Rangers
Rangers are skilled explorers who serve as the first line of defense for civilization against the dangers of the wilds.
When one thinks of a ranger, one typically thinks of an individual who uses their special connection to nature and their environment to their advantage against their enemies.
Although this is the case for many rangers, these warriors are much more versatile and diverse as many serve as interplanar wardens, monster hunters, or even emissaries or agents for supernatural creatures.
Ranger Goals
Because of their diverse skills etc, one can encounter a ranger in a variety of different situations. Many rangers serve as guardians for sacred druidic grounds or the protectors of the frontier for prominent nations. Others may function as their own independent faction as mercenaries for hire to deal with monstrous threats, escort people through dangerous lands, or even function as assassins or bounty hunters.
Ranger Tactics
One of the signature traits of a ranger is their ability to adapt to any environment, whether it be tangled jungles, bustling metropolises, or barren wastelands. Since most rangers lack the martial prowess of dedicated warriors and the arcane potential of paladins or spellblades, rangers primarily rely on preparation to gain an edge against their foes.
Prepared Combatant
The ranger's primary goal in combat is to stay steps ahead of their opponent. They rely heavily on hit-and-run tactics and will only engage opponents in prolonged fights if victory can be acquired in a matter of seconds.
Environmental Fighters
One of their key weapons is their ability to use their environment to hide from sight or to make a quick escape. Depending on their specific training, some rangers have various tools at their disposal to specifically fight in such environments.
Guerilla Tactics
Ambush tactics are their favored manner of combat. After their ambush is triggered, the ranger's primary strategy is eliminating the weakest threats first before making a quick escape. When engaging stronger opponents, the ranger's greatest advantage is patience, as they will slowly wear down their opponent through a series of guerilla tactics.
Targeted Focus
Due to their evasive tactics, rangers tend to focus their attacks on a single opponent at a time. Thanks to their hunters mark, rangers are able to keep track of their quarry while staging multiple ambushes.
Adventurer Tactics
When fighting a ranger, the best tactic is to limit their ability to use their environment to slip away. Limiting their ability to easily escape drastically limits their effectiveness in combat. However, if a ranger is unable to quickly disengage, one should still proceed with caution as they possess a variety of potent spells that can be used in a dire situation.
Ranger Types
Rangers can be categorized into three specific categories based on their experience.
Ranger scout
Ranger scouts are often recruits in many ranger conclaves. Despite their relative inexperience, their keen awareness and knowledge of their surroundings still makes their skills quite valuable.
Ranger Pathfinder
These rangers are seasoned explorers that are able to quickly adapt to a situation. Many ranger pathfinders can be hired to serve as guides for treacherous environments or to protect settlements from rampaging monsters.
Ranger Realmkeeper
Realmkeepers are legendary guardians of civilization. Realm keepers are often responsible for maintaining order over large swathes of territory. They often accomplish this by establishing ranger conclaves to train new recruits and to cover more ground. Due to their tireless vigilance, realm keepers are often the first lines against cataclysmic incursion, even before the rest of civilization is awareness of impending doom.
Ranger Types
There are numerous ranger archetypes, each dedicated to their own specific area of expertise.
Beastmaster
Beastmasters are characterized by their close connection to the beasts of the wilds. Their primal attunement allows them to call beasts to come to their aid. These rangers are known for their fierce fighting style as they fight in unison with the bestial allies.
Bounty hunters
Whereas most rangers are attuned to the wilds beyond the walls of civilization, urban rangers can navigate sprawling metropolises with ease. Bounty hunters specialize in tracking down their quarry, even amidst the bustling crowds of the largest cities. Not only are they expert trackers, but they have a variety of tools at their disposal that allows them to quickly detain and incapacitate their opponents.
Frost Wardens
Frost wardens specialize in traversing frigid wastelands and icy tundras. They have learned to use their treacherous environment to their advantage, as they are able to use the ice to quickly patrol their lands. These rangers are often notorious for their ability to seemingly vanish into the snow.
Flame wardens
Flame wardens are a sect of guardians who safeguard the Material Plane from elemental incursions from the Plane of Fire. Flame wardens often undergo similar training to that of many druids. This training provides them the necessary attunement needed to maintain the balance of the elements, even if it means traveling to the Plane of Fire itself.
Gloomstalker
Gloomstalkers employ a special form of guerilla warfare used by many races of the Underdark such as drow or duergar. These rangers have learned to blend into the shadows to become completely invisible. Despite their origins in the Underdark, gloomstalkers are surprisingly common as their skills allows them to serve as assassins, bounty hunters, or spies.
Gladerunners
Gladerunners are the dedicated guardians of many woodland realms. Many gladerunners practice many druidic disciplines to enhance their bond with nature. Thanks to their special magical connection, Gladerunners are able to navigate through the forest with ease to drive off those who seek the careful balance of their homes.
Gravewardens
Gravewardens have devoted themselves to be watchers of life and death. Their primary purpose is to safeguard the dead from those who wish to disrupt or pervert the magic of life and death. Although gravewardens seek to destroy those who wish to use the necromantic practices for malevolent intent, gravewarden are not averse to raising the dead to fight on their behalf and have been known to temporarily call upon the undead to aid them in battle.
Forge Watcher
Forge watchers are a rare ranger conclave, typically only found in societies that possess advanced magitech. Forge watchers ensure that magitech is used responsibly. Their duties often include tracking down rogue constructs and preserving (or destroying) powerful artifacts and relics.
Hell Hunters
Hell hunters are a fearsome conclave of rangers dedicated to stopping fiendish incursions on the Material Plane. These warriors typically adorn themselves with armor forged from the Lower Planes itself. Their presence not only strikes fear in the heart of those who oppose them, but also serves as a suitable disguise for their regular raids on the Lower Planes to permanently eliminate troublesome fiends.
Holy Wardens
In many realms, many celestials communicate with mortals to enact their will on the Material Plane. Although clerics are used to spread the influence of their deity and paladins often vanquish those who oppose their god, wardens act as the eyes and ears of their deity throughout the planes.
These rangers travel across the multiverse on behalf of their deity, seeking worshipers for their respective deity. Holy wardens also monitor the influence that other divine entities may have on the realm and will eliminate anything that threatens the divine plan of their patron.
Inquisitor
Inquisitors have a rather unique focus, as they specialize in hunting down spellcasters. Due to the dangerous potential that magic can have when used in the wrong hands, many organizations have developed specific tactics to eliminate arcane threats. In many realms, inquisitors can be quite common in realms with abundant magic, as many factions tend to hire their services.
Monster Hunter
When one thinks of a ranger, monster hunters are one of the first few archetypes that immediately come to mind. These rangers have tirelessly researched the physiology and tactics of many supernatural creatures in the multiverse. Their keen understanding of their opponent allows them to take full advantage of their enemy's weaknesses.
Because of their expertise, monster hunters are able to quickly adapt to fight nearly any monstrous foe. Their careful training allows them to steel their mind from the powerful auras that many of these creatures possess.
Mistblade
Mistblades are a mysterious faction of rangers that travel between the Material Plane and the Feywild. These rangers oversee the careful yet chaotic boundaries between both planes. Unlike most mortals, mistblades are able to attune to the psychedelic magics of the Feywild, using it to confound their opponents with illusions and misdirection.
Moonblade
Moonblade rangers practice a magical practice that harnesses the power of moonlight. Lunar magic grants the user the supernatural ability to pierce through many magical illusions to reveal the true form of a creature. Because of this, moonblade conclaves often safeguard the mortal realms from many creatures that rely on illusions to prey upon humanoids, such as Fey or Fiends.
Planerunner
Planerunners serve as guardians of the planar boundaries of existence. Their primary purpose is to maintain vigil against planar incursion and to stop those who seek to destroy these barriers. Planerunners have learned to utilize temporal magic to phase between realities to maneuver around the battlefield in the blink of an eye.
Swarmkeeper
Swarmkeepers are a peculiar ranger conclave whose primal connection is characterized through a symbiotic relationship with a swarm of tiny creatures. These swarms can take a variety of forms depending on their attunement, ranging from elementals, insects, fey, or even leaves. These rangers possess a special magical connection with these swarms, using them to physically ensnare enemies, shield them from harm, and even as a form of transportation.
Tidekeeper
Tidekeepers are the vigilant guardians of the oceans. Thanks to their magical connection to the waters, tidekeepers are able to swim at incredible speeds. These rangers excel at underwater combat, which gives them an edge against many land-based threats.
Wyrmguard
Wyrmguards are a rare ranger conclave who serve as emissaries between mortals and dragons. In many realms, dragons are often feared by many humanoids, and this have resulted in numerous conflicts between both species. To put an end to this disastrous cycle of war, wyrmguards learned to harness to attune to draconic magic. Because of this special attunement, wyrmguards possess a special connection with draconic creatures, allowing them to fight alongside these creatures in unison as well as channel their magic into a column of dragonfire.
Ranger Scout
Medium Humanoid, varies
- Armor Class 15 (Leather Armor)
- Hit Points 45 (6d8+ 18)
- Speed 40ft., 40ft. climb, 40ft. swim
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 12 (+1)
- Skills Perception +5, Stealth +5, Survival +5,
- Senses passive Perception 15
- Languages Common and one language of choice
- Proficiency Bonus +2 Challenge 3 (700 xp)
Ambusher The ranger scout has advantage on initiative checks. If the ranger scout attacks a creature that is surprised or has not acted yet it combat, it can do so with advantage and can made one additional weapon attack as part of that Attack action
Keen Senses The ranger scout has advantage on Wisdom (Perception) checks
Land Stride The ranger scout can travel through non-magical difficult terrain without expending additional movements
Steady Aim The ranger scout can grant itself advantage on ranged attack rolls until the start of its next turn. The ranger can only use this feature if it hasn't moved on its turn and its speed is reduced to 0 until the start of its next turn.
Spellcasting
The ranger is an 6th-level Spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The ranger has the following spells prepared:
- 1st Level Spells(4 slots) Hunter's Mark, Hail of Thorns
- 2nd Level Spells (3 slots) Snare, Pass without a Trace
Actions
Multiattack. The ranger can make three attack with their shortsword or two attacks with their longbow
Shortsword Melee Weapon Attack: +5 to hit, 5ft, one target., Hit: 6 (1d6+3) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, 150/600ft, one target., Hit: 7 (1d8+3) piercing damage. When the ranger scout has advantage on this attack, this attack deals 12 (2d8+3) piercing damage.
Bonus Actions
Skulker The ranger can use its bonus action to Hide
Ranger Pathfinder
Medium Humanoid, varies
- Armor Class 15 (Leather Armor)
- Hit Points 102 (12d8+ 48)
- Speed 40ft., 40ft. climb, 40ft. swim
STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 12 (+1)
- Skills Nature +5, Perception +7, Stealth +7, Survival +7
- Senses passive Perception 17
- Languages Common and one language of choice
- Proficiency Bonus +3
- Challenge 7 (2900 xp)
Ambusher The ranger has advantage on initiative checks. If the ranger attacks a creature that is surprised or has not acted yet it combat, it can do so with advantage and can made one additional weapon attack as part of that Attack action
Keen Senses The ranger has advantage on Wisdom (Perception) checks
Land Stride The ranger can travel through non-magical difficult terrain without expending additional movement
Sharpshooter The ranger can ignore penalties due to half and three-fourth covers
Steady Aim The ranger can grant itself advantage on ranged attack rolls until the start of its next turn. The ranger can only use this feature if it hasn't moved on its turn and its speed is reduced to 0 until the start of its next turn.
Spellcasting
The ranger is an 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The ranger has the following spells prepared:
- 1st Level Spells(4 slots) Hunter's Mark, Hail of Thorns
- 2nd Level Spells (3 slots) Snare, Pass without a Trace
- 3rd Level Spells (2 slots) Conjure Barrage, Flame Arrows
Actions
Multiattack. The ranger can make three attack with their shortsword or two attacks with their longbow
Shortsword Melee Weapon Attack: +7 to hit, 5ft, one target., Hit: 7 (1d6+4) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit, 150/600ft, one target., Hit: 8 (1d8+4) piercing damage. When the ranger scout has advantage on this attack, this attack deals 13 (2d8+4) piercing damage.
Bonus Actions
Skulker The ranger can use its bonus action to Hide
Ranger Realmkeeper
Medium Humanoid, varies
- Armor Class 16 (Leather Armor)
- Hit Points 170 (20d8+ 80)
- Speed 40ft., 40ft. climb, 40ft. swim
STR DEX CON INT WIS CHA 19 (+4) 20 (+5) 18 (+4) 16 (+3) 20 (+5) 12 (+1)
- Skills Nature +8, Perception +10, Stealth +10, Survival +10
- Senses passive Perception 20
- Languages Common and one language of choice
- Proficiency Bonus +5
- Challenge 15 (13000 xp)
Ambusher The ranger has advantage on initiative checks. If the ranger attacks a creature that is surprised or has not acted yet it combat, it can do so with advantage and can made one additional weapon attack as part of that Attack action
Keen Senses The ranger has advantage on Wisdom (Perception) checks.
Land Stride The ranger can travel through non-magical difficult terrain without expending additional movement
Legendary Resistance(3/day) When the ranger fails a saving throw, they can choose to succeed. Upon using this feature, the ranger can cast a spell as part of this action.
Sharpshooter The ranger can ignore penalties due to half and three-fourth covers
Steady Aim The ranger can grant itself advantage on ranged attack rolls until the start of its next turn. The ranger can only use this feature if it hasn't moved on its turn and its speed is reduced to 0 until the start of its next turn.
Spellcasting
The ranger is an 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The ranger has the following spells prepared:
- 1st Level Spells(4 slots) Hunter's Mark, Hail of Thorns
- 2nd Level Spells (3 slots) Invisibility Snare, Pass without a Trace
- 3rd Level Spells (2 slots) Conjure Barrage, Flame Arrows
- 4th Level Spells (2 slots) Lightning Arrow, Greater Invisibility
- 5th Level Spells (2 slots) Conjure Volley, Swift Quiver
Actions
Multiattack. The ranger can make four attacks with their shortsword or three attacks with their longbow
Longsword Melee Weapon Attack: +10 to hit, 5ft, one target., Hit: 9 (1d8+5) slashing damage.
Longbow. Ranged Weapon Attack: +10 to hit, 150/600ft, one target., Hit: 9 (1d8+5) piercing damage. When the ranger scout has advantage on this attack, this attack deals 14 (2d8+5) piercing damage.
Bonus Actions
Skulker The ranger can use its bonus action to Hide
Legendary Actions (3/turn)
The ranger can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ranger regains spent legendary actions at the start of its turn.
Nimble Escape(1 action) The ranger can move up to half its movement speed without provoking attacks of opportunity
Hide in Plain Sight (1 action) The ranger can take the Hide action.
Weapon Attack (2 actions) The ranger can make a weapon attack or cast a spell
Resilience (3 actions) The ranger can end one spell effect or condition on yourself
Beastmaster
- Challenge Rating Increases by 1
Bestial Bond When the beastmaster casts a spell that effects only itself, it can choose to effect one allied beast within 30ft. of it as well.
Pack Tactics The beastmaster has advantage on attack rolls against a creature if at least one of the beastmaster's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting
The beastmaster has the following additional spells prepared
- 1st Level Spells Alter Self, Animal Friendship
- 2nd Level Spells Beast Sense, Flock of Familiars, Summon Beast
- 3rd Level Spells Conjure Animal
- 4th Level Spells Guardian of Nature, Polymorph
- 5th Level Spells Awaken
Bonus Actions
Alpha's Command The beastmaster can command one friendly beast with 30ft. that can see or hear it to use its reaction to move up to half its movement speed and make a weapon attack against a creature in range
Reactions
Bestial Retaliation When the beastmaster takes damage, it can use its reaction to command an friendly beast within 30ft. of it to use its reaction to move up to half its movement speed and make a weapon attack against the attacker.
Bounty Hunter
Endless Quarry The bounty hunter can double the duration of Hunter's Mark, up to a maximu, duration of 24 hours.
Keen Strike The bounty hunter can deal a critical hit on a 18-20.
Opportunistic Strike When the bounty hunter takes the Attack action against a creature under a status condition, the bounty hunter can use its bonus action to make one additional weapon attack.
Knockout Blow When the bounty hunter deals a critical hit to a creature, the target must succeed a Constitution saving throw equal to the bounty hunter's spell save DC. On a failed saving throw, the target is knocked unconscious for 10 minutes or until that creature takes damage or a creature uses its action to wake that creature up.
Spellcasting
The bounty hunter has the following additional spells prepared
- 1st Level Spells Sleep
- 2nd Level Spells Hold Person, Locate Object, See Invisibility
- 3rd Level Spells Clairvoyance
- 4th Level Spells Locate Creature, Otiluke's Resilient Sphere
- 5th Level Spells Hold Monster, Legend Lore, Scrying
Reactions
Endless Hunt When the bounty hunter reduces a creatures under your Hunter's Mark to 0 hitpoints, the bounty hunter can use its reaction to move its Hunter's Mark to another creature.
Frost Warden
- Damage Resistances Cold
Freezing Mark Creatures under the frost warden's Hunter's Mark have its movement speed reduced by 10ft.
Frost Acclimation When the frost warden succeeds a saving throw against an effect that deals cold damage, it takes none instead.
Ice Stride The frost warden can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Snow Sight The frost warden's sight is not obscured by snowfall or fog.
Spellcasting
The frostwarden has the following additional spells prepared
- 1st Level Spells Grease, Fog Cloud, Frost Fingers, Ice Knife
- 2nd Level Spells Binding Frost, Hold Person, Spike Growth
- 3rd Level Spells Sleet Storm
- 4th Level Spells* Ice Storm
- 5th Level Spells Cone of Cold
Bonus Actions
Frozen Dash When on icy or snowy terrain, the frost warden can use its bonus action to Dash
Flame Warden
- Damage Resistances Fire
- Languages Primordial, Ignan
Fireproof The flame warden cannot be set ablaze.
Fiery Evasion When the flame warden succeeds a saving throw against an effect that deals fire damage, it takes no damage instead
Flame Sight The flame warden's vision is not obscured by smoke or open flames.
Spellcasting
The flame warden has the following additional spells prepared
- 1st Level Spells Burning hands, Hellish Rebuke
- 2nd Level Spells Scorching Ray, Heat Metal
- 3rd Level Spells Fireball
- 4th Level Spells Fire, Shield, Summon Elemental, Wall of Fire, Web of Fire
- 5th Level Spells Conjure Elemental, Immolate
Gloomstalker
- Senses Darkvision 120ft.
- Challenge Rating Increases by 1
Gloom Sight The gloomstalker's vision is not obscured by magical darkness
Shadow Evasion While in dim light or darkness, whenever the gloomstalker fails a saving throw, it takes half damage and none of a success.
Shadow Veil While in darkness, the gloomstalker is obscured from all creatures that rely on sight to see it, even if that creature has darkvision
Spellcasting
The gloomstalker has the following additional spells prepared
- 1st Level Spells Fog Cloud
- 2nd Level Spells Darkness, Darkvision, Silence
- 3rd Level Spells Hunger of Hadar
- 4th Level Spells Shadow of Moil
- 5th Level Spells Mislead
Reactions
Shadowy Dodge When the gloomstalker takes damage, it can use its reaction to take half damage instead.
Gladerunner
- Languages Druidic
Floral Armor While motionless, the gladerunner is indistinguishable from a medium plant while lightly obscured by ample plant life
Plant Stride The gladerunner can move through difficult terrain caused by plant's without needing to make an ability check.
Spellcasting
The gladerunner has the following additional spells prepared
- 1st Level Spells Cure Wounds, Entangle, Hail of Thorns
- 2nd Level Spells Barkskin, Lesser Restoration, Spike Growth
- 3rd Level Spells Plant Growth
- 4th Level Spells Blight, Grasping Vine, Guardian of Nature
- 5th Level Spells Awaken, Greater Restoration, Mass Cure Wounds, Tree Stride, Wrath of Nature
Bonus Actions
Druidic Surge(Recharge 5-6) The gladerunner can use its bonus action to regain a number of hitpoints equal to 10 times half the gladerunner's proficiency bonus (rounded down). Upon using this feature, it can end any status conditions on itself.
Gravewarden
- Damage Resistances Necrotic
Death's Mark If the gravewarden reduces a creature under its Hunter's Mark to 0 hitpoints, that creature is instantly killed. If the creature is an undead, it turns to ash.
Grave Sight The gravewarden can pinpoint the location any undead within 60ft. of it.
Mark of the Dead When the gravewarden reduces a creature to 0 hitpoints that is under its Hunter's Mark, the target is immediately killed. If the creature is an undead, it takes an additional 3(1d6) radiant damage from each attack.
Turning Smite When the gravewarden deals a critical hit to an undead creature, it is turned for one minute. A turned creature must spend its turns trying to move as far away from the gravewarden as it can, and it can't willingly move to a space within 30 feet of gravewarden. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action..
Spellcasting
The gravewarden has the following additional spells prepared
- 1st Level Spells Detect Good and Evil, Guiding Bolt, Inflict Wouds Protection from Good and Evil
- 2nd Level Spells Blindness/Deafness
- 3rd Level Spells Animate Dead, Death Ward, Speak with Dead
- 4th Level Spells Blight
- 5th Level Spells Antilife Shell, Dispel Evil and Good, Hallow Holy Weapon
Forge Watcher
Arcane Sight The forge watcher can detect the presence of magic within 120ft. of it.
Deconstructing Mark The forge watcher's attacks deals an additional 1d6 damage to Constructs under Hunter's Mark.
Magitech Weaponry The forge watcher's attacks count as magical for the purpose of overcoming resistance and immunity
Siege Monster The forge watcher can deal double damage to buildings and objects
Spellbreaker Creatures have disadvantage on saving throws to maintain concentration on spell effects against he inquisitor's attacks
Spellcasting
The forge watcher has the following additional spells prepared
- 1st Level Spells Unseen Servant, Magic Missile
- 2nd Level Spells Spiritual Weapon
- 3rd Level Spells Elemental Weapon, Tiny Servant
- 4th Level Spells Summon Construct
- 5th Level Spells Animate Objects, Bigby's Hand
Reactions
Adaptability When the forge watcher takes damage, it can grant itself resistance to one damage type of its choice until the start of the forge watcher's next turn
Hell Hunter
- Senses Darkvision 120ft.
- Damage Resistances Fire, Poison
- Languages Abyssal, Infernal
- Challenge Rating Increases by 1
Dauntless The hell hunter has advantage on saving throws against being charmed or frightened. On a successful saving throw, the hell hunter is immune to being charmed or frightened by that creature for the next 24 hours
Magical Resistance The hell hunter has advantage on saving throws against spells and magical effects.
Poison Resistance The hell hunter had advantage on saving throws against being poisoned or diseased.
Spellcasting
The hell hunter has the following additional spells prepared
- 1st Level Spells Detect Evil and Good, Protection from Evil and Good, Hellish Rebuke
- 2nd Level Spells Ray of Enfeeblement
- 3rd Level Spells Fireball, Conjure Lesser Demons, Stinking Cloud
- 4th Level Spells Conjure Greater Demon
- 5th Level Spells Cloudkill, Infernal Calling
Holy Warden
- Damage Resistances Radiant
- Languages Celestial
- Challenge Rating increases by 1
Divine Radiance When the holy warden casts a spell that gives off bright light, it is considered sunlight
Divine Resurrection(1/long rest) When the holy warden is reduced to 0 hitpoints, it can regain 1 hitpoint instead. Upon using this feature, creatures within 30ft. of the holy warden that can see it must succeed a Constitution saving throw equal to its spell save DC. On a failed saving throw, that creature is blinded until the end of its next turn
Nullifying Mark The holy warden has advantage on saving throws against spells and magical effects.
Mark of Smiting When the Holy Warden hits a creature under its Hunter's Mark with an attack, it takes an additional 3 (1d6) radiant damage.
Spellcasting
The holy warden has the following additional spells prepared
- 1st Level Spells Bless, Cure Wounds, Guiding Bolt
- 2nd Level Spells Lesser Restoration, Zone of Truth
- 3rd Level Spells Daylight
- 4th Level Spells Sickening Radiance
- 5th Level Spells Dawn, Flame Strike, Holy Weapon, Mass Cure Wounds, Summon Celestial
Inquisitor
- Challenge Rating Increases by 1
Arcane Sight The inquisitor can detect the presence of magic within 120ft. of it. Additionally, the inquisitor can determine if a creature within 120ft. of it is a spellcaster or not.
Magical Resistance The inquisitor has advantage on saving throws against spells and magical effects.
Nullifying Mark When the inquisitor cast Hunter's Mark against on a creature that is concentrating on a spell effect, the inquisitor can add an additional 1d6 force damage whenever the inquisitor hits that creature with an attack.
Spellbreaker Creatures have disadvantage on saving throws to maintain concentration on spell effects against he inquisitor's attacks
Spellcasting
The inquisitor has the following additional spells prepared
- 1st Level Spells Detect Magic, Detect Evil and Good, Identify, Protection from Evil and Good
- 2nd Level Spells Nystul's Magic Aura, Silence
- 3rd Level Spells Counterspell, Dispel Magic, Nondetection
- 4th Level Spells Otiliuke's Resilient Sphere
- 5th Level Spells Circle of Power, Wall of Force
Reactions
Spell Counter When a creature within range casts a spell, the inquisitor can use its reaction to make a weapon attack against that creature. Upon a hit, the inquisitor automatically succeeds its saving throw against the spell effect. If the attacker makes a spell attack, the attack is made with disadvantage.
Monster Hunter
- Challenge Rating Increases by 1
Exposing Strike When the monster hunter deals a critical hit, the target suffers vulnerability to the damage dealt.
Dauntless The monster hunter has advantage on saving throws against being charmed or frightened. On a successful saving throw, the monster hunter is immune to being charmed or frightened by that creature for the next 24 hours.
Evasion If the monster hunter fails a Dexterity saving throw against an effect that deals damage, it takes half damage. On a successful save, it takes no damage.
Slayer's Mark The monster hunter's attacks can ignore resistance and immunity against a creature under its Hunter Mark. If the target is a Aberration, Celestial, Dragon, Elemental, Fey, Fiend, Giant, or Undead, it takes an additional 1d6 damage while under Hunter's Mark.
Horde Slayer The monster hunter has advantage on attack rolls if at least two hostile creatures are within 5ft. of it.
Spellcasting
The monster hunter has the following additional spells prepared
- 1st Level Spells Detect Evil and Good, Protection from Evil and Good
- 2nd Level Spells Hold Person
- 3rd Level Spells Dispel Magic
- 4th Level Spells Charm Monster
- 5th Level Spells Dispel Evil and Good, Hold Monster
Reactions
Counter Attack When the monster hunter is hit with an attack, it can use its reaction to make a melee weapon attack against the attacker if it is in range.
Mistblade
- Languages Sylvan
- Damage Resistances Force, Psychic
- Challenge Rating Increases by 1
Fey Resilience The mistblade has advantage on saving throws against being charmed or frightened.
Fey Misdirection When the mistblade succeeds a saving throw against an effect that would charm or frightened them, it can redirect the effect back at the attacker instead.
Misty Strike When the mistblade damages a creature under its Hunter's Mark, the target suffers disadvantage on attack rolls until the end of its next turn.
Spellcasting
The mistblade has the following additional spells prepared
- 1st Level Spells Color Spray, Charm Person
- 2nd Level Spells Mirror Image, Misty Step, Suggestion
- 3rd Level Spells Fast Friends, Hypnotic Pattern, Summon Fey
- 4th Level Spells Conjure Woodland Beings, Dimension Door
- 5th Level Spells Dominate Person, Far Step
Bonus Actions
Fey Blink The mistblade can use its bonus action to teleport 40ft. to a spot that it can see within range.
Reactions
Misty Shroud When the mistblade is targeted with an attack, it can use reaction to turn invisible until the start of its next turn and causing the triggering attack to have disadvantage.
Moonblade
Moonlight When the moonblade casts a spell the a spell that gives off light, creatures in range cannot benefit from half or three fourth's cover and cannot benefit from being invisible.
Moon Sight The moonblade can see the true form of creatures shrouded by invisibility or not in its true form.
Moon Shroud The moonblade is immune to effect that would magically change its form against its will
Moonlit Strikes When the moonblade damages a creature that is under an effect that changes its form, that target must succeed a Constitution saving throw equal to the ranger's spell save DC. On a failed saving throw, the target reverts back to its true form.
Silvered Weapons The moonblade's attacks count as magical for the purpose of overcoming resistance
Spellcasting
The moonblade has the following additional spells prepared
- 1st Level Spells Guiding Bolt, Faerie Fire
- 2nd Level Spells See Invisibility, Moonbeam
- 3rd Level Spells Daylight
- 4th Level Spells Divination
- 5th Level Spells Flame Strike, Holy Weapon
Reactions
Moon Dust When the moonblade takes damsge from a creature within 30ft. of it, the target must succeed a Dexterity saving throw equal to the moonblade's spell save DC. On a failed saving throw, the next attack until the end of the moonblade's next turn has advantage against the attacker. If the attack hits, the moonblade takes radiant damage equal to a number of d8s equal to the moonblade's proficiency bonus.
Planerunner
- Damage Resistances Force
Blink Step When the planerunner spends its movement, it can spend amount of its movement to teleport a distance equal to the amount of movement spent.
Dimensional Awareness The planerunner can determine the type of a creature it can see within 120ft. of it (such as a Fiend, Fey, etc). It can also determine if that particular creature is native to its current plane of existence or not
Phase Walker The planerunner can move through other creatures and objects as if they were difficult terrain. If it ends its turn in an occupied space, the planerunner is shunted to the nearest unoccupied space. It takes 5 (1d10) force damage for every 5ft. it is shunted in this manner.
Spellcasting
The planerunner has the following additional spells prepared
- 1st Level Spells Detect Magic, Detect Good and Evil, Protection from Evil and Good
- 2nd Level Spells Blur, Misty Step
- 3rd Level Spells Dispel Magic, Haste
- 4th Level Spells Banishment, Dimension Door
- 5th Level Spells Far Step, Steel Wind Strike, Teleportation Circle, Wall of Force
Bonus Action
Dimensional Blink When the planerunner can use its bonus action to teleport 40ft. to a spot that it can see within range.
Reactions
Phase Shift When the planerunner takes damage, it can use its reaction to take half damage instead.
Swarmkeeper
- Challenge Rating Increases by 1
Swarm Wing The swarm keeper can levitate up to 5ft. above the ground
Mark of the Swarm When the swarmkeeper damages a creatures under its Hunter Mark, the target must succeed a Strength saving throw equal to the swarmkeeper's spell save DC. On a failed saving throw, the swarmkeeper can move the target 5ft. or knock prone (its choice)
Spider Climb The swarmkeeper can climb difficult surfaces without needing to make an ability checks
Writhing Swarm When a creature grapples or hits the swarm keeper with a melee attack while within 5ft. of it, it takes 4(1d8) piercing damage.
Spellcasting
The swarmkeeper has the following additional spells prepared
- 1st Level Spells Entangle, Find Familiar
- 2nd Level Spells Flock of Familiars, Spider Climb, Web
- 3rd Level Spells Gaseous Form
- 4th Level Spells Arcane Eye, Giant Insect
- 5th Level Spells Bigby's Hand's Insect Plague
Bonus Action
Swarming Blink When the swarmkeeper can use its bonus action to teleport 40ft. to a spot that it can see within range
Reactions
Swarm Shield When the swarmkeeper takes damage, it can use its reaction to take half damage instead.
Tidekeeper
- Languages Primordial, Aquan
Aquatic Combatant The tidekeeper has advantage on attack rolls against creatures that do not have a swimming speed.
Hold Breath The tide keeper can hold its breath up to 15 minutes
Mark of the Swarm The tide keeper can swim through difficult terrain caused by strong tides or currents without expending additional movement or making an ability check
Nimble Swimmer The tidekeeper can swim outside a creature's reach without provoking attacks of opportunity
Spellcasting
The tidekeeper has the following additional spells prepared
- 1st Level Spells Create and Destroy Water, Grease, Fog Cloud
- 3rd Level Spells Watery Sphere, Wall of Water, Waterwalking, Waterbreathing, Tidal Wave
- 4th Level Spells Control Water
- 5th Level Spells Maelstrom
Bonus Actions
Rapid Dive While underwater, the tide keeper can use its bonus action to Dash
Wyrmguard
- Damage Resistance Acid, Cold, Fire, Lightning, or Poison (choose 1)
- Languages Draconic
- Challenge Rating Increases by 1
Draconic Casting When the wyrmguard deals damage according to its draconic element, it can ignore resistance or immunity to that damage type.
Draconic Bond The wyrmguard has advantage on attack rolls as long as it is within 30ft. of a friendly Dragon that it can see or hear within 30ft. of it.
Wyrm Scale The wyrmguard has advantage on saving throws against spells and magical effects. On a successful saving throw, the wyrmguard takes no damage.
Spellcasting
The wyrmguard has the following additional spells prepared
- 1st Level Spells Absorb Elements, Cause Fear
- 2nd Level Spells Dragon's Breath
- 3rd Level Spells Elemental Weapon,Fear, Fly
- 4th Level Spells Elemental Bane
- 5th Level Spells Summon Draconic Spirit
Actions
Dragon's Breath As an action, the wyrmguard can expend a spell slot to force creatures in a 30ft. cone to make a Dexterity saving throw against the wyrmguard's spell save DC.
On a failed saving throw, creatures take 9 (2d8) damage according to one of the following damage types of its choice (acid, cold, fire, lightning, or poison). On a successful saving throw, creatures take half damage. For each spell slot above 1st expended, the damage increases by 9(2d8).
Bonus Actions
Draconic Command The wyrmguard can use its bonus action to command a friendly draconic creature within 30ft. of it to make a weapon attack
A special Thanks to my Patrons
Mythic Patrons
Marcella V., Mercyque, Chandlor D., Marshmellow Owlbear, Jake C., The Emcredible , Terra Nova, Kandros Vashtet, Shrike, Camden, DJ Stribj, Tom L., Daniel C.
Legendary Patrons
Daniel M., Eddie, Sir Prize, Steven K., Adiin_JKC, Kate, James
Epic Patrons
Brad E., Jordan B, Flamerules3, Vincent, Alex D, Aaron S., Captain Blackwood. Jacob S. , Razi R., Damien T., Tallon M., Peter R., Douglas B., John B., Nathan S., Joseph L., Cyptossarian, Caleb A., Andrew W., Glenn S., Andrew C., Justin R., Ilheath, Particle Man, Dharmatrails, Thomas P.
Art Credits
Cover Art: Livia Prima
Ranger Scout: Yongjae Choi
Ranger Pathfinder: Jesper Ejsing
Ranger Beastmaster Tyler Jacobsen
Flame Warden: Dave E. Phillips
Gloomstalker: Daarken
Forge Watcher: Fajareka Setiawan
Hell Hunter: Gabriel Ramos
Monster Hunter: Yongjae Choi
Moonblade: Kieran Yanner
Phase Runner: Ryan Pancoast
Tidekeeper: Jaime Jones
Patron Art: Mitchell Malloy
Watercolor Stains: Jared Ondricek
If you are interested in staying up to date on my upcoming content, be sure to follow me on GMBinder, my Discord server, or on my Instagram to receive regular updates on future compendiums. If you wish to view my previous works or support me, be sure to check out my Patreon and Ko Fi where you can download these compendiums for free!