Ranger 5e Class and Subclass Changes/Additions

by ZornHub

Search GM Binder Visit User Profile

Ranger

Ranger Spellcasting
Ranger Level Spells Known 1st 2nd 3rd 4th 5th
2nd 3 2 - - - -
3rd 4 3 - - - -
4th 4 3 - - - -
5th 5 4 2 - - -
6th 5 4 2 - - -
7th 6 4 3 - - -
8th 7 4 3 - - -
9th 8 4 3 2 - -
10th 8 4 3 2 - -
11th 9 4 3 3 - -
12th 10 4 3 3 - -
13th 11 4 3 3 1 -
14th 11 4 3 3 1 -
15th 12 4 3 3 2 -
16th 13 4 3 3 2 -
17th 13 4 3 3 3 1
18th 14 4 3 3 3 1
19th 14 4 3 3 3 2
20th 15 4 3 3 3 2

Additional Spells

2nd-level ranger feature

1st Level
  • Earth Tremor (XGE)
  • Expeditious Retreat (PHB)
  • Gift of Alacrity (EGtW)
  • Ricochet
  • Tumble Stride
2nd Level
  • Branch Blade
  • Earthbind (XGE)
  • Frost Strike
  • Jim's Glowing Coin (AInc.)
  • Kinetic Jaunt (SACoC)
  • Melf's Acid Arrow (PHB)
  • Skywrite (XGE)
  • Spider Climb (PHB)
  • Troop Tactics
  • Wristpocket (EGtW)
3rd Level
  • Dispel Magic (PHB)
  • Feign Death (PHB)
  • Leomund's Tiny Hut (PHB)
  • Stinking Cloud (PHB)
4th Level
  • Blight (PHB)
  • Giant Insect (PHB)
  • Lingering Toxins
5th Level
  • Mislead (PHB)
  • Passwall (PHB)
  • Skill Empowerment (XGE)

Spellcasting

2nd-level ranger feature


By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Ritual Casting (Optional)

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell known.

Spellcasting Focus (Optional)

At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Heightened Senses

2nd-level ranger feature


Starting at 2nd level, you always try to keep yourself alert to your surroundings. You gain proficiency in initiative rolls.


At 9th level, your senses are so honed are so honed that you have advantage on initiative rolls.

Hunter's Focus

7th-level ranger feature


Starting at 7th level, your tracking capabilities have become second nature to you.

When you have marked a creature with your hunters mark spell or by a ranger class feature, such as Favored Foe, you no longer need to maintain concentration on said spell or feature. You can focus concentration on one additional spell or spell like ability.

In addition, you are considered proficient in concentration saving throws.

Primal Ambush

11th-level ranger feature


Starting at 11th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Precise Strikes (Optional)

18th-level ranger feature, replaces Feral Senses


At 18th level, you become truly deadly with your weapons accuracy. You can add your Wisdom modifier to the attack rolls and damage of your weapon attacks. This is in addition to either your Strength modifier or Dexterity Modifier.

Split the Arrow (Optional)

20th-level ranger feature, replaces Foe Slayer feature


At 20th level, you learn to strike your enemies in there moments of weakness. When you hit a creature, you can expend one use of this ability to deal full damage to the target. You can use this feature a number of times equal to your proficiency modifier per long rest.

Updated Ranger Conclaves


Beast Master

Beast Master Magic

Ranger Level Spell
3rd Beast Bond, Heroism
5th Enhance Ability, Warding Bond
9th Haste, Protection of Energy
13th Death Ward, Guardian of Nature
17th Awaken, Circle of Power

Primal Companion

Exceptional Training

Starting at 7th level, the bond between you and your primal beast has grown, granting you the following benefits:

  • Your primal beast has advantage on saving throws while it is within 60 feet of you and can see you.

  • The attacks of your primal beast count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Beginning at 11th level, your primal beast grows ever more fearsome in combat.

When you command your primal beast to use their Attack action it can make two attacks, instead of one.

Share Spells

The bond between you and your primal beast has been perfected, allowing you to share magical effects.

Upon reaching 15th level, when you cast a spell that targets yourself, you can choose for the spell to affect both yourself and your primal beast, as long as it is within 30 feet of you.

Drakewarden

Drakewarden Gifts

Ranger Level Spell
3rd Absorbs Elements, Chromatic Orb, Thaumaturgy
5th Dragon's Breath, See Invisibility
9th Fear, Incite Greed
13th Elemental Bane, Fabricate
17th Legend Lore, Summon Draconic Spirit

Tongue of Dragons

You learn to speak, read, and write Draconic or one other language of your choice.

Drake Companion

Bond of Fang and Scale

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 1d6 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.

Drake's Breath

At 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 (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, 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.

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

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 1d6 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.

Fey Wanderer

Fey Wanderer Magic

Ranger Level Spell
3rd Charm Person, Silent Image
5th Misty Step, Nathair's Mischief
9th Blink, Dispel Magic
13th Dimension Door, Polymorph
17th Dream, Mislead

Gloom Stalker

Gloom Stalker Magic

Ranger Level Spell
3rd Arms of Hadar, Disguise Self
5th Rope Trick, Shadow Blade
9th Fear, Phantom Steed
13th Greater Invisibility, Shadow of Moil
17th Negative Energy Flood, Seeming

Horizon Walker

Horizon Walker Magic

Ranger Level Spell
3rd Detect Evil and Good, Protection from Evil and Good
5th Misty Step, Vortex Warp
9th Haste, Pulse Wave
13th Banishment, Gravity Sinkhole
17th Banishing Smite, Teleportation Circle

Hunter

Hunter Magic

Ranger Level Spell
3rd Ensaring Strike, Hunter's Mark
5th Blindness/Deafness, Hold Person
9th Conjure Barrage, Slow
13th Freedom of Movement, Galder's Speedy Courier
17th Hold Monster, Skill Empowerment

Monster Slayer

Monster Slayer Magic

Ranger Level Spell
3rd Identify, Protection from Evil and Good
5th Magic Weapon, Zone of Truth
9th Intellect Fortress, Magic Circle
13th Banishment, Charm Monster
17th Dispel Evil and Good, Hold Monster

Swarmkeeper

Swarmkeeper Magic

Ranger Level Spell
3rd Faerie Fire, Fortify, Mage Hand
5th Spider Climb, Web
9th Gaseous Form, Stinking Cloud
13th Arcane Eye, Giant Insect
17th Bigby's Hand, Insect Plague

New Conclaves

Divine Judicator

Divine Judicator Magic

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

Ranger Level Spell
3rd Heroism, Guiding Bolt, Thaumaturgy
5th Augury, Find Steed
9th Spirit Shroud, Vampiric Touch
13th Divination, Find Greater Steed
17th Commune, Holy Weapon

Blessing of the Divine

At 3rd level, you learn a ritual that blesses one weapon with holy or cursed energy. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and grant it the blessing.


Once you have blessed a weapon, you may use a bonus action to summon the weapon. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Whenever you dismiss your weapon, You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you summon the weapon.


If you bless a melee weapon and you lose, drop or throw the weapon; you can summon the weapon to your hand at the end of your turn (no action required).

If you bless a ranged weapon, the weapon produces its own ammunition if you don't load any ammunition into the weapon. The ammunition created by the weapon vanishes the instant after it hits or misses a target.


You can have a total of two weapons blessed at one time, if you perform the ritual on another weapon it will remove the blessing from the prior weapon. You can use the same bonus action to summon both weapons if they both have the light property.

Wrath of the Blessing

Additionally at 3rd level, once on each of your turns when you hit a creature with your blessed weapon you can deal an additional 1d6 damage. The damage type can be either radiant or necrotic; you choose the type when you give the weapon its blessing.

Imbued Smite

Beginning at 7th level, you become wreathed with holy and unholy energy. You gain resistance to radiant and necrotic damage.

In addition, when you hit a creature with one of your blessed weapons you can expend one spell slot to deal radiant or necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Retributive Assault

Starting at 11th level whenever you or an ally within 60 feet gets hit by an attack or targeted by a damaging spell you can use your reaction to move up to your movement without provoking attacks of opportunity and take the Attack Action as if it was your turn.

You can use this special reaction a number of times equal to your proficiency bonus, and regain all spent uses on a long rest.

Judgment Strike

Starting at 15th level when you make an attack roll you can use this ability to give yourself a +10 to the attack roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. If the attack hits the target you can use any amount of your Ranger hit dice to add to the damage of the attack (minimum of 1d10). The damage type can either be radiant, necrotic, or the damage type of the weapon that hit.

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

Mage's Bane

Mage's Bane Magic

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

Ranger Level Spell
3rd Magic Missile, Shield
5th Arcane Lock, Silence
9th Copy Cast, Counterspell
13th Arcane Eye, Otiluke's Resilient Sphere
17th Bigby's Hand, Mana Flow

Caster Lore

Starting at 3rd level you always have Detect Magic and Identify prepared and can cast these spells as a ritual. In addition, you choose from the following selection of skills: Arcana, Nature, or Religion. You gain proficiency in the selected skill and your proficiency bonus is doubled in the chosen skill.

You can select another skill at 7th level and 11th level.

Arcane Strikes

At 3rd level you can collect the magic in the air into your weapon. When you hit a creature with a weapon, you can deal an extra 1d4 force damage to the target, which can take this extra damage only once per turn. If you hit a creature that is concentrating on a spell, the damage die of this ability doubles.

This damage increases to 1d6 at 7th level, to 1d8 at 11th level, and 1d10 at 15th level.

Protection from the Arcane

Starting at 7th level, your knowledge of spells bolsters your defenses. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic. In addition you have a bonus to saving throws caused by magic or magical effects equal to your Wisdom modifier (minimum of +1).

Spell Absorption

At 11th level, you know the Dispel Magic spell. 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 successfully disrupt a spell with either Counterspell or Dispel Magic you gain the ability to cast the destroyed spell for the next minute without expending a spell slot. The spell doesn't have to be a ranger spell for you and uses your spellcasting modifier for its stats. If the spell is of a higher level than you have the ability to cast, you must make a skill check determined by the DM to be able to cast it at the lowest level available. The skill check can either be Arcana for an Arcane spell, Nature for a Primal spell, or Religion for a Divine spell.

Brand of the Mage Killer

Starting at 15th level, when you hit a creature with a weapon attack you can choose to imbue the attack with an antimagic affect. The creature must make a Constitution saving throw against your spell save DC. On a failure the creature loses the ability to make the Cast a Spell Action, and loses concentration on any spells they currently have up. The duration of the effect lasts for 1 minute. On a successful save the target duration only lasts until the end of the round.

You can use this ability a number of times equal to your Wisdom Modifier (minimum of +1), regaining all spent uses at the end of a long rest.

Herbalist

Herbalist Magic

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

Ranger Level Spell
3rd Healing Word, Goodberry
5th Lessor Restoration, Wither and Bloom
9th Plant Growth, Mass Healing Word
13th Aura of Life, Aura of Purity
17th Antilife Shell, Greater Restoration

Healing Balms

At 3rd

At 3rd

At 7th

At 11th

At 15th

Corsair

Corsair Magic

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

Ranger Level Spell
3rd Armor of Agathys, Create or Destroy Water
5th Air Bubble, Blur
9th Shanty of Stability, Tidal Wave
13th Control Water, Watery Sphere
17th Cone of Cold, Control Winds

Captains Tactics

At 3rd

At 3rd

At 7th

At 11th

At 15th

New Spells

Branch Blade

2nd-level transmutation


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Material Components: V, M (a twig)
  • Duration: Concentration, up to 1 minute

You cause a small twig into a grow into a deadly bladed weapon. The magic sword last until the end of the duration. It counts as a simple melee weapon with which you are proficient. They deal 4d4 magical slashing damage on hit and have the finesse, and light properties. While wielding the weapon, you critically strike on a 19 or 20.


If you let go of the weapon it shrivels back to its original form at the end of your turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to regrow in your possesion.


At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 5d4. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 6d4. When you cast it using a spell slot of 7th level or higher, the damage increases to 7d4.

Frost Strike

2nd-level transmutation


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Material Components: V
  • Duration:

Lingering Toxins

4th-level conjuration


  • Casting Time: 1 Action
  • Range: 30 feet
  • Material Components: V, S, M (A rotten mushroom)
  • Duration: Concentration, up to 1 minute

You summon spores or sludge to inflict the target with disease. The target must make a Constitution saving throw. On a failure they take 4d12 poison damage and become poisoned for the duration, or half as much damage and not poisoned on a successful save. A creature poisoned by this spell takes an additional 2d12 poison damage on the start of each of their turns. The target can attempt to end the additional poison with a Constitution Check against your Spell Save DC. If a poisoned creature drops to zero hit points with this spell, they explode in a cloud of poison. Every creature within a 20 foot radius of the target to make a Constitution saving throw or take 2d12 poison damage, or half as much on a success.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spells damage increases by 1d12 for each slot level above 4th.

Ricochet

1st-level transmutation


  • Casting Time: 1 Action
  • Range: Self
  • Material Components: M, S (1 ranged weapon worth 1 gp)
  • Duration: Instantaneous

You imbue your next ranged attack with kinetic energy. As apart this spell make a ranged weapon attack against one creature within range of the weapon. On hit the weapon deals its normal damage and then flies off to another target within range. Make another ranged weapon attack from the position of the target.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spells follow up attacks increase by one for each slot level above 2nd.

Troop Tactics

2nd-level enchantment


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Material Components: S, M (a tuft of fur)
  • Duration: Concentration, up to 10 minutes

Once per turn when you attack a target that is within 5 feet of one of your allies, you can choose to make that attack with advantage.

Moreover, whenever a creature within your reach make an attack against one of your allies, you can make an attack of opportunity against that creature as a reaction.

Tumble Stride

1st-level illusion


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Material Components: S
  • Duration: 1 Minute

You become surrounded by a ethereal mist as you tumble through the battlefield. You can make the Disengage or Dodge action as a bonus action for the duration of the spell. When you make either of these actions you add an additional 10 feet to your current movement speed.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.