Ranger, Altered | D&D 5e Class (11Sirus11)

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Ranger (Altered)

Table of Contents

Overview pg. 2
Flavor Text pg. 3
Ranger Class pg. 4
Hunter's Knack Options pg. 8
Subclasses (Altered) pg. 12
Subclasses (Brewed) pg. 21
New Feat + Recommendations pg. 25
Links to Homebrews pg. 26
Acknowledgements pg. 27

General Overview: Class Features

Features Gained
Feature Function
Hunter's Knack Provides more options for rangers called "knacks". Mechanically similar to Warlock's Eldritch Invocations.
Ambuscade Enables rangers to be among the first to act in combat
Sympathetic Magic Optional feature. Expanded version of Primal Awareness- has more spell tables.
Master Hunter You gain additional knacks (see Hunter's Knack).
Features Removed
Deft Explorer
Canny
Features Kept
Feature Changes
Hit Points None
Proficiencies None
Equipment Grants a tool (if proficient)
Favored Enemy Offered through Hunter's Knack. Synergizes with Favored Foe.
Favored Foe Non-optional feature. Feature has been expanded.
Natural Explorer Ignores non-magical rough terrain.
Fighting Style Added a fighting style. Otherwise unchanged.
Spellcasting You prepare spells instead of learning them, and have proficiency with spellcasting focuses.
Primeval Awareness Expanded the feature. Synergizes with Favored Foe and Favored Enemy.
Primal Awareness (see Sympathetic Magic feature)
Ranger Archetype Added subclasses- in Subclasses (Brewed) section starting on page 21.
Ability Score Improvement None
Extra Attack Advantage on Attack actions prepared via a Ready action.
Roving Non-optional feature. No longer tied to Deft Explorer
Hide in Plain Sight Offered through Hunter's Knack. Changed level requirement.
Land's Stride Ignores magical rough terrain.
Tireless Non-optional feature. No longer tied to Deft Explorer
Nature's Veil Non-optional feature. Changed level requirement.
Vanish Offered through Hunter's Knack. Changed level requirement. Portion pertaining to leaving a trail has been moved to Land's Stride.
Feral Senses Gives blindsight out to 30 feet.
Foe Slayer Offered through Hunter's Knack. Changed level requirement.

Rangers

The knight gives the command, but finds that their men can't hear her in the deafening silence.
The mage knows to loose their power, but finds he can't even see the target- or anything for that matter; the fog is too thick.
The scout tracks you across miles of wilderness to find, too late, that the chase has long since been turned inside-out.

Bridges to the Wilds

As a bulwark between civilization and the untamed wilds, a ranger may take odd jobs in exchange for supplies and services: hunting pests that are damaging crops, hunting beasts that have been killing livestock, or training mounts and hunting companions. These individuals help to narrow the threshold that divides members of civilization from the denizens of nature.

King’s/City Rangers

Being tasked by an authority, a ranger may be contracted to defend a noble's private hunting grounds, or a kingdom's vast parkland. Through cooperation, the land is defended. Their proximity to civilization may bring a ranger's skills into the fold as a bounty hunter.

Primeval Protectors

No alignment with civilization at large, and often preferring isolation, these rangers exchange services with the nearby village or hamlet for what is necessary and nothing more. They establish a range and, as its guardian, defend it from all who would cause it harm.

Ranger

Level PB Features Knacks Known 1st 2nd 3rd 4th 5th
1st +2 Natural Explorer, Favored Foe, Hunter's Knack 2 - - - - -
2nd +2 Fighting Style, Spellcasting, Ambuscade 2 2 - - - -
3rd +2 Ranger Archetype, Primeval Awareness, Sympathetic Magic (Optional) 3 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Extra Attack 3 4 2 - - -
6th +3 Roving 4 4 2 - - -
7th +3 Ranger Archetype feature 4 4 3 - - -
8th +3 Ability Score Improvement, Land's Stride 4 4 3 - - -
9th +4 4 4 3 2 - -
10th +4 Tireless 5 4 3 2 - -
11th +4 Ranger Archetype feature 5 4 3 3 - -
12th +4 Ability Score Improvement 5 4 3 3 - -
13th +5 5 4 3 3 1 -
14th +5 Nature's Veil 6 4 3 3 1 -
15th +5 Ranger Archetype feature 6 4 3 3 2 -
16th +5 Ability Score Improvement 6 4 3 3 2 -
17th +6 6 4 3 3 3 1
18th +6 Feral Senses 7 4 3 3 3 1
19th +6 Ability Score Improvement 7 4 3 3 3 2
20th +6 Master Hunter 7 4 3 3 3 2

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 after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three 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) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows
  • A tool with which you are proficient (if any)

Natural Explorer

You are skilled at navigating the wilderness and gain the following benefits.

  • You ignore non-magical difficult terrain.
  • Choose one skill with which you are proficient. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You are also particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.

You gain the following benefits when traveling for an hour or more in your favored terrain:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Favored Foe

Starting at 1st level, when you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target creature as your favored enemy for the duration.

The mark remains until the target dies, another creature is marked, or you become incapacitated.

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

You have the following benefit against favored enemies:

  • The first time on each of your turns that you hit a favored enemy and deal damage to it, you can increase that damage by 1d4, including when you mark a favored enemy.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Hunter's Knack

At 1st level, you acquire the Tracker knack, as well as one other knack of your choice. (See page 8 for Hunter's Knack Options)

As you level up in this class, you gain additional knacks as shown in the Knacks Known column.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in 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.
Giant Killer. When a weapon attack is made against you by a larger creature, add +2 to your AC. Whether the attack hits or misses, you can use your reaction to make a weapon attack against the offending creature.
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 +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

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. In the "Player's Handbook", see chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Preparing and Casting Spells

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

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you have prepared 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.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer or meditation: at least 1 minute per spell level for each spell on your list.

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

Spellcasting Focus

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.

Ambuscade

Starting at 2nd level, you have advantage on initiative rolls, as well as on attacks you make against creatures that have not taken a turn in combat yet.

Ranger Archetype

At 3rd level, 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.

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot expended, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead.

Over each minute spent focusing, you can detect creatures belonging to one of your favored enemy types; of which you discern the general directions and exact numbers of (conveyed by the DM with the 8 compass directions or similar method). If moving, you only receive the directions. Alternatively, you can discern the presence and general direction of a creature within range marked by your use of Favored Foe.

Any detected creatures within 500 feet are considered "nearby".

Sympathetic Magic

3rd-level optional feature, which replaces the Primeval Awareness feature

You can focus your awareness through the interconnections of nature: you always have additional spells prepared when you reach certain levels in this class, as shown in the Pathfinder Spells table, Strider Spells table, or the Trapper Spells table (your choice). These spells don't count against the number of ranger spells you have prepared.

Pathfinder Spells
Level Spell
3rd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature
Strider Spells
Level Spell
3rd Jump
5th Pass Without Trace
9th Meld Into Stone
13th Freedom of Movement
17th Tree Stride
Trapper Spells
Level Spell
3rd Snare
5th Find Traps
9th Nondetection
13th Grasping Vine
17th Commune with Nature

You can cast each of the spells from the table you choose once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Ability Score Improvement

When you reach 4th, 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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

When you take the Ready action to prepare an Attack action, you make the attack roll with advantage.

Roving

At 6th level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Land's Stride

Starting at 8th level, you can't be tracked by nonmagical means, unless you choose to leave a trail. Moving through difficult terrain, even magical, 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.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Tireless

Starting at 10th level, as an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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

Nature's Veil

Starting at 14th level, you draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

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.

Feral Senses

At 18th level, you gain blindsight out to 30 feet.

Master Hunter

At 20th level, you gain 1 additional knack of your choice from among those with the "20th level" prerequisite. Alternatively, you may choose two knacks with a lower level prerequisite, provided you meet any other prerequisites they might have.

Additionally, when you deal damage to a creature marked with Favored Foe, you can deal damage to them as if they were vulnerable to the damage of your weapon for the damage instance, provided they are not immune to the damage type. You can do so up to six times, and regain any expended uses on completing a long rest.

Hunter's Knack Options

Cunning Artisan

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Favored Enemy

Prerequisite: 1st level

Choose a type of creature: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, or undead. Alternatively, you can select two from humanoids, goblinoids, and shapechangers.

What you choose is added to your number of favored enemy types (see Tracker knack).

You can take this knack multiple times.

Greenwarden

Prerequisite: 1st level

You gain a corresponding benefit to your favored terrain type.
Arctic: You have advantage on Constitution saving throws involving cold.
Coast: You can hold your breath for up to 15 minutes at a time.
Desert: You have on advantage on saving throws and ability checks made to identify hallucinations and illusions.
Forest: Your attacks ignore the benefits of half cover, and treat the benefits of three-quarters cover as those of half cover.
Grassland: Your base movement speed increases by 5 feet.
Mountain: You ignore the first 20 feet of a fall when determining fall damage.
Swamp: You have advantage on Constitution saving throws involving poison.
Underdark: You gain darkvision out to 30 feet. If you already have darkvision. you extend its range an additional 30 feet.

You gain an additional corresponding benefit whenever you take an additional favored terrain type.

Tracker

You have significant experience studying and hunting creatures of the wilds. The beast and plant creature types are favored enemy types for you.

Creatures of your favored enemy types are favored enemies for you without needing to mark them with Favored Foe.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Urbanite

On taking this knack, you become proficient in a skill of your choice. Alternatively, you may choose to become proficient with herbalism kits or an artisan tool of your choice.

You can speak, read, and write two additional languages of your choice.

You gain the following benefits while about an urban environment for an hour or more:

  • You and those with you can't become lost except by magical means.
  • Even when you are engaged in an activity (such as shopping, sightseeing, or tea time), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.

When making an Intelligence or Wisdom check over the course of an activity to gather information (news, gossip, rumors, etc.), your proficiency bonus is doubled if you are using a skill that you're proficient in.

Wild Empathy

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

If you are proficient with Animal Handling, your proficiency bonus is doubled on Animal Handling checks.

Fleet of Foot

Prerequisite: 3rd level

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

Herbal Remedies

Prerequisite: 3rd level

As part of a short rest, you can provide a salve to aid in recovering from injuries, choosing a number of creatures equal to you Wisdom modifier. When each creature rolls hit dice to recover hit points, they heal for no lower than half the maximum value for each die rolled. To accomplish this task, you need a mortar & pestle, as well as a supply of herbs worth at least 3gp.

Provided 1d4 + 1 hours and the means, you can gather the necessary herbs, as well as prepare and utilize the salve.

Natural Explorer Improvement

Prerequisite: 3rd level

You gain an additional favored terrain type listed in the Natural Explorer feature.

You can take this knack multiple times.

Precision

Prerequisite: 3rd level

You can use your Wisdom modifier on your attack rolls and damage rolls instead of your Strength or Dexterity modifier.

Slippery

Prerequisite: 3rd level

Creatures you hit can't make an attack of opportunity against you until the start of your next turn.

Vanish

Prerequisite: 3rd level

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

Call Natural Allies

Prerequisite: 6th level

When you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures' statistics.

After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.

You do not need to be in your favored terrain to call beasts to your aid if you have the Wild Empathy knack.

Hide in Plain Sight

Prerequisite: 6th level

You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Land Ties

Prerequisite: 6th level

You have access to, and can prepare, spells from the druid's Circle of the Land subclass, provided they are in the spell tables matching your favored terrain types. These spells are treated as ranger spells for you.

Overwatch

Prerequisite: 6th level

When you see a creature attack an ally, you can use your reaction to make an attack against the offending creature.

Preternatural Defense

Prerequisite: 6th level

When you make a saving throw or opposing ability check against a favored enemy involving Strength or Dexterity, you can add a d4 to your roll.

Slayer

Prerequisite: 6th level

When activating Favored Foe, you can mark a number of additional creatures you can see within 30 feet of you equal to your Wisdom modifier (min. 1).

Uncanny Dodge

Prerequisite: 6th level

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Prerequisite: 10th level

You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. 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.

Improved Precision

Prerequisite: 10th level, Precision

If your weapon attack misses by an amount no greater than half your proficiency bonus, rounded down, then you can treat it as a hit and deal damage equal to your Wisdom modifier instead. The damage type is the same as it would be, had the attack struck normally.

Dead or Alive

Prerequisite: 14th level

When you hit a creature that has 25 hit points or lower, you can drop them to 0 hit points, choosing to either kill them or leave them stable.

Foe Slayer

Prerequisite: 14th level

You deal the extra damage from Favored Foe on subsequent hits on your turn; not just the first time.

Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Mage Breaker

Prerequisite: 14th level

If a favored enemy you can see within 60 feet attempts to cast a spell, you can use your reaction to expend a spell slot and impose a spellcaster check (1d20 + their casting modifier) made against your spell save DC. On a failure, the creature fails to cast the spell and their action is wasted. If the level of your spell slot is equal to or greater than that of the target's cast, then they automatically fail the spellcaster check.

Nature's Sanctuary

Prerequisite: 14th level, Wild Empathy

Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the

creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Globe Trotter

Prerequisite: 20th level

You gain up to three additional favored terrain types as described in the Improved Natural Explorer knack.

Hunt Unending

Prerequisite: 20th level

You gain up to five additional favored enemy types as described in the Favored Enemy knack.

Planar Chaser

Prerequisite: 20th level

After one minute of concentration, you attempt to glimpse a creature as if with the spell scrying. If this succeeds, you expend a use of, and mark the creature with, Favor Foe. You can do so only once, and must complete a long rest or expend a 5th-level spell slot to do so again.

You can detect the presence, and determine the direction, of a creature anywhere on the same plane of existence using Primeval Awareness, provided they are marked with Favored Foe. In addition, you are able to determine whether they are within 1 mile of you, between 1 and 6 miles from you, or farther away.

Subclasses (Altered)

Subclasses (Altered)

General Overview: Subclass Changes

Subclass 3rd 7th 11th 15th
Beast Master ----------------- ----------------- ----------------- -----------------
The Ranger Companion feature is renamed "Primal Bond". Commands can be given as a free action. You can have multiple beast companions. Replaced Exceptional Training feature with Improved Primal Bond. Which allows you to command and bond with multiple beasts at once. Changed wording to accommodate Primal Bond, but is otherwise unchanged. Changed wording to accommodate Primal Bond, but is otherwise unchanged.
Added Beast Master spells.
Drakewarden ----------------- ----------------- ----------------- -----------------
Added an "Expanded Spell List" portion to the Draconic Gifts feature. Added an option for drake mount movement. No change No change
Fey Wanderer ----------------- ----------------- ----------------- -----------------
No real change No change No change No change
Gloom Stalker ----------------- ----------------- ----------------- -----------------
No real change No change No change No change
Horizon Walker ----------------- ----------------- ----------------- -----------------
Expanded on Detect Portal's concept with a new feature Detect Outsider, which looks for extraplanar creatures. Spectral Defense is gained at 7th level instead of 15th level. No change Ethereal Step is granted at 15th level instead of 7th level and is reusable with spell slots.
Reworked Detect Portal to be reusable with spell slots.
Planar Warrior won't eat your bonus actions anymore.
Hunter ----------------- ----------------- ----------------- -----------------
New feature called Hunter's Quarry. Grants additional favored enemy type. Replaced Defensive Tactics with a modified version of its Multiattack Defense option. New feature called Deadly Aim. New feature called Hunting Tactics (multiattack here).
Added Hunter spells.
Monster Slayer ----------------- ----------------- ----------------- -----------------
New feature Primeval Adversary. Grants additional favored enemy type. Instead of Supernatural 'Defense', you get Supernatural 'Offense'. No change No change
Improved the Hunter's Sense feature
Swarmkeeper ----------------- ----------------- ----------------- -----------------
No real change No change No change No change

Note: "No real change" just means that the spells are prepared now.

Beast Master

Primal Bond

You can summon types of beasts with which you are familiar to accompany you on your adventures. On taking this subclass, you bond with a number of beasts up to your proficiency bonus whose CRs collectively do not exceed 1/4 (two CR 0s count as one CR 1/8); no beast you choose can be larger than Medium.

The collective CR increases one rating at 7th (1/2), 11th (1), and 15th level (2).

Bonded Beasts

Your bonded beasts gain the following.

  • They add your proficiency bonus to the their AC, attack rolls, and damage rolls, as well as to any saving throws and skills they are proficient in.
  • Your beast companion's hit die size becomes d8 if that is larger. They have a number of Hit Dice equal to your level. Like any creature, they can spend Hit Dice during a short rest.
  • They're provided a pool of hit points equal to five times your ranger level. These hit points are distributed evenly- for example, if you have three bonded beasts, then each one gets a third of the total hit points in the pool, rounded down. The hit point total provided by your bond replaces a bonded beast's hit point maximum, provided it is more than their default hit point maximum.
  • You can spend 1 minute to restore your beast companion's hit points. At the end of that minute, you expend a spell slot.
  • While nobody else is with you, each bonded beast can travel through your favored terrain, moving stealthily with you at a normal pace.

Using Your Bond

You can command your bonded beasts in combat.

  • Bonded beasts share your initiative in combat, each taking its turn immediately after yours.
  • Beast Commands. On your turn, you can command a beast (no action required by you) where to move, as well as to take the Attack, Dash, Disengage, Dodge, or Help action. You can give a subsequent command using a bonus action or attack made as part of your Attack action. If not given a command, a beast takes the Dodge action on each of its turns.
  • Pack Commands. As a bonus action, you can command all beasts to take the Attack action against the same target. Any movement is made by all bonded beasts toward the same point of interest. Alternatively, you can command all beasts to Disengage and move to a point you designate.
  • Harass. As a bonus action, you command a beast take the Attack or Help action, as well as to repeat that action against the same target on each of the beast's turns. This lasts until a different command is given.

If you are incapacitated or absent, a beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

At the end of a long rest, you can summon beasts with which you are familiar and bond with them, individually being either the same type of beast as before or a different one. Alternatively, you can find a new beast that isn't hostile to you, interact with it for 1 minute, and then expend a spell slot to establish a new bond. Attempting to force Primal Bond beyond its limits results in you choosing which bonds to keep.

Beast Master Magic

You gain access to the spells on the Beast Master Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Beast Master Spells
Level Spell
3rd Animal Friendship
5th Summon Beast (no material component required)
9th Create Food and Water
13th Find Greater Steed (fey only)
17th Greater Restoration

Improved Primal Bond

Starting at 7th level, when you cast summon beast, you can alter the spell to instead summon and bond to a new beast.

Bestial Fury

Starting at 11th level, once on each of your turns, when you command your beast companion to take the Attack action, they can make two attacks, or it can take the Multiattack action if it has that action.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect one bonded beast with the spell if the beast is within 30 feet of you.

Drakewarden

Draconic Gift

The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:

  • Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.
  • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
  • Expanded Spell List. Dragon's Breath and Summon Draconic Spirit are added to your ranger spell list.

Drake Companion

As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

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

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

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Bond of Fang and Scale

By 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. Also while riding your drake, you can expend your remaining movement to allow your drake to use its movement on your turn. The expended movement, however, is not regained on the drake's turn.

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

Dreadful Strikes

You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Wanderer Magic

You gain access to the spells on the Fey Wanderer Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Fey Wanderer Spells
Level Spell
3rd Charm Person
5th Misty Step
9th Dispel Magic
13th Dimension Door
17th Mislead

Otherworldly Glamour

Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

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

Beguiling Twist

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

At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: 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

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.

Gloom Stalker

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

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 1d8 damage of the weapon's damage type.

Umbral Sight

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.

Gloom Stalker Magic

You gain access to the spells on the Gloom Stalker Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Gloom Stalker Spells
Level Spell
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming

Iron Mind

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

Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

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

Horizon Walker

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As a variation of Primeval Awareness, you spend an action to detect the distance and direction to the closest planar portal within 1 mile of you. On subsequent turns over the next minute, you can spend another action to detect a portal, detecting the next nearest portal each time (if any).

Once you use this feature, you can't use it again unless you finish a short or long rest, or spend a spell slot to do so.

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

Detect Outsider

You can treat the following creature types as favored enemy types for your uses of Primeval Awareness: aberrations, celestials, dragons, elementals, fey, fiends, and undead.

Planar Warrior

Once on each of your turns, when you hit a creature within 30 feet with a weapon attack, you can convert the damage you deal into force damage and deal an extra 1d8 force damage.

When you reach 11th level in this class, the extra damage increases to 2d8.

Horizon Walker Magic

You gain access to the spells on the Horizon Walker Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Horizon Walker Spells
Level Spell
3rd Protection From Evil and Good
5th Misty Step
9th Haste
13th Banishment
17th Teleportation Circle

Spectral Defense

At 7th 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.

Distant Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take 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

At 15th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can't use it again unless you finish a short or long rest, or spend a 4th-level or higher spell slot to do so.

Hunter

Hunter's Quarry

On taking this archetype, choose a type of creature from the following to be an additional favored enemy type for you: beasts, fey, humanoids, monstrosities, plants, or undead.

While you focus on Primeval Awareness to detect a creature marked by your use of Favored Foe, you can use an action on each of your turns to ascertain the exact direction of that creature, provided they are within 500 feet. This ability does not work on creatures immune to, or shielded from, divination magic.

Hunter Magic

You gain access to the spells on the Hunter Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Hunter Spells
Level Spell
3rd Hunter's Mark
5th Cordon of Arrows
9th Elemental Weapon
13th Guardian of Nature
17th Wrath of Nature

Adaptive Defense

Starting at 7th level, you have a +4 bonus to your AC against attacks made by favored enemies. Also, when you are hit by an attack from a creature that is not a favored enemy, you gain the AC bonus against the offending creature until the start of your next turn.

Deadly Aim

Starting at 11th level, when you make an attack roll against a favored enemy, you can force the target to make a Dexterity saving throw against 8 + your proficiency bonus + your

ability modifier used for the attack. On a failure, the attack has advantage against the target.

You can force a saving throw with this feature a number of times equal to 1 + your Wisdom modifier (min. 2 uses). You regain any expended uses upon finishing a short or long rest.

Hunting Tactics

By 15th level, you are an expert in studying your opponents and leveraging opportunities in combat. Once on each of your turns, after you make a weapon attack with advantage, you can make an extra weapon attack- either against the same creature or a creature within 5 feet of the initial target. You must be using a weapon with which you are proficient.

You do not need advantage if a target of either attack is a favored enemy.

Monster Slayer

Primeval Adversary

Outsiders to the Material Plane and others who bring to it only destruction are your prey. Choose one from the following to be counted among your favored enemy types: aberrations, celestials, dragons, elementals, fey, fiends, or undead.

When focusing on Primeval Awareness, instead of spending a minute locating favored enemies, you can use that minute to ascertain the directions of creatures belonging to one of the above creature types.

Hunter's Sense

As a bonus action, you target a creature you can see within 60 feet. You learn whether it has any resistances, immunities, or vulnerabilities, and what they are if they do.

This feature does not work on creatures immune to, or shielded from, divination magic. In such instances, the creature appears to have no notable immunities, resistances, or vulnerabilities- unless otherwise stated by the DM.

Monster Slayer Magic

You gain access to the spells on the Monster Slayer Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Monster Slayer Spells
Level Spell
3rd Protection From Evil and Good
5th Zone of Truth
9th Magic Circle
13th Banishment
17th Hold Monster

Supernatural Offense

Starting at 7th level, attacks you make with non-magical weapons count as magical for purposes of bypassing resistances and immunities to non-magical attacks.

Also, a creature struck by you cannot regain hit points until the end of your next turn.

Additionally, the body of a creature you slay is placed under the effects of the Gentle Repose spell.

Magic-User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature within 90 feet of you casting a spell or teleporting, you can use your reaction to try to magically foil it, provided they are marked by your use of Favored Foe. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

You can only use this feature a number of times equal to your proficiency bonus, and regain any expended uses after a short or long rest.

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If a favored enemy 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 your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

Swarmkeeper

Swarmkeeper Magic

You gain access to the spells on the Swarmkeeper Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Swarmkeeper Spells

Level Spell
3rd Faerie Fire, Mage Hand
5th Web
9th Gaseous Form
13th Arcane Eye
17th Insect Plague

Gathered Swarm

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 1d6 piercing damage from the swarm.
  • 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.

Writhing Tide

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

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

  • The damage of Gathered Swarm increases to 1d8.
  • 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.

Swarming Dispersal

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.

My Homebrew Subclasses

Courser

Commanding Presence

At 3rd level, you know the value of a well-placed word. When an ally within 10 feet hits on a weapon attack, you can use your reaction to add a d4 to the damage roll.

An ally must be able to see and hear you- as well as share a language with you- to benefit from this feature. This feature is not active if you are unconscious.

The added damage increases at 7th (d6), 11th (d8), and 15th level (d10).

Courser Magic

You gain access to the spells on the Courser Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Courser Seplls Table

Level Spell
3rd Command
5th Find Steed (fey only)
9th Crusader's Mantle
13th Aura of Purity
17th Circle of Power

Steel Will

Starting at 7th level, you have advantage on saving throws to resist becoming frightened.

Stalwart

At 11th level, the range of your Commanding Presence feature increases to 30 feet.

Agile Guardian

At 15th level, when a creature attacks an ally you can see, you can use a reaction to make an attack of opportunity at the offending creature. If the offending creature isn't within range, you can move up to your movement as part of the attack. A creature struck by your attack of opportunity has disadvantage on the next attack they make before the end of their next turn.

Lycian

Prerequisite: Shifter of the barbarian, druid, or ranger class

"Not bound, but freed.
Not cursed, but blessed."

Honed Instinct

This feature is acquired at your 2nd level in druid, or at your 3rd level in barbarian or ranger.

Your proficiency bonus is doubled on checks involving the skill you chose as part of the Bestial Instincts feature. You have advantage on all Perception checks involving sight, hearing, or smell.

Shapechanger

This feature is acquired at your 2nd level in druid, or at your 3rd level in barbarian or ranger.

You are now considered a shapechanger, in addition to your default creature typing (humanoid, fey, etc.).

You can use your action to change into the form of a wolf, or into the hybrid form of a werewolf. Use the rules for Wild Shape, except where otherwise stated in this feature. The form you take has:

  • a number of hit points (separate from your own) equal to four times your level in this class
  • resistance to bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • the benefits of your Shifting feature
  • a duration lasting a number of hours equal to half your level in this class, rounded down

You can transform with this feature again by expending two uses of Shifting.

Wolf Form

You take the form of a wolf.

Hybrid Form

You take the hybrid form of a werewolf. For Strength, Dexterity, and Constitution, if yours is greater than that shown in the werewolf stat block, you retain your score for the respective ability while in your hybrid form. Also, instead of the actions listed in the werewolf stat block. you gain the following.

Bite. You can make this attack once on each of your turns, dealing 1d8 piercing damage on a hit. When you damage a creature with this bite, you gain a number of temporary hit points equal to your proficiency bonus.

Claws. Your claws deal 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Aspect of the Beast

This feature is acquired at your 6th level in barbarian or druid, or at your 7th level in ranger.

You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Additionally, your natural weapons in either form are considered magical for purposes of bypassing resistances.

Mastering the Beast

This feature is acquired at your 10th level in barbarian or druid, or at your 11th level in ranger.

You have advantage on saving throws to resist effects that attempt to place you under a charm, compulsion, or possession. You also have advantage on saving throws against magic that attempts to change your form.

Howl

This feature is acquired at your 14th level in barbarian or druid, or at your 15th level in ranger.

When you shift, taking your wolf or hybrid forms, you can choose to howl and invoke an effect dependent on your shifter lineage.

Beasthide. You invigorate you and your allies, granting temporary hit points equal to your level in this class.

Longtooth. Allies within 60 feet can use their reaction to move up to half their movement and make an attack.

Swiftstride. Creatures you designate within 60 feet must succeed on a Wisdom saving throw or become silenced for up to 1 minute. A creature can reattempt the saving throw at the end of each of their turns, ending the effect when they succeed on the save.

Wildhunt. You cast conjure animals without expending a spell slot, summoning fey spirits in the form of wolves or dire wolves. Maintaining the spell does not require concentration when it is cast in this way. You cannot cast the spell in this way again until you finish a long rest.

Manhunter

Tricks of the Trade

On taking this archetype, you gain proficiency with disguise kits, as well as acquire a particular set of skills in the following features.


A Dangerous Game. If your weapon attack would drop a creature to 0 hit points, you can choose to guarantee that they merely become unconscious, and remain stable.
No Stone Unturned. Over the course of at least 1 hour spent about an urban setting, you can make an Insight, Perception, or Survival check with advantage to gather information. Potentially gaining specific insights as to the whereabouts, physical description, public knowledge, and public perception of a specific creature, location, or event.
Social Chameleon. You can use your Wisdom modifier in place of your Charisma modifier on Charisma checks. Also, you can mimic the methods of speech, such as an accent, of any creature you know well or hear speak for at least 1 minute, provided you know the language.
Wolf in Sheep's Clothing. You have advantage on Stealth checks made to blend into and hide amongst a crowd.

Manhunter Magic

You gain access to the spells on the Manhunter Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Manhunter Spells Table

Level Spell
3rd Charm Person
5th Nystul's Magic Aura
9th Stinking Cloud
13th Stone Shape
17th Passwall

When you would learn a spell from this feature, you can instead learn an abjuration, divination, or necromancy spell of equal level from the Bard, Warlock, or Wizard spell list.

Gut Feeling

Starting at 3rd level, you have proficiency in Insight if you don't already. If you already have proficiency in Insight, you may take proficiency in another skill or Thieves' Tools instead.

Choose one skill from Survival, Insight, and Perception. You can double your proficiency bonus on ability checks involving the skill you chose.

Hex Ward

Starting at 7th level, you have advantage on saving throws against magical effects involving curses and other magical afflictions- as examples, bestow curse and lycanthropy.

Additionally, you cannot be targeted by the hex spell.

Headhunting

Starting at 11th level, a creature struck by you cannot be healed by magical means until the end of your next turn.

The body of a creature you slay is placed under the effects of the Gentle Repose spell.

Magus Bane

At 15th level, you have practiced techniques extensively to combat spellcasters, gaining you the following benefits.

  • If a creature is casting a spell, then you can use your reaction to make a weapon attack against the caster. On a hit and dealing damage to the creature, they must succeed on a Concentration check to complete the cast of the spell. You may move up to half your movement for the attack, provided the movement is toward the creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • While wielding a melee weapon, you can use your reaction to deflect a ranged spell attack targeting you or a creature within 5 feet. When you take this reaction, you also make an attack with your melee weapon. If you beat the caster's ranged spell attack by 5 or more, it is reflected back at the caster or creature within 30 feet of them, dealing damage as if it had targeted that creature. Regardless of your attack's outcome, the missile is still harmlessly deflected away from you.

Windwaker

Air Dash

Starting at 3rd level, you can take the Dash action as a bonus action. Until the end of your turn, attacks made against you in response to your movement are made with disadvantage.

Rushing Wind

Starting at 3rd level, once per turn, on a hit with an attack roll against a Large or smaller creature, you can force them to make a Strength saving throw against your spell save DC. On a failure, the target is pushed back 15 feet, and, on hitting a solid surface after moving at least 5 feet (such as a wall), the target takes an extra 1d8 bludgeoning damage.

Windwaker Magic

You gain access to the spells on the Windwaker Spells table as you level up in this class. When you gain access to a spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Windwaker Spells Table

Level Spell
3rd Featherfall, Gust
5th Warding Wind
9th Wind Wall
13th Summon Elemental (air only)
17th Control Winds

Riding the Wind

Starting at 7th level, when you take damage, you can use your reaction to summon the wind to your defense and halve the damage from the triggering instance. After

damage resolves, you can move in a straight line away from the source of damage an amount up to your movement speed. This movement does not provoke attacks of opportunity.

You may use this feature a number of times up to your proficiency bonus. You regain any expended uses upon completing a long rest.

This feature cannot reduce psychic damage.

Stormwarden

Starting at 7th level, once per turn, when you hit a creature with a weapon attack, you can choose to deal 1d6 lightning damage to the target and to another creature within 5 feet of the target.

This extra damage increases to 2d6 lightning damage at 14th level.

Arching Shot

Starting at 11th level, once per turn, when you miss on a weapon attack, you can reroll the attack roll, provided you can see the target. You use the new value regardless of the result.

Mantle of Sky

At 15th level, you can use a bonus action to be as one with the wind for 1 minute- during which you gain the following:

  • You have a fly speed of 60 feet
  • Rushing Wind can be used twice per turn
  • You can spend 5 feet of movement to automatically break away from a grapple
  • Creatures you designate within 120 feet on activating this feature gain 10 additional feet of movement for the duration

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

New Feat

Hunter Initiate

Prerequisite: Survival proficiency or one level in ranger

Studying woodcraft, you have acquired newfound skill: you learn one Hunter's Knack option of your choice from the ranger class. If the knack has a prerequisite, you can choose that knack only if you’re a ranger and only if you meet the prerequisite.

Recommendations

Ranger Downtime Activities

  • Hunting
  • Bounty hunting
  • Tanning hides
  • Leatherworking
  • Butchering
  • Glue making
  • Animal training
  • Riding instructing
  • Land surveying
  • Herb gathering

Ranger Backgrounds

  • Guild Artisan
  • Shipwright
  • Soldier
  • Marine
  • Sailor
  • Mercenary Veteran
  • Urban Bounty Hunter
  • Investigator
  • Folk Hero
  • Hermit
  • Outlander

Acknowledgements

"Thank you for reading. I wish you well."

I credit and thank:

  • WotC for their content (particularly the "Player's Handbook", "Tasha's Cauldron of Everything", and their Revised Ranger UA)
  • Eli, the hug god, for their feedback and guidance. (HUGS FOR THE HUG GOD! \(^-^)/ )
  • Shiffrey for the crucible of discussion, as well as for their feedback and guidance.
  • Selford Fog for their assistance with my Windwaker subclass

Artist Accreditations

Extra Artworks

"Vivienne of the Arkbow", by Magali Villeneuve

"Crannogmen Trackers", by Adrian Prado

"Strider", by Matthew Stewart

"Trainer of the Beast", by zix72

"Hunter's Moon", by TacoSauceNinja

"Hunting", by Yang Liu (left)

"Dragon Rider 02", by Ev Shipard

 

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