Ability Score Improvement 1d8 2 1/2 9 4 3 3
17th +6 Roving 1d10 2 1/2 10 4 3 3
18th +6 Training, Aspect 1d10 2 1/2 10 4 3 3
19th +6 Ability Score Improvement 1d10 3 11 4 3 3 1
20th +6 Apex Predator 1d12 3 11 4 3 3 1

Class Features

As a Ranger, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Choose 2 from the following list: Brewer's Kit, Cartographer's Tools, Cook's Untensils, Herbalism Kit, Leatherworker's Tools, or Woodcarver's Tools.

  • Saving Throws: Strength, Wisdom
  • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) studded leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • one ranged weapon along with 20 pieces of ammunition for that weapon

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

Multiclassing

Ability Score Minimum: Wisdom 13, Your choice of Dexterity or Strength 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Armor: light armor, medium armor, shields

Weapons: simple weapons, martial weapons

Skills: Choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Part 1 | Ranger Class Features

Hunter's Mark

1st-level Ranger Feature

Beginning at 1st level, you can focus your senses onto a creature, mystically marking it as your quarry. Once per turn as a free action, you can mark one creature you can see within 90 feet of you. Alternatively, you can mark a creature by studying its tracks for at least 1 minute. The target is marked as long as it's on the same plane of existence as you and isn't protected from divination magic. The mark also vanishes if you finish a short or long rest, are rendered unconscious, or use this feature again to target another creature. While a creature is marked, you gain the following benefits:
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find the target.
  • Whenever you hit the target with a weapon attack, you deal additional damage as shown in the Hunter's Mark column of the Ranger table.

After you have taken this free action, you may change your target again with a bonus action.

Ranger Training

1st-level Ranger Feature

Rangers are the exemplars of the self-taught & self-reliant generalists. They train themselves out in the wilds, learning from their own survival tactics and instincts. There are 2 main paths to take in this training: **Wilderness Training** and **Martial Training**. When you gain the Training features at various levels, you may choose 1 ability to gain from either Wilderness Training or Martial Training options detailed at the end of his chapter.

You may choose to replace a Wilderness or Martial training option with another of the same kind. However this takes 7 days of practice, wherein the ranger has 6-8 hours of uninterrupted practice.

Woodland Companion

2nd-level Ranger Feature

You gain a spirit companion that accompanies you on your adventures and is able to take the form of various beasts to fight alongside you, though it is a fey instead of its normal creature types and has an alignment of your choice.

It gains the ability to understand one language of your choice that you speak. While your companion is within 1 mile of you, you can communicate with it telepathically.

As an action, you can see through your companions's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses.

Conjuring a form for your companion takes 10 minutes and level of spell slot determined by the CR of the form you wish to conjure or for free during a long rest. Your ranger level determines the beasts your companion can become. as shown in the Companion Forms table.

In example at 2nd level, conjuring your companion takes no spell slot. It can take the form of any beast that has a challenge rating of 1/2 or lower. If you conjure more than 1 companion at a time, you add all the CR's of each companion together, there combined CR's cannot exceed your max companion CR.

Companion Forms
Level -------- Max CR -------- # of Companions ---------------------- Spell Slot Level to Conjure --------------
2nd 1/2 1 -
5th 1 1 1
7th 1 2 1
8th 1 1/2 2 2
11th 1 1/2 3 2
13th 2 3 2
16th 2 1/2 3 3
19th 3 3 3

In combat, your beasts acts during your turn. They can move and use their reaction on their own, but the only action they take is the Dodge action, unless you take a bonus action on your turn to command one of them to take another action.

That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command one of your companions to make one attack.

If you are incapacitated, the beast can take any action of its choice, not just Dodge. If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself. Should you die, your companion continues to exist for 24 hours before returning to its home plane.

Fierce Warrior

2nd-level Ranger Feature

You can choose to lose access to your Woodland companion feature **permanently**. If you do, your maximum Hitpoint value increases by 4. All of your previous hit dice and all further hit dice in this class you acquire become d12's.

Also when you reach 10th level in this class you gain another extra attack when you take the attack action on your turns. This extra attack does stack with extra attack gained at 5th level in this class, but does not stack with the the Extra Attack feature gained from other classes or features.

Roving Prowess

2nd-level Ranger Feature

Rangers are renowned for their worth as wilderness guides and trailblazers. They provide a wide array of utility to groups parties that travel with them. When you gain the **Roving** feature at various levels, you may choose 1 ability to gain from the Roving options detailed at the end of his chapter.
2
Part 1 | Ranger Class Features

Spellcasting

3rd-level Ranger Feature

You have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

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

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

Spells Known of 1st Level and Higher

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

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

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

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Please note. Hunter's Mark is no longer a spell that is available to Rangers as it is now a class feature.

Influences

3rd-level Ranger Feature

At 3rd-level, you can choose to either take additional class features at certain levels, or alternatively you can choose to become a 1/2 caster. Pay attention to the table on Pg 165 of the PHB to determine how this will affect multiclassing.

Ranger Conclave

3rd-level Ranger Feature

You choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Aspect of the Beast/Hunter

3rd-level Ranger Feature

Tapping into the magic of nature itself, rangers can choose to either imitate or dominate the wilds. They gain abilities that make them take on an **Aspect of the Beast** or the **Aspect of the Hunter**. Abilities gained from the mantle of the Hunter enhance humanoid ingenuity, perseverance, and the effectiveness of your Hunter's Mark. Abilities gained from the mantle of the beast imbue your ranger with powerful animalistic senses, natural weapons, instincts, and mobilities.

When you gain the Aspect features at various levels, you may choose 1 ability to gain from either Aspect of the Beast or Aspect of the Hunter options detailed at the end of his chapter.

You may choose to replace a Beastial or Hunter Aspect option with another of the same kind. However this takes 7 days of meditation, wherein the ranger has 2-3 uninterrupted hours to prepare and perform a ritual to meditate on a new Aspect.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

5th-level Ranger Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.
Part 1 | Ranger Class Features

Alpha Strike

10th-level Ranger Feature

You may choose to perform an Alpha Strike action on your turn. This action causes all of your companions to attack the nearest creature that they see as a threat. This will depend on the perspective of the companion itself. A new ally or a party member in disguise may be the target if the companions are not properly informed ahead of time. Also if no targets are in range they will dash to close in on the nearest available target regardless of attacks of opportunity, cover, or other battlefield circumstances.

After you take this action you make use a bonus action to make 1 weapon attack.

Apex Predator

At 20th level, you learned how to act with incredible speed.

Once per round, after another creature has taken its turn, you can take a special action. You can use this special action to move up to half your movement speed and take either the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Part 1 | Ranger Class Features

Ranger Training

Martial Training

Evasion

Prerequisite 7th-level

You can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

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

Defense

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

Druidic Warrior

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

Dueling

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

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting

When you are weilding 2 weapons in separate hands and use the attack action, you can make one extra attck with the weapon in your second hand. However, you lose the ability to make an off-hand attack with your bonus action.

You may take this option again for your training; however, can’t take a Fighting Style option more than once.

The Druidic Warrior fighting style is an exception to this rule. Rangers may take this multiple times, choosing 2 different Druid cantrips each time.

Fleet of Foot

Prerequisite 6th-level

You can use the Dash or Disengage actions as a bonus action on your turn.

Vanish

Prerequisite 6th-level

You can use the Hide action as a bonus action on your turn.

Warpath

You gain a bonus to your initiative rolls equal to your Wisdom modifier.

Part 2 | Martial Training Options

Wilderness Training

Canny

Choose one of your skill or tool proficiences. Your proficiency bonus in doubled for any ability check you use to make that uses the chosen skill. You can also speak, read, and write another languages of your choice.

You may choose this option multiple times

Favored Terrain

Along with the buffs you get from the specific terrains you choose, you get the follwing upgrade as along as you are in any of your favored terrains:

If you move at least 10 feet in your turn, you gain +1 on damage rolls until the start of your next turn.

Arctic

You gain resistance to cold damage, and are unaffected by extremely cold environments.

Coastal

You gain a swim speed equal to your walking speed, and can hold your breath for an hour.

Desert

You gain resistance to fire damage, and are unaffected by extremely hot environments.

Swamp

You gain resistance to either acid or poison damage and are immune to disease.

Forest

You gain proficiency in the Wisdom (Perception) skill or if you are proficient in it already your proficiency bonus is doubled for any ability check you make that uses this skill. You also gain a +5 bonus to your passive Perception and +5 bonus on all Stealth rolls.

Mountain

You gain a climb speed equal to your speed, and you can breathe normally in elevations up to 10,000 feet.

Underdark

You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. If you already have darkvision, your range increases by 30 ft.

Urban

you gain proficiency in 2 of the following skills: Deception, Intimidation, Investigation, Performance, or Persuasion. In addition, when you are not in combat, you (and your group) can travel between any two locations in a city twice as fast as your speed would normally allow. You also learn to speak, read, and write one humanoid language of your choice.

You make take this Training Option multiple times, choosing a different terrain every time.

Lion-Hearted

You have advantage on death saving throws. You may use this feature once per long rest. At 18th level, you may use this feature twice per long rest.

Natural Healer

Prerequisite Herbalism Kit

You can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices, and you can do this during a short rest or long rest.

You can create and carry a number of such poultices equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you, and after 24 hours, any poultices that you haven't used lose their potency.

If you spend 1 minute applying one of your poultices to a wounded creature, thereby expending its use, that creature regains 1d6 hit points.

Improved Natural Healer

Prerequisite Natural Healer

Your poultices increase in potency to 2d6. Alternatively they can be used to remove the effect of a disease or the poisoned effect. They can be applied by anyone, and only take 1 action to apply.

Greater Natural Healer

Prerequisite Improved Natural Healer

Your poultices increase in potency to 3d6. Poultices can now last for 7 days. This does not change the maxium that can be carried.

Natural Healer Savant

Prerequisite Brewer's Kit or Cook's Untensils, and Greater Natural Healer

You can create potions instead of Poultices which increase in potency to 4d6 plus your Wisdom modifier.

Steadfast

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

Swift

Your walking speed increases by 5 ft.
You may take this option up to 2 times

Part 2 | Wilderness Training Options

Roving Prowess

Roving Options


Forager

When you forage, you find twice as much food and water as you normally would. Even if you fail, you still find enough food and water to sustain one person for one day.

Guide

You can guide the travel for a group of up to six creatures. While guided by you, your group can move stealthily while traveling at a normal pace and difficult terrain doesn't slow your group's travel.

Land's Stride

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

Look-out

You don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace, and even when you are engaged in another activity while traveling — such as foraging, navigating, or tracking — you remain alert to danger.

Bushman

Difficult terrain doesn't slow your travel, and you have advantage on Intelligence (Nature) checks to identify Wilderness and Dungeon Hazards (such as Quicksand, Thin Ice, or Brown Mold).

Scout

You can move stealthily while traveling at a normal pace.

Swift Tracker

You can track while traveling at a fast pace, and finding a trail only takes 1 minute in a confined area such as a dungeon, or 10 minutes outdoors.

Traceless

Unless you choose to be, you can't be tracked by non-magical means.

Part 3 | Roving Options

Aspects

If an Aspect choice has prerequisites, you must meet them to learn it. You can learn the Aspect at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.

Aspects of the Beast


Aquatic

You gain a swimming speed equal to your walking speed and can hold your breath for an hour.

Botanist

You learn additional spells when you reach certain levels in this class, as shown in the Botanist Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

You can cast each of these spells once without expending a spell slot or using material components. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Botanist Spells
1/2 Caster ~~~~~~~~~ 1/3 Caster
Ranger Level Spell
3rd Entangle
5th Locate Animals or Plants
9th Speak with Plants
13th Awaken
17th Commune with Nature
Ranger Level Spell
3rd Entangle
7th Locate Animals or Plants
13th Speak with Plants
19th Awaken

Dolittle

You learn additional spells when you reach certain levels in this class, as shown in the Dolittle Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

You can cast each of these spells once without expending a spell slot or using material components. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

You also always act as if you are under the influence of the Speak with Animals spell.

Dolittle Spells
1/2 Caster ~~~~~~~~~ 1/3 Caster
Ranger Level Spell
5th Beast Sense, Locate Animals or Plants
13th Locate Creature, Dominate Beast
Ranger Level Spell
7th Beast Sense, Locate Animals or Plants
19th Locate Creature, Dominate Beast

Feral Senses

You gain preternatural senes that help you fight creatures you ca't see. You have blindsight with a range of 30 ft. Within that range, you can effectively see anything that isn't behind total cover, even if you are blinded or in total darkness. Moreover, you can 'see' an invisible creature within that range, unless the creature successfully hides from you.

Mole Soul

You gain a burrowing speed of 15 ft. You have tremorsense out to 30 ft. You can dig a hole of cubic 500 ft in an hour

Natural Antivenom

You have resistance to poison damage and advantage on saving throws against poisons and effects that cause the poisoned condition.

Padded Feet

Prerequisite Land's Stride

You now suffer no movement restriction from any kind of difficult terrain. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell

Predator

Once per turn you can use your Wisdom modifier on an attack or damage roll against the target of your Hunter's Mark. (Recharge 5-6)

Primeval Awareness

You use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can search for a general type of creature (such as giants, fiends, monstrosities, etc...) within 3 miles of you. This feature reveals the creatures’ general direction and a very vague sense of distance but doesn't tell you about their numbers or strength.

Spindly

Prerequisite 5th-level for 1/2 casters or 7th level for 1/3 casters

You learn the Spiderclimb and Web spells, and they do not count against the numbers of ranger spells you know. You can cast each of these spells once without expending a spell slot or using material components. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Whether you cast the Spiderclimb spell with this feature or a spell slot you no longer have to concentrate on the spell when cast.

Thick Hide

Your AC becomes 13 + Dexterity modifier while you are not wearing armour.

PART 4 | Beast Aspect Options

Wild Bond

When you gain the Wild Bond from your Aspect options you choose 1 form. You can use each form you choose this way once per short or long rest. You use a bous action to create the effect from that form for 1 minute.

Grasping Limb

One of your hands and any one-handed weapon it is holding merge, taking the shape of a tentacle or claw. The weapon gains the following benefits:

  • Range increases by 5 feet.
  • When you hit a target with this weapon attack, you immediately attempt to grapple the target as part of the attack. You gain a bonus to the grapple check equal to your Proficiency Bonus.
  • While grappling a target, this weapon cannot attack another target.
Poison Spines

Your arms and back grow spines or quills. Once on your turn, when you take the Attack Action you can replace one of your attacks with a special attack:

Quill Shot

Damage Range
1d4 + Dex piercing & 1d8 poison 80/320

In addition, when you are hit with a melee attack, the attcker must make a constitution saving (DC 15) on a failed save they take 1d4 piercing damage and 1d4 poison damage and are poisoned until the end of their next turn. On a success they take 1d4 piercing damage.

Trampling Charge

Your choice of antlers or horns grow from your head. You gain the following effects if you move at least 20 feet straight toward a target

  • Your next melee attack against that target deals an extra 2d6 weapon damage.
  • If the target is a creature at most 1 size larger than you, you may take the shove action as part of that attack.
PART 4 | Beast Aspect Options

Aspects of the Hunter


Eagle Eye

Your short range distance with ranged or thrown weapons is doubled up to a maximum of the weapon's long range.

Escape the Horde

Prerequisite 6th-level

Opportunity attacks against you are made with disadvantage.

Favored Enemy

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select a races of humanoids (such as gnolls and orcs) as favored enemies. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as though you had marked them with your Hunter's Mark.

If you do mark your favored enemy with your Hunter's Mark, you have advanatge on all weapon attacks against them. Also as an action, you can make an intelligence check against them to learn at least 1 specific fact about them. This fact will depend on your DM's discretion, but it should help to defeat, satisfy, or distract them. Once you use this special action you can't do so again until you complete a long rest.


*You may take this aspect multiple times choosing a different enemy every time.*

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.

Limber

You gain a climbing speed equal to your walking speed; and you can perform the grapple or shove attacks with only 1 hand even when climbing, without disadvantage.

Multiattack Defense

Prerequisite 6th-level

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.

Multiattack - Volley

Prerequisite 6th-level

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.

Multiattack - Whirlwind Attack

Prerequisite 6th-level

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.

Nature's veil

Prerequisite 9th-level

You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Stand Against the Tide

Prerequisite 9th-level

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.

Steel Will

You are immune to being frightened.

Tireless

As a bonus action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Part 4 | Hunter Aspect Features

Subclasses

Beastmaster

Beastial Influence

3rd-level Beastmaster Feature

If you choose not to become a 1/2 caster, you gain 1 bonus Aspect of the Beast ability at 3rd-level in this sublass and 1 more at 7th-level, 11th-level, and 15th-level.

Companion Improvement

3rd-level Beastmaster Feature

At 3rd-level, when you choose this subclass your woodland companion feature can take on more powerful forms and/or gain more companions. You gain access to the Primal Companion option as well as having a new companion table.

Companion Forms
Level -------- Max CR -------- # of Companions ---------------------- Spell Slot Level to Conjure --------------
3rd 1 1 1
5th 2 2 2
7th 2 1/2 2 2
8th 3 3 3
11th 3 1/2 3 3
13th 4 4 4
16th 4 1/2 4 4
19th 5 5 5

The primal companion Stat Block and rules can be found on Pg 61 of Tasha's Cauldron of Everything. You can summon your Primal Companion for free once per long rest, or by expending your highest possible spell slot level or a third level spell slot, which ever is lower. Your Primal companion counts as all of your available CR, or as CR 3 whichever is lower. If you take the Fierce Warrior feature option at level 2, you still get access to your Primal Companion.

Beastmaster Magic

3rd-level Beastmaster Feature

At 3rd-level, you gain the Dolittle Aspect of the Beast.

Beastial Resonance

3rd-level Beastmaster Feature

You can now peer through the senses of one of your companions as a free action once per turn.

You can also expend a spell slot as an action to heal all of your companions within 1 mile of you for 1d6 x level of your spell slot.

Mystic Companion

7th-level Beastmaster Feature

7th-level, your companions' attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, your Woodland Companion(s) gains a +1 bonus to their attack rolls and AC. This bonus increases to +2 at 11th level and +3 at 15th level. This doesn't affect your Primal Companion.

Superior Training

11th-level Beastmaster Feature

When you take the Alpha Strike action you can command each companion under your command individually choosing their actions, moves, and targets.

Spirit Bond

15th-level Beastmaster Feature

Starting at 11th-level, when one of your companions take damage, they can use their reaction to gain resistance to that damage. Doing so causes you to take the same amount of damage.

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Part 5 | Subclasses: Beastmaster

Drakewarden

Prerequisite you cannot take the Fierce Warrior option

Draconic Influence

3rd-level Drakewarden Feature

If you choose not to become a 1/2 caster, you gain 1 bonus Aspect of the Beast ability at 3rd-level in this sublass and 1 more at 7th-level, 11th-level, and 15th-level.

Companion Improvement

3rd-level Drakewarden Feature

At 3rd-level, when you choose this subclass your woodland companion feature expands to include new forms:

You may choose any creature(s) of the dragon type that falls into the approprite CR level.

Alternatively at 3rd-level, you can magically summon a drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.

The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

Draconic Magic

3rd-level Drakewarden Feature

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

Drakewarden Spells
1/2 Caster ~~~~~~~~~ 1/3 Caster
Ranger Level Spell
3rd Cause Fear
5th Dragon's Breath
9th Fly
13th Polymorph
17th Dominate Person
Ranger Level Spell
3rd Cause Fear
7th Dragon's Breath
13th Fly
19th Polymorph

Draconic Gift

3rd-level Drakewarden Feature

At 3rd-level the bond you share with your drake creates a deeper connection to dragon kind.

You gain the following benefits: If you can’t already, you learn to speak, read, and write Draconic. You learn the thaumaturgy cantrip, which is a ranger spell for you.

Draconic Connection

3rd-level Drakewarden Feature

You gain a Favored Terrain that matches the habitat of your Drake companion you also gain a cantrip that does damage that matches the damage type of your Drake companion's Draconic Essence. This cantrip counts as a ranger spell for you.

Bond of Fang and Scale

7th-level Drakewarden Feature

At 7th-level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury.

While your drake is summoned, you and the drake gain the following benefits:

You gain resistance to the damage type chosen for the drake’s Draconic Essence.

Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.

The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.

Your Drake companion also grows from small to medium size.

Drake’s Breath

11th-level Drakewarden Feature

When you reach 11th-level as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 8d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond

15th-level Drakewarden Feature

At 15th-level your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

The drake grows to Large size, you gain proficiency in the Animal Handling skill, and you can now ride your Drake.

The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).

When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.

Part 5 | Subclasses: Drakewarden


Drake Companion

Small dragon


  • Armor Class 14 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)
  • Speed 40ft.

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
  • Damage Immunities determined by the drake’s Draconic Essence trait
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic
  • Challenge All of your available CR

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 piercing damage plus PB damage of a type determined by the drake’s Draconic Essence.

Reactions

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

Part 5 | Subclasses: Drakewarden

Feywanderer

Fey Influence

3rd-level Feywanderer Feature

If you choose not to become a 1/2 caster, you gain 1 bonus Wilderness Training ability at 3rd-level in this sublass and 1 more at 7th-level, 11th-level, and 15th-level.

Companion Improvement

3rd-level Feywanderer Feature

At 3rd-level, when you choose this subclass your woodland companion feature expands to include new forms:

You may choose Sprites, Pixies, or Quicklings to be your companions.

Fey Wanderer Magic

3rd-level Feywanderer Feature

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

Fey Wanderer Spells
1/2 Caster ~~~~~~~~~ 1/3 Caster
Ranger Level Spell
3rd Charm Person
5th Misty Step
9th Dispel Magic
13th Dimension Door
17th Mislead
Ranger Level Spell
3rd Charm Person
7th Misty Step
13th Dispel Magic
19th Dimension Door

Dreadful Strikes

3rd-level Feywanderer Feature

At 3rd-level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. The damage type of your Hunter's Mark features becomes psychic. Also the die size of your Hunter's Mark increases by 1 size type.

Otherworldly Glamour

3rd-level Feywanderer Feature

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

7th-level Feywanderer Feature

Beginning at 7th-level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements

11th-level Feywanderer Feature

At 11th-level, you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Misty Wanderer

15th-level Feywanderer Feature

When you reach 15th-level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Part 5 | Subclasses: Feywanderer

Gloomstalker

Influence of the Underdark

3rd-level Gloomstalker Feature

You gain 1 bonus Martial Training ability at 3rd-level in this sublass and 1 more at 7th-level, 11th-level, and 15th-level.

Companion Improvement

3rd-level Gloomstalker Feature

At 3rd level, when you choose this subclass your woodland companion feature expands to include new forms:

You may choose Myconids, Gricks, and Piercers, and Thornys as your companions. Alternatively, you may attempt to employ an intelligent underdark denizen as a companion. This is subject to DM approval and will usually require some sort of arrangement such as payment, employment, contract, or mutual quest to aquire their services.

Dread Ambusher

3rd-level Gloomstalker Feature

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra roll of the Hunter's Mark damage.

Gloomstalker Magic

3rd-level Gloomstalker Feature

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

Gloomstalker Spells
1/2 Caster ~~~~~~~~~ 1/3 Caster
Ranger Level Spell
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming
Ranger Level Spell
3rd Disguise Self
7th Rope Trick
13th Fear
19th Greater Invisibility

Umbral Sight

3rd-level Gloomstalker Feature

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

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

Iron Mind

7th-level Feywanderer Feature

By 7th-level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

11th-level Feywanderer Feature

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

15th-level Feywanderer Feature

Starting at 15th-level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

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Part 5 | Subclasses: Gloomstalker

Horizon Walker

Planar Influence

3rd-level Horizon Walker Feature

If you choose not to become a 1/2 caster, you gain 1 bonus Wilderness Training ability at 3rd-level in this sublass and 1 more at 7th-level, 11th-level, and 15th-level.

Companion Improvement

3rd-level Horizon Walker Feature

At 3rd level, when you choose this subclass your woodland companion feature expands to include new forms:

You may choose Boggles, Blink Dogs, and Displacer Beasts to be your companions.

You may also choose 1 plane other than the Material plane to focus on. You gain mores option from that plane as detailed on the planar companion table.

Planar Companions
Plane Creature
Plane of Fire any Fire Elemental
Plane of Water any Water Elemental
Plane of Earth any Earth Elemental
Plane of Air any Air Elemental
Feywilds Sprites, Pixies
Shadowfell Specters, Shadow Mastiffs
Ethereal Plane Protection from Evil and Good
Astral Plane Almiraj, Intellect Devourers
Lower Planes Quasits
Mechanus Modrons
Limbo any Ooze
Higher Planes Lantern Archons

Horizon Walker Magic

3rd-level Horizon Walker Feature

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

Horizon Walker Spells
1/2 Caster ~~~~~~~~~ 1/3 Caster
Ranger Level Spell
3rd Protection from Evil and Good
5th Misty Step
9th Haste
13th Banishment
17th Teleportation Circle
Ranger Level Spell
3rd Protection from Evil and Good
7th Misty Step
13th Haste
19th Banishment

Detect Portal

3rd-level Horizon Walker Feature

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Distant Strike

3th-level Horizon Walker Feature

At 3rd-level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Ethereal Step

7th-level Horizon Walker Feature

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

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

Spectral Defense

11th-level Horizon Walker Feature

At 11th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Planar Warrior

15th-level Horizon Walker Feature

At 15th level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 2d8 force damage from the attack.

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Part 5 | Subclasses: Horizon Walker

Hunter

Odin's influence

3rd-level Hunter Feature

You gain 1 bonus Aspects of the Hunter at third level in this sublass. You gain 1 more bonus Hunter Aspect at 7th-level, 11th-level, and 15th-level.

Companion Improvement

3rd-level Hunter Feature

At 3rd level, when you choose this subclass your woodland companion feature expands to include new forms:

You now have access to the Hunting Pup and Hunting Falcon beasts.

Hunter's Magic

3rd-level Hunter Feature

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

Hunter Spells
1/2 Caster ~~~~~~~~~ 1/3 Caster
Ranger Level Spell
3rd Snare
5th Pass Without a Trace
9th Protection from Energy
13th Locate creature
17th Hold Monster
Ranger Level Spell
3rd Snare
7th Pass Without a Trace
13th Protection from Energy
19th Locate creature

Tracker

3rd-level Hunter Feature

You gain proficiency with the Perception or Survival skills, and your proficiency with this chosen skill is doubled for checks to track or find a target.

Wild Hunt

3rd-level Hunter Feature

At 3rd-level, while you have your Hunter's Mark on a target, you have a +2 bonus on all attacks to hit your target. Also you have a +1 bonus to your AC and saving throws from all sources other than your Hunter's Mark's target.


Tracking Master

7th-level Hunter Feature

At 7th level, your woodland companion feature expands to include new forms:

You now have access to the Hunting Dog and Hunting Hawk beasts.

Quarry's Folly

11th-level Hunter Feature

At 11th-level, when the target of your Hunter's Mark attacks you or damages you with an ability that triggers a saving throw, you can use a reaction to reduce the damage by the maximum roll of your Hunter's Mark die and then reflect half of that damage back at the target as force damage.

Leader of the Pack

15th-level Hunter Feature

At 15th level, your woodland companion feature expands to include new forms:

You now have access to the Hunting Hound and Hunting Raptor beasts.

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Part 5 | Subclasses: Hunter

Hunting Pup

Medium beast


  • Armor Class 14 (natural armor)
  • Hit Points 22 (4d8+4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 5 (-3) 12 (+1) 14 (+2)

  • Skills Athletics +2, Intimidation +2, Perception +5, Stealth +4, Survival +3
  • Senses passive Perception 15
  • Challenge 1/2

Keen Hearing and Smell. Hunting Pup has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hunting Prowess. Adds 1 Roll of the Hunter's Mark damage die to all attacks made.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage.


Hunting Dog

Medium beast


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d8+8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 5 (-3) 12 (+1) 14 (+2)

  • Skills Athletics +2, Intimidation +2, Perception +5, Stealth +4, Survival +3
  • Senses passive Perception 15/20
  • Challenge 3/4

Keen Hearing and Smell. Hunting Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Hunting Prowess. Adds 1 Roll of the Hunter's Mark damage die to all attacks made.

Deathgrip. After a successful Bite attack the Hunting Dog automatically attempts a grapple DC is equal to your Spell Save DC.

Party Tactics. When the Hunting Dog succeeds on a grapple check on an already grappled target, they are restrained.

Innate Spellcasting. The Hunting Dog's innate spellcasting ability is Wisdom (spell save equal to your Spell Save DC). The Hunting Dog can innately cast the spell Locate Plants and Animals requiring no material components 1/day.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d8 + 2) piercing damage.


Hunting Hound

Medium beast


  • Armor Class 15 (natural armor)
  • Hit Points 38 (5d10+10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 5 (-3) 14 (+2) 14 (+2)

  • Skills Athletics +2, Intimidation +2, Perception +8, Stealth +5, Survival +5
  • Senses passive Perception 18/23
  • Challenge 1

Keen Hearing and Smell. Hunting Hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Greater Hunting Prowess. Adds 1 Roll of the Hunter's Mark damage die to all attacks made. Roll 2 against restrained targets.

Deathgrip. After a Bite attack the Hunting Dog automatically attempts a grapple DC is equal to your Spell Save DC.

Party Tactics. When the Hunting Dog succeeds on a grapple check on an already grappled target, they are restrained.

Innate Spellcasting. The Hunting Dog's innate spellcasting ability is Wisdom (spell save equal to your Spell Save DC). The Hunting Dog can innately cast the following spells Locate Plants and Animals and Locate Creature requiring no material components 1/day.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) piercing damage.


Hunting Falcon

Tiny beast


  • Armor Class 14 (natural armor)
  • Hit Points 14 (4d6)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (0) 5 (-3) 14 (+2) 6 (-2)

  • Skills Acrobatics +3, Perception +6, Stealth +5, Survival +4
  • Senses passive Perception 16/21
  • Challenge 1/2

Keen Sight. Hunting Falcon has advantage on Wisdom (Perception) checks that rely on sight.

Flyby. The Hunting Falcon doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Hunting Prowess. Adds 1 Roll of the Hunter's Mark damage die to all attacks made.

Actions

Dive. The Hunting Falcon uses an action to soar its full speed vertically. On its next turn, it dives from above, it can move 3 times its fly speed and deals 7 (2d6) bonus slashing damage on its next attack that turn. On a hit, the target must make a Dexterity Saving Throw versus your Spell Save DC. On a failure, the target falls prone.

Talon. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) slashing damage.

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Part 5 | Subclasses: Hunter

Hunting Hawk

Tiny beast


  • Armor Class 15 (natural armor)
  • Hit Points 18 (4d6+4)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 12 (+1) 5 (-3) 14 (+2) 6 (-2)

  • Skills Acrobatics +4, Perception +6, Stealth +6, Survival +4
  • Senses passive Perception 16/21
  • Challenge 3/4

Keen Sight. Hunting Falcon has advantage on Wisdom (Perception) checks that rely on sight.

Flyby. The Hunting Falcon doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Greater Hunting Prowess. Adds 1 Roll of the Hunter's Mark damage die to all attacks made. Roll 2 against prone targets.

Innate Spellcasting. The Hunting Dog's innate spellcasting ability is Wisdom (spell save equal to your Spell Save DC). The Hunting Dog can innately cast the spell Locate Plants and Animals requiring no material components 1/day.

Actions

Dive. The Hunting Hawk uses an action to soar its full speed vertically. On its next turn it dives from above, it can move 3 times its fly speed and deals 10 (3d6) bonus slashing damage on its next attack that turn. On a hit, the target must make a Dexterity Saving Throw versus your Spell Save DC. On a failure, the target falls prone.

Talon. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) slashing damage.


Hunting Raptor

Small beast


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d8+5)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
10 (0) 20 (+5) 12 (+1) 5 (-3) 16 (+3) 6 (-2)

  • Skills Acrobatics +3, Perception +9, Stealth +5, Survival +4
  • Senses passive Perception 19/24
  • Challenge 1

Keen Sight. Hunting Hawk has advantage on Wisdom (Perception) checks that rely on sight.

Flyby. The Hunting Hawk doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Hunting Prowess. Adds 1 Roll of the Hunter's Mark damage die to all attacks made. Roll 2 against prone targets.

Innate Spellcasting. The Hunting Raptor's innate spellcasting ability is Wisdom (spell save equal to your Spell Save DC). The Hunting Dog can innately cast the following spells Locate Plants and Animals and Locate Creature requiring no material components 1/day.

Scavenger. You may land on a prone target, occupying the same space as them. If you do so they are considered grappled until they use an action to remove you or you leave their space. While perched in this manner you have access to the Rend attack

Actions

Dive. The Hunting Hawk uses an action to soar its full speed vertically. On its next turn, it dives from above, it can move 3 times its fly speed and deals 18 (4d8) bonus slashing damage on its next attack that turn. On a hit, the target must make a Dexterity Saving Throw versus your Spell Save DC. On a failure, the target falls prone.

Rend. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 18 (4d8) slashing damage.

Talon. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (2d4 + 5) slashing damage.

Monster Slayer

Van Helsing's influence

3rd-level Monster Slayer Feature

You gain 1 bonus Aspect of the Hunter at 3rd-level in this sublass. You gain 1 more bonus Aspect at 7th-level, 11th-level, and 15th-level.

Companion Improvement

3rd-level Monster Slayer Feature

At 3rd level, when you choose this subclass your woodland companion feature can take on more forms:

Any undead, abberation, monstrosity, ooze, fiend, dragon, or giant that have been killed after you damaged it within the last hour can be resurrected with a spell slot equaling their CR rounded up. This takes one action and must be done in touch range. Any monster resurrected this way becomes (one of) your woodland companion(s), therefore, the maximum CR of the monster must be equal to or lower than max CR allowed by your woodland companion feature. If gainig this new companion would cause you to have more CR than your maximum you lose your previous companions until your Woodland CR falls under the maximum.

Monster Slayer's Magic

3rd-level Monster Slayer Feature

Also at 3rd-level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Monster Slayer's Spells
1/2 Caster ~~~~~~~~~ 1/3 Caster
Ranger Level Spell
3rd Protection from Good and Evil
5th Zone of Truth
9th Magic Circle
13th Banishment
17th Hold Monster
Ranger Level Spell
3rd Protection from Good and Evil
7th Zone of Truth
13th Magic Circle
19th Banishment

Hunter's Sense

3rd-level Monster Slayer Feature

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Mark

3rd-level Monster Slayer Feature

Starting at 3rd level, you can intensify your ire on the target of you Hunter's Mark. You use your bonus action on your turn to tranform your Hunter's Mark into your Slayer's Mark. The target of your Slayer's Mark takes the roll of the Hunter's Mark die and adds your Wisdom modifier to it. It takes all this damage as Necrotic damage.

Your Slayer's Mark ends early if you designate a different creature or in anyway that ends your Hunter's Mark.

Supernatural Defense

7th-level Monster Slayer Feature

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Mark forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Magic-User's Nemesis

11th-level Monster Slayer Feature

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

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

Slayer's Counter

15th-level Monster Slayer Feature

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Mark forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

18
Part 5 | Subclasses: Hunter

SwarmKeeper

Hive's influence

3rd-level Swarmkeeper Feature

You gain 1 bonus Aspects of the Beast at 3rd-level in this sublass. You gain 1 more bonus Beast Aspect at 7th-level, 11th-level, and 15th-level.

SwarmKeeper's Magic

3rd-level Swarmkeeper Feature

Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

SwarmKeeper's Spells
1/2 Caster ~~~~~~~~~ 1/3 Caster
Ranger Level Spell
3rd Faerie Fire, Mage Hand
5th Web
9th Gaseous Form
13th Arcane Eye
17th Insect Plague
Ranger Level Spell
3rd Faerie Fire, Mage Hand
7th Web
13th Gaseous Form
19th Arcane Eye

Gathered Swarm

3rd-level SwarmKeeper Feature

At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space.

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack's target takes 1d4 piercing damage from the swarm. This damage increases to 1d6 at 9th-level, 1d8 at 17-th level, and 1d10 at 20-th level.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice. This movement does not provoke attacks of opportunity

Companion Improvement

3rd-level SwarmKeeper Feature

At 3rd level, when you choose this subclass your woodland companion feature can take on more potent forms:

When you choose a companion whose names begins with "Swarm of ", they gain new abilities.

  • The "Swarm" passive ability loses the "The swarm can't regain hit points or gain temporary hit points." text.
  • When you command your companion to attack with your bonus action the attack's target takes extra piercing damage from the swarm equal to the damage boost from your Gathered Swarm feature.

Writhing Tide

7th-level SwarmKeeper Feature

Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mighty Swarm

11th-level SwarmKeeper Feature

At 11th level, your Gathered Swarm grows mightier in the following ways:

  • If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.

  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Mighty Companion

11th-level SwarmKeeper Feature

You can command a companion whose names begins with "Swarm of " to attempt to envelop the target. The target must succeed on a Wisdom saving throw against your spell save DC or become Frightened by the swarm until the end of their next turn.

Swarming Dispersal

15th-level SwarmKeeper Feature

When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Part 5 | Subclasses: Hunter
 

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