Revised Ranger

by Tatarius

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The Ranger                                                                                            Spell Slots per Spell Level
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Deft Explorer, Favored Foe
2nd +2 Fighting Style, Spellcasting 4 2
3rd +2 Primal Awareness, Ranger Conclave 5 3
4th +2 Ability Score Improvement, Martial Versatility 5 3
5th +3 Extra Attack 6 4 2
6th +3 Deft Explorer Improvement, Favored Foe Improvement 6 4 2
7th +3 Ranger Conclave Feature 7 4 3
8th +3 Ability Score Improvement, Martial Versatility 7 4 3
9th +4 8 4 3 2
10th +4 Deft Explorer Improvement, Nature's Veil 8 4 3 2
11th +4 Ranger Conclave 9 4 3 3
12th +4 Ability Score Improvement, Martial Versatility 9 4 3 3
13th +5 10 4 3 3 1
14th +5 Favored Foe Improvement, Vanish 10 4 3 3 1
15th +5 Ranger Conclave Feature 11 4 3 3 2
16th +5 Ability Score Improvement, Martial Versatility 11 4 3 3 2
17th +6 12 4 3 3 3 1
18th +6 Feral Instincts, Nature's Veil Improvement 12 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Versatility 13 4 3 3 3 2
20th +6 Foe Slayer, Ranger Conclave Feature 13 4 4 3 3 2
Original Source: Player's Handbook

Class Features


  • As a Ranger, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, Medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three skills from Acrobatics, Animal
  • Handling, Athletics, History, Insight, Investigation,
  • Intimidation, Medicine, 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

Deft Explorer


  • Starting at 1st level, You are an unsurpassed explorer and
  • survivor, both in the wilderness and in dealing with others
  • on your travels. You gain the Canny benefit below, and
  • you gain an additional benefit when you reach 6th level
  • and 10th level in this class:

  • Canny (1st Level): Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice.
  • Roving (6th Level): Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.
  • Tireless (10th Level): As an action, you can give yourself a number of temporary hit points equal to your ranger level + 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. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Favored Foe


  • At 1st level you know the Hunter's Mark spell and you can
  • use it a certain number of times without expending a spell
  • slot and without requiring concentration—a number of
  • times equal to your proficiency bonus. You regain all
  • expended uses when finish a long rest.

  • When casting Hunter's Mark using this feature the
  • damage starts at 1d4, grows to 1d6 by Ranger level 6 and
  • 1d8 by Ranger level 14.

  • If casting using a spell slot to cast the spell,
  • use the normal description as a guide to its damage.
  • (including requiring concentration)

  • When you gain the Spellcasting feature at 2nd level,
  • hunter’s mark doesn’t count against the number of
  • ranger spells you know

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 is 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 ranger Spell list. They count as ranger spells for you and Wisdom is your spellcasting ability for them. Whenev er you gain a level in this class, you can replace one of these cantrips with another cantrip from the ranger spell list.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +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 any bonus action attacks.

Spellcasting


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

Spell Slots

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

  • For example, if you know the 1st-level spell Animal
  • Friendship and have a 1st-level and a 2nd-level spell slot
  • available, you can cast Animal Friendship using either slot.
Spells Known of 1st Level and Higher

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

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

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

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

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

  • Spell attack modifier = your proficiency bonus + your
  • Wisdom modifier

Spellcasting Focus

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

Primal Awareness


  • Starting at 3rd level, you can focus your awareness
  • through the interconnections of nature: you learn
  • additional spells when you reach certain levels in this
  • class if you don't already know them, as shown in the
  • Primal Awareness Spells table. These spells don't count
  • against the number of ranger spells you know.

Primal Awareness Spells
Ranger Level Spell
3rd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature

  • You can cast each of these spells 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.

Ranger Conclave


  • At 3rd level, you choose to emulate the ideals and training
  • of a ranger conclave. Your choice grants you features at
  • 3rd level and again at 7th, 11th, 15th, 20th level.

Ranger Conclave Table
Ranger Conclave Original Source
Beast Master Player's Handbook
Fey Wanderer Tasha's Cauldron of Everything
Gloomstalker Xanathar's Guide to Everything
Horizon Walker Xanathar's Guide to Everything
Hunter Player's Handbook
Monster Slayer Xanathar's Guide to Everything
Swarmkeeper Tasha's Cauldron of Everything
Drakewarden Fizban's Treasury of Dragons

Martial Versatility


  • Whenever you reach a level in this class that grants the
  • Ability Score Improvement feature, you can replace a
  • fighting style you know with another fighting style
  • available to rangers. This replacement represents a shift
  • of focus in your martial practice.

Ability Score Improvement


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

  • Using the optional feats rule, you can forgo taking this
  • feature to take a feat of your choice instead.

Extra Attack


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

Land's Stride


  • Starting at 8th level, moving through nonmagical difficult
  • terrain costs you no extra movement. You can also pass
  • through nonmagical plants without being slowed by them
  • and without taking damage from them if they have
  • thorns, spines, or a similar hazard.

  • 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.

  • Furthermore, you can use the Dash action as a bonus
  • action on your turn.

Nature's Veil



  • Starting at 10th 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.

  • At 18th level, if you roll initiative and have no uses of this
  • feature, gain 1 use.

Vanish


  • Starting at 14th level, you can use the Hide action as a
  • bonus action on your turn. Also, you can't be tracked by
  • nonmagical means, unless you choose to leave a trail.

  • You may use Vanish with the same bonus action to
  • activate Nature's Veil.

Feral Senses


  • At 18th level, your senses have reached a preternatural
  • level. You gain Blindsight to a range of 30 feet.

Foe Slayer


  • At 20th level, your following ranger abilities improve:
  • When you kill a creature while taking the attack action on your turn, you may immediately take an additional attack against another creature within range of the weapon you used to kill the previous creature. You may benefit from this up to once per turn.
  • When you are attacking with weapon attacks against a creature marked with Hunter's Mark, you may add Hunter's Mark extra damage die to the attack rolls. If you kill a creature you have marked with Hunter's Mark, you may transfer that use of Hunter's Mark to another target you hit on the same turn you can see wtihin 120 feet of you. The duration however continues from the previous use.
  • You have learned to multitask even greater, you may concentrate on more than 1 ranger spell, but not two of the exact same spells. Furthermore, you may cast 1 action casting time ranger spells as a bonus action if you took the attack action on the same turn.

Ranger Conclaves

Beastmaster


  • The Beast Master archetype embodies a friendship
  • between the civilized races and the beasts of the world.
  • United in focus, beast and ranger work as one to fight the
  • monstrous foes that threaten civilization and the
  • wilderness alike. Emulating the Beast Master archetype
  • means committing yourself to this ideal, working in
  • partnership with an animal as its companion and friend.

  • Original Source: Player's Handbook

Primal Companion


  • Starting at 3rd level, you magically summon a primal
  • beast, which draws strength from your bond with nature.
  • The beast is friendly to you and your companions and
  • obeys your commands. Choose its stat block: Beast of the
  • Land, Beast of the Sea, or Beast of the Sky, which uses
  • your proficiency bonus (PB) in several places. You also
  • determine the kind of animal the beast is, choosing a kind
  • appropriate for the stat block. Whatever kind you choose,
  • the beast bears primal markings, indicating its mystical
  • origin.


  • In combat, the beast acts during your turn. It can move
  • and use its reaction on its own, but the only action it takes
  • 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.
  • You can also sacrifice one of your attacks when you take
  • the Attack action to command the beast to take the Attack
  • action. If you are incapacitated, the beast can take any
  • action of its choice, not just Dodge.

  • If the beast has died within the last hour, you can use
  • your action to touch it and expend a spell slot of 1st level
  • or higher. The beast returns to life after 1 minute with all
  • its hit points restored.

  • When you finish a long rest, you can summon a different
  • primal beast. The new beast appears in an unoccupied
  • space within 5 feet of you, and you choose its stat block
  • and appearance. If you already have a beast from this
  • feature, it vanishes when the new beast appears. The
  • beast also vanishes if you die.


Beast of the Land

Medium beast


  • Armor Class: 13 + PB (natural armor)
  • Hit Points: 5 + 5 times ranger level (the Beast has
  • a number of Hit dice [d8s] equal to your ranger
  • level)
  • Speed: 40 ft, climb 40 ft

STR DEX CON INT WIS CHA
Str 14 (+2) Dex 14 (+2) Con 15 (+2) Int 8 (-1) Wis 14 (+2) Cha 11 (+0)

  • Senses Darkvision 60 ft, passive Perception 12
  • Languages understands languages you speak
  • Challenge:
  • Proficiency Bonus (PB): equals your bonus

Traits

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.


Actions

Maul Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage



Beast of the Sea

Medium beast


  • Armor Class: 12 + PB (natural armor)
  • Hit Points: 6 + 6 times ranger level (the Beast has
  • a number of Hit dice [d10s] equal to your ranger
  • level)
  • Speed: 5 ft, swim 60 ft

STR DEX CON INT WIS CHA
Str 16 (+3) Dex 14 (+2) Con 16 (+3) Int 8 (-1) Wis 14 (+2) Cha 11 (+0)

  • Senses Darkvision 60 ft, Blindsight 60 ft, passive
  • Perception 12
  • Languages understands languages you speak
  • Challenge:
  • Proficiency Bonus (PB): equals your bonus

Traits

Amphibiious: The beast can breathe both air and water.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.


Actions

Binding Strike Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.



Beast of the Sky

Small beast


  • Armor Class: 14 + PB (natural armor)
  • Hit Points: 4 + 4 times ranger level (the Beast has
  • a number of Hit dice [d6s] equal to your ranger
  • level)
  • Speed: 10 ft, Fly 60 ft

STR DEX CON INT WIS CHA
Str 6 (-2) Dex 16 (+3) Con 13 (+1) Int 8 (-1) Wis 16 (+3) Cha 11 (+0)

  • Senses Darkvision 90 ft, passive Perception 13
  • Languages understands languages you speak
  • Challenge:
  • Proficiency Bonus (PB): equals your bonus

Traits

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Keen Senses: Dim light doesn't impose disadvantage on the beast's Wisdom (Perception) and Intelligence (Investigation) checks relying on sight,

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


Actions

Shred Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

Beastmaster Adept


  • Starting at 3rd level, your aptitude with certain skills
  • improve. Whenever you or your Primal Companion are
  • making a Wisdom Ability checks, you may add 1d4 to the
  • ability check. At 14th level, this becomes 1d6.

  • Also, choose a skill from the following list: Animal
  • Handling, Insight, Medicine, Perception, Survival. You gain
  • proficiency in the chosen skill.

  • In addition, when you are within 10 feet of your Primal
  • Companion, you and your Primal Companion have
  • advantage on Wisdom ability checks.

Beastmaster Magic


  • Starting at 3rd level, you learn an additional spell when
  • you reach certain levels in this class, as shown in the
  • Beastmaster Spells table. Each spell counts as a ranger
  • spell for you, but it doesn't count against the number of
  • ranger spells you know. In addition, when you cast spells
  • on your Primal Companion, any Intelligence score
  • limitations are ignored.

Beastmaster Spells
Ranger Level Spell
3rd Beast Bond
5th Summon Beast
9th Conjure Animals
13th Dominate Beast
17th Tree Stride

Exceptional Training


  • Beginning at 7th level, on any of your turns when your
  • beast companion doesn’t attack, you can use a bonus
  • action to command the beast to take the Dash,
  • Disengage, or Help action on its turn. In addition, the
  • beast’s attacks now count as magical for the purpose of
  • overcoming resistance and immunity to nonmagical
  • attacks and damage.

  • In addition, when your Primal Companion would be
  • subjected to an effect that allows it to make a Dexterity
  • saving throw to take only half damage, it instead take no
  • damage if it succeeds on the saving throw, and only half
  • damage if it fails.

Bestial Fury


  • Starting at 11th level, when you command your beast
  • companion to take the Attack action, the beast can make
  • two attacks

  • In addition, when hit with an attack, the Primal
  • Companion may use it's reaction to half the damage
  • taken.

Share Spells


  • Beginning at 15th level, when you cast a spell targeting
  • yourself, you can also affect your beast companion with
  • the spell if the beast is within 60 feet of you.

  • In addition, spells affecting the ranger that add damage to
  • your weapon attack damage rolls and ranger abilities that
  • add damage to your weapon attack damage rolls also
  • apply to your Primal companion while active.

Legendary Companion


  • At 20th level your Primal Companion improves in the
  • following way.

Beast of the Land:

  • Beast may be of Large or Medium size
  • AC improves to 15 + PB (Natural Armor)
  • Hit points become 10 + 10 times your ranger level
  • Mauls damage becomes 2d8 + 2 + PB slashing damage.
  • Primal companion has advantage on it's attack rolls if adjacent to an ally and that ally has the same enemy within the ally's reach.

Beast of the Sea:

  • Beast may be of Large or Medium Size
  • AC improves to 14 + PB (Natural Armor)
  • Hit points become 12 + 12 times your ranger level
  • Binding Strikes damage becomes 2d6 + 3 + PB piercing or bludgeoning damage. reach becomes 10 ft. In addition, you may now have up to 2 creatures grappled before you are unable to use this attack again.

Beast of the Sky:

  • Beast may be of Medium or Small size
  • AC improves to 16 + PB (Natural Armor)
  • Hit points become 8 + 8 times your ranger level
  • Flying Speed becomes 80 ft
  • Shred damage becomes 2d4 + 3 + PB slashing damage. In addition, creatures attacked must make a Constitution Saving throw (DC equal your spell save DC) or be blinded until the end of your next turn.

Fey Wanderer


  • A fey mystique surrounds you, thanks to the boon of an
  • archfey, the shining fruit you ate from a talking tree,
  • the magic spring you swam in, or some other auspicious
  • event. However you acquired your fey magic, you are now
  • a Fey Wanderer, a ranger who represents both the mortal
  • and the fey realms. As you wander the multiverse, your
  • joyful laughter brightens the hearts of the downtrodden,
  • and your martial prowess strikes terror in your foes, for
  • great is the mirth of the fey and dreadful is their fury.

  • Original Source: Tasha's Cauldron of Everything

Dreadful Strikes


  • At 3rd level, 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


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

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

  • You also possess a preternatural blessing from a fey ally
  • or a place of fey power. Choose your blessing from the
  • Feywild Gifts table or determine it randomly.
Feywild Gifts
d6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Otherworldly Glamour


  • Additionally at 3rd level, your fey qualities give you a
  • supernatural charm. As a result, whenever you make a
  • Charisma check, you gain a bonus to the check equal to
  • your Wisdom modifier (minimum 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.

  • Furthermore, your Favored Foe Ranger feature does an
  • additional die worth of damage against creatures that are
  • frightened or charmed.

Misty Wanderer


  • When you reach 11th 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.

  • Furthermore, after using Misty Wanderer, creatures that
  • went through the Misty Step have advantage on the
  • first attack you make before the end of your next turn.

Fey Reinforcements


  • At 15th 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 Summon Fey, or Conjure
  • Woodland Beings, 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.

  • One creature you summon with Summon Fey or one
  • creature you summon with Conjure Woodland Beings
  • may also inflict your dreadful strikes on a hit with ranged
  • or melee weapon attacks.

Fey Wanderer Master


  • At 20th level you gain the following features:
  • You are now immune to the Charmed and Frightened conditions. Any effect that would inflict these conditions counts as if making the saving throw for class features and abilities.
  • Creatures you are forcing to be Frightened or Charmed have disadvantage on it's saving throws to resist those conditions. This includes any summons you create that also creates said conditions as well.
  • You now may cast the Dimension Door spell once per long rest without using a spell slot. When you cast Dimension Door, you may choose to cast it as a bonus action and to take a number of creatures in a 15 ft radius with you equal to your proficiency bonus.
  • If the damage from Favored Foe or Dreadful Strike is less than your Wisdom modifier, it becomes your Wisdom Modifier instead.

Gloom Stalker


  • Gloom stalkers are at home in the darkest places: deep
  • under the earth, in gloomy alleyways, in primeval forests,
  • and wherever else the light dims. Most folk enter such
  • places with trepidation, but a gloom stalker ventures
  • boldly into the darkness, seeking to ambush threats
  • before they can reach the broader world. Such rangers
  • are often found in the Underdark, but they will go any
  • place where evil lurks in the shadows.

  • Original Source: Xanathar's Guide to Everything

Gloom Stalker Magic


  • Starting at 3rd level, you learn an additional spell when
  • you reach certain levels in this class, as shown in the
  • Gloom Stalker Spells table. The spell counts as a ranger
  • spell for you, but it doesn't count against the number of
  • ranger spells you know.
Gloom Stalker Spells
Ranger Level Spell
3rd Disguise Self
5th Darkness
9th Fear
13th Shadow of Moil
17th Seeming

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

  • In addition, while in darkness and hidden from a creature
  • or the creature is surprised, you add your Wisdom
  • modifier to your Favored Foe damage as well as your
  • Dread Ambusher damage.

Umbral Sight


  • At 3rd level, you gain darkvision out to a range of 60 feet.
  • If you already have darkvision, its range increases by 30
  • feet. You also can see in magical darkness out to a range
  • equal to half your darkvision range. In addition, Dim light
  • doesn't impose disadvantage on your Wisdom
  • (Perception) checks relying on sight.

  • You are also adept at evading creatures that rely on
  • darkvision. While you are in an area of darkness, other
  • creatures relying on darkvision have a penalty to their
  • Perception (Wisdom) and Investigation (Intelligence)
  • checks to discover you equal to your Wisdom Modifier.
  • While you are in an area of darkness you have advantage
  • on Stealth (Dexterity) Checks.

  • Furthermore, while in an area of darkness and hidden
  • from a creature relying on darkvision, attacking with a
  • weapon, or casting a spell doesn't doesn't reveal your
  • position to those creatures, however they are entitled to
  • Perception checks each time you attack or cast a spell.

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).

  • In addition, at 9th level you know the spell Nondetection.
  • 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.

Stalker's Fury


  • 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.

  • In addition, while in darkness, you may move up to 5 feet
  • after each weapon attack you make, retreating from your
  • foe, or closing in on their position. The weapon attack
  • does not need to hit the target for you to use this portion
  • of the feature.

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.

  • In addition, while in an area of of darkness, when you use
  • this feature, you no longer need to use a reaction to
  • impose the disadvantage on the attack.

Gloom Stalker Master


  • At 20th level you gain the following features:
  • You have learned to deceive and obscure yourself from other types of senses. Your Umbral Sight features that work "Against a creature relying on Darkvision" now work on creatures that are relying Blindsight and Tremorsense as well.
  • When use your Dread Ambusher, Umbral Sight, Stalker's Fury, Shadowy Dodge features, they may also be used while in dim light as well as darkness to get the additional benefits.
  • Your Nature's Veil ranger feature now lasts for 1 minute when you use it instead of the start of your next turn

Horizon Walker


  • Horizon walkers guard the world against threats that
  • originate from other planes or that seek to ravage the
  • mortal realm with otherworldly magic. They seek out
  • planar portals and keep watch over them, venturing to
  • the Inner Planes and the Outer Planes as needed to
  • pursue their foes. These rangers are also friends to any
  • forces in the multiverse – especially benevolent dragons,
  • fey, and elementals – that work to preserve life and the
  • order of the planes.

  • Original Source: Xanathar's Guide to Everything

Horizon Walker Magic


  • Starting at 3rd level, you learn an additional spell when
  • you reach certain levels in this class, as shown in the
  • Horizon Walker Spells table. The spell counts as a ranger
  • spell for you, but it doesn't count against the number of
  • ranger spells you know.
Horizon Walker Spells
Ranger Level Spell
3rd Protection from Evil and Good
5th Misty Step
9th Haste
13th Banishment
17th Teleportation Circle

  • In addition, you are linked to whatever weapon you
  • choose to use. In combat weird planar interactions
  • appear to happen adding to your mystique. See Horizon
  • Walker Link table for inspiration or create your own.
  • (this is not designed to have mechanical advantages,
  • just flavor text for the optics of how combat looks
  • regarding Horizon Walkers)

Horizon Walker Link
d6 Link
1 Your blade when you unsheath it appears to be ethereal until it strikes a foe, bursting with energy
2 A locket or amulet you wear glows more brightly each time you hit a creature with a weapon attack, fading to a dull glow by the start of your next turn.
3 While you are walking about, your form has trouble staying in the proper plane, seemingly glitching out occasionally.
4 Time in combat reacts weirdly with your abilities, sometimes showing to others your actions happening in reverse.
5 Spectral creatures appear over you when you are attacking creatures
6 Dealing force damage to foe causes you discomfort, as it strikes also the fabric of your own soul

Planar Tethering


  • At 3rd level, you gain the ability to magically sense the
  • presence of a planar portal. As an action, you detect the
  • distance and direction to the closest planar portal within 5
  • miles of you.

  • You can use this feature a number of times equal to your
  • Proficiency Bonus per long rest.

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

  • In addition, hitting a creature with a weapon attack causes
  • the creature to become disjoint. The creature hit, until the
  • start of your next turn must roll a d20 whenever they use
  • an ability or spell to teleport. If they roll an 11 or higher,
  • they successfully teleport. If the roll total is 10 or less,
  • their action is wasted and they fail to teleport, but the
  • ability or spell slot is not wasted. They subtract your
  • Wisdom Modifier from the roll when determining success.

  • Furthermore, creatures you hit with weapon attacks have
  • disadvantage on saving throws against spells and abilities
  • that send creatures to other planes of existence until
  • the end of your next turn.

Planar Warrior


  • At 3rd level, you learn to draw on the energy of the
  • multiverse to augment your attacks.

  • As a bonus action, choose one creature you can see
  • within 30 feet of you. The next time you hit that creature
  • on this turn with a weapon attack, all damage dealt by the
  • attack becomes force damage, and the creature takes an
  • extra 1d8 force damage from the attack. When you reach
  • 11th level in this class, the extra damage increases to 2d8.

Distant Strike


  • At 7th level, you gain the ability to pass between the
  • planes in a blink of an eye. When you make a weapon
  • attack against a creature, you can teleport up to 15 feet
  • before each attack to an unoccupied space you can see.

  • If you attack at least two different creatures on your turn,
  • you can make one additional attack (no action required)
  • against a third creature.

Ethereal Step


  • At 11th level, your ability to move between planes enables
  • you to slip through the planar boundaries to lessen the
  • harm done to you during battle. When you are hit with an
  • attack, you can use your reaction to blink out of existence,
  • temporarily, causing the attack to miss you. You may use
  • this feature a number of times equal to your proficiency
  • bonus per long rest.

  • In addition, you know the spell Blink. It doesn't
  • count against the number of ranger spells you know. You
  • can also cast it once without using a spell slot, and you
  • regain the ability to do so when you finish a short or long
  • rest. When you cast Blink, you may add your Proficiency
  • Bonus to the d20 roll to determine if you travel to the
  • ethereal plane at the end of each of your turns.

  • While on he Ethereal Plane, as a reaction you may return
  • back to the Material Plane to make an attack against a
  • creature you can see and is within range or reach of your
  • weapon. Doing so triggers your Planar Warrior additional
  • damage. You may swap between planes before or after
  • the attack, your choice.


Force Manipulation


  • At 15th level, when you hit a creature, you temporarily
  • break the creatures defenses. When you hit a creature
  • with a weapon attack, reduce the creature's AC by 1 for
  • each successful hit until the start of your next turn.

  • Hitting creatures also bolsters your own defenses. When
  • you hit a hostile creature with a melee weapon attack,
  • gain a +2 bonus to AC until the start of your next turn.
  • When you hit a hostile creature with a ranged weapon
  • attack, gain a +1 bonus to AC until the start of your next
  • turn.

  • Furthermore, while you have this additional improved AC
  • from this feature, you have resistance to force damage
  • and bludgeoning, piercing, and slashing damage.

Horizon Walker Master


  • At 20th level, you can cast the Etherealness spell once per
  • short or long rest without using a spell slot, but the
  • duration is only 10 minutes. While affected by
  • Etherealness spell, you may come back to the Material
  • Plane at the Start of each of your turns, no action
  • required. At the end of your turn, you may return to the
  • Ethereal Plane while the spell remains active. Once per
  • turn, when you hit a creature with a weapon attack, you
  • may have the creature roll a d20. On an 11 or higher, they
  • are Banished to the Ethereal Plane until the start of your
  • next turn. You add your Wisdom Modifier to the roll to
  • determine if they are Banished. While on the Ethereal
  • Plane, the hit creature gain Vulnerability to Force damage,
  • including the attack that sent them there.

  • In addition Planar Warrior no longer requires a bonus
  • action to activate the additional damage, but still limited
  • to once per turn.

Hunter


  • Some rangers seek to master weapons to better protect
  • civilization from the terrors of the wilderness. Members
  • of the Hunter Conclave learn specialized fighting
  • techniques for use against the most dire threats, from
  • rampaging ogres and hordes of orcs to towering giants
  • and terrifying dragons.

  • Original Source: Player's Handbook

Hunter Magic


  • Starting at 3rd level, you learn an additional spell when
  • you reach certain levels in this class, as shown in the
  • Hunter Spells table. The spell counts as a ranger
  • spell for you, but it doesn't count against the number of
  • ranger spells you know. In addition, you may cast each
  • spell at the base spell level once per long rest without
  • using a spell slot.
Hunter Spells
Ranger Level Spell
3rd Hunter's Mark
5th Pass without a Trace
9th Conjure Barrage
13th Locate Creature
17th Conjure Volley

Hunter's Onslaught


  • At 3rd level, when a Large or larger creature hits or misses
  • you with a melee attack, you can attack that creature
  • immediately after its attack, provided that you can see the
  • creature and your weapon can reach it. You may use this
  • feature once per turn. In addition, you gain one of the
  • following features of your choice.

  • Colossus Slayer: Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
  • Horde Breaker: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target or within 5 ft of you and within range or reach of your weapon.

Hunter's Prey


  • At 3rd level, you become an expert at tracking your foes
  • and are able to disrupt their attempts to escape from you.
  • When you cast Hunter's mark, If you know the creature's
  • name, or have encountered the creature before in
  • combat, it's range is up to 600 ft, and does not require
  • you to be able to see your target. When you use Hunter's
  • Mark, or Favored Foe on a creature, you may as a bonus
  • action during either's duration to do one of the following:
  • You sabotage the creature causing the creature to leave a trail, making it easier for you to find them. Any Stealth checks the creature makes, as well as creatures traveling with the creature have a -5 penalty to their Stealth (Dexterity) checks for 1 minute.
  • You can get inside the head of the target, making it easier for you to to throw them off their guard. Your target now has disadvantage on the next saving throw they make against your ranger spells within the next 1 minute.
  • You quickly learn more about the target. For 1 minute, you have advantage on opposed Ability checks against the target.
  • Your attacks become more debilitating, If you hit a marked creature twice in a turn, you may activate this feature to reduce the speed of the creature's by 10 ft for 1 minute. The creature can't be affected by this feature more than once. The creature loses the ability to hover if they fly, and the creature has disadvantage on checks and saving throws made to resist the prone condition.

  • The duration of Hunter's Mark lasts for twice as long as
  • normal. When you cast Hunter's Mark on a creature you
  • can't currently see, you are aware if the spell failed
  • to find the target within range.

Hunter's Preparation


  • At 7th level, when a hostile creature misses you with an
  • attack, you can force that creature to repeat the
  • same attack against another legal target (other than itself)
  • of your choice. You may do this once per turn. In addition,
  • you gain one of the following features of your choice.

  • Evasion: When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
  • Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Barrage


  • At 11th level, you gain one of the following features of
  • your choice.

  • Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  • Swirling Dervish: You can declare after only making melee weapon attacks with your Attack Action (and any other bonus actions attacks) on your turn to make even more melee weapon attacks. You may gain a number of melee weapon attacks that you have made this turn again, against the same targets, with the same weapons. If you moved during your turn to be able to attack creatures, you can as part of this feature move a minimum number of feet needed to make the attacks against each of the target creatures, ending your movement within reach of the 1st creature you attacked with your Attack action. This movement does not provoke Opportunity Attacks from the targets you are attacking.

Superior Hunter's Defense


  • At 15th level, when a creature hits you with an attack,
  • you gain a +4 bonus to AC against all subsequent attacks
  • made by that creature until the end of your next turn. In
  • addition, you may gain one of the following features.

  • Steel Will: You are immune to the Frightened and Charmed conditions from targets you have marked with Favored Foe or Hunter's Mark.
  • Steel Fortitude: You are immune to the Poisoned and Paralyzed conditions from targets you have marked with Favored Foe or Hunter's Mark.
  • Steel Reflexes: You are immune to the Restrained and Grappled conditions from targets you have marked with Favored Foe or Hunter's Mark.

Hunter's Prowess


  • At 20th level you reach your Hunter's Prowess, becoming
  • even more adaptable to how the situations needs. You
  • gain all features instead of just 1 from Hunter's
  • Onslaught, Hunter's Preparation, Barrage, and Superior
  • Hunter's Defense. In addition, you may activate 2
  • feature's of Hunter's Prey with the same Bonus action.

  • In addition, you regain uses of your Favored Foe ranger
  • feature on a short or long rest, instead of a long rest.

Monster Slayer


  • You have dedicated yourself to hunting down creatures of
  • the night and wielders of grim magic. A monster slayer
  • seeks out vampires, dragons, evil fey, fiends, and other
  • magical threats. Trained in supernatural techniques to
  • overcome such monsters, slayers are experts at
  • unearthing and defeating mighty, mystical foes.

  • Original Source: Xanathar's Guide to Everything

Slayer's Sense


  • At 3rd level, you gain the ability to peer at creatures and
  • magically discern how best to deal with them. As an action
  • or replaces 1 attack from the Attack action, choose one
  • creature type you can see within 60 feet of you. You
  • immediately learn whether the creatures of that type has
  • any damage immunities, resistances, or vulnerabilities
  • and what they are. You also learn any unique abilities
  • (actions, bonus action and reactions), any legendary
  • resistances, as well as special senses the creature
  • possesses.


  • You can use this feature a number of times equal to your
  • Proficiency Bonus You regain all expended uses of it when
  • you finish a long rest.


Monster Slayer Magic


  • Starting at 3rd level, you learn an additional spell when
  • you reach certain levels in this class, as shown in the
  • Monster Slayer Spells table. The spell counts as a ranger
  • spell for you, but it doesn't count against the number of
  • ranger spells you know. In addition, when you cast ranger
  • spell that requires an ability check or to roll d20 for an
  • effect, the ranger may add their proficiency modifier to
  • the check when determining the results.
Monster Slayer Spells
Ranger Level Spell
3rd Sanctuary
5th Mirror Image
9th Counterspell
13th Ottiluke's Resilient Sphere
17th Teleknesis

Slayer's Prey


  • Starting at 3rd level, you can focus your ire on foe of a
  • specific type, increasing the harm you inflict on them. As a
  • bonus action, you designate one creature type you can
  • see within 60 feet of you as the target of this feature.
  • When you hit a creature of the chosen type with a
  • weapon attack, it takes an extra 1d6 damage from the
  • weapon. A creature may only take this damage once per
  • turn. At 11th level, this feature does 2d6 damage to
  • creatures of the chosen type.

  • This benefit lasts until you finish a short or long rest. It
  • ends early if you designate a different creature type.

  • In addition, when you select a Slayer's Prey Creature type,
  • or the target of your Favored foe feature, you gain the
  • benefits of a Protection from Evil and Good spell (no
  • concentration required) but only against the chosen
  • creature type, or the target of the Favored foe feature.
  • You gain this benefit for as long as your Slayer's Prey or
  • Favored foe feature remains active.

Supernatural Symbiosis


  • At 7th level, you gain extra resilience against your prey’s
  • assaults on your mind and body. Whenever a creature of
  • the same creature type of your Slayer’s Prey or the target
  • of your Favored Foe Ranger feature forces you to make a
  • saving throw or whenever you make an opposed ability
  • check against the targeted creature or creature type, add
  • 1d4 to your roll.

  • In addition, you gain extra insight in how to capitalize on
  • your prey's weaknesses. Whenever a creature type
  • selected by your Slayer's Prey or a target of your Favored
  • Foe Ranger feature makes a saving throw vs a ranger spell
  • or ranger ability, you add 1d4 to the DC of the ranger spell
  • or ranger ability.

Magic-User's Nemesis


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

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

Slayer's Counter


  • At 15th level, you gain the ability to counterattack,
  • temporarily disabling their most devastating features.
  • As a reaction, creature types designated by your Slayer's
  • Prey feature or target of your Favored Foe Ranger feature
  • gives you the following options:
  • Choose a spell, a special action, or an ability that is limited in its use from your Slayer's Prey or Favored Foe. You temporarily disable the creature from activating said spell/special action/or ability until the start of their next turn.
  • Whenever the target creature types, or targeted Favored foe makes an attack on you or you are forced to make a saving throw, make one weapon attack against the quarry. You make this attack immediately before their attack or making the saving throw. If your attack hits, their attack misses or your save automatically succeeds, in addition to the attack’s normal effect. If the saving throw has any effects that still occur on a success, you ignore them.

Slayer's League


  • At 20th level, your Slayer's Prey, and Supernatural
  • Symbiosis now benefits a number of allied creature you
  • designate within 60 feet equal to your proficiency bonus.

  • In addition, a Favored Foe or Slayer's Prey Creature type
  • deals damage to you, reduce damage after any
  • resistances or immunities equal to your Wisdom modifier.

Swarmkeeper


Swarmkeeper Magic


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

  • You also learn an additional spell of 1st level or higher
  • when you reach certain levels in this class, as shown in
  • the Swarmkeeper Spells table. Each spell counts as a
  • ranger spell for you, but it doesn't count against the
  • number of ranger spells you know. If a creature makes
  • their save against a ranger spell you cast, they take
  • additional magical piercing damage equal to your ranger
  • level from your Swarm.
Swarmkeeper Spells
Ranger Level Spell
3rd Faerie Fire
5th Web
9th Stinking Cloud
13th Confusion
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. You
  • determine its appearance, or you generate its appearance
  • by rolling on the Swarm Appearance table.
Swarm Appearance
d6 Appearance
1 Swarming insects
2 Miniature Twig blights
3 Fluttering birds
4 Playful pixies
5 Chattering rodents
6 Ominous bats

  • Once per turn, 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 2d4 magical 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 10 feet horizontally in a direction of your choice.

Reliable Swarm


  • At 3rd level, your Gathered Swarm assist you when you
  • need it the most. While your Gathered Swarm is active,
  • when you make a Strength, Dexterity and Constitution
  • Ability checks or Saving Throws and roll a 9 or lower,
  • you may treat the roll as a 10 instead.

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 20 feet and can hover.
  • This effect lasts for 10 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 3d4 magical piercing damage.
  • 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.

  • In addition, your Writhing Tide feature lasts for 1 hour
  • instead of 10 minutes.

Swarming Dispersal


  • When you reach 15th level, you can discorporate into your
  • swarm, avoiding danger. Once per turn when you take
  • damage, you can 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 short or long rest.

Swarm Master


  • At 20th level, you may choose up to two separate options
  • from your Gathered Swarm feature when you use it. You
  • also you gain the following feature upgrades:

  • You may add your Wisdom modifier to Strength, Dexterity and Constitution Saving throws and ability checks with Reliable Swarm.
  • Gathered Swarm now does 4d4 magical piercing damage
  • Gathered Swarm has disadvantage on it's Strength saving throw if is not a flying creature, and can move it 10 additional feet for a total of 25 feet.
  • Gathered Swarm now can move you 15 feet horizonally, and if you currently have Writhing Tide active, Vertically as well. In addition, you gain three-quarters cover until the start of your next turn.
  • Writhing Tide's Flying speed is increased by 10 ft, up to 30 ft of movement.
  • Once per long rest, when you use Swarming Dispersal, you may take no damage instead of half damage.
  • Ranger spells that deal damage also add your Wisdom modifier to the damage. This also applies to ranger spells with Swarmkeeper magic where the target succeeds on their saving throw.

Drakewarden


  • Your connection to the natural world takes the form of a
  • draconic spirit, which can manifest in physical form as a
  • drake. As your powers grow, your drake grows as well,
  • blossoming from a small four-legged companion to a
  • majestic winged creature large and strong enough for you
  • to ride. Along the way, you gain an increasing share of the
  • awe-inspiring power of dragons.

  • Consider the source of the draconic spirit you have
  • bonded with. The Drakewarden Origin table offers
  • examples.

  • Original Source: Fizban's Treasury of Dragons

Drakewarden Origin
d6 Origin
1 You studied a dragon’s scale or claw, or a trinket from a dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4 You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.
5 An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6 You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.

Draconic Gifts


  • At 3rd level, 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, whih is a ranger spell for you.
  • Tongue of the Dragons: You learn to speak, read and write Draconic or one other language of your choice.
  • Natural Armor: You gain a bonus to your AC equal to half your proficiency bonus (rounded down)
  • Dragon senses: When you make Perception checks in Dim light, you do not roll with disadvantage
  • Dragon sight: You may take the Search action as a Bonus action


Drake Companion

Small dragon


  • Armor Class: 14 + PB (natural armor)
  • Hit Points: 6 + 6 times ranger level (the Beast has
  • a number of Hit dice [d10s] equal to your ranger
  • level)
  • Speed: 40 ft

STR DEX CON INT WIS CHA
Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 8 (-1) Wis 14 (+2) Cha 16 (+3)

  • Saving Throws Dex +1 + PB, Wis +2 + PB, Con +3 +
  • PB
  • Damage Immunities: determined by the drake’s
  • Draconic Essence trait
  • Senses Darkvision 120 ft, passive Perception 12
  • Languages understands languages you speak,
  • Draconic
  • Challenge:
  • Proficiency Bonus (PB): equals your bonus

Traits

Draconic Essence: When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The Chosen type determines the drake's damage immunity and the damage of its infused Strikes trait


Actions

Bite: Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB piercing damage.

Bonus Actions

Detect: The drake may make a Perception or Investigation check.

Reactions

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

Drake Companion


  • At 3rd level, as an action, you can magically summon the
  • drake that is bound to you. It appears in an unoccupied
  • space of your choice within 30 feet of you.

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

  • In combat, the drake shares your initiative count, but it
  • takes its turn immediately after yours. It can move and
  • use its reaction on its own, but the only actions it takes on
  • its turn is the Dodge action, and as a bonus action, the
  • Search 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.

Draconic Magic


  • Starting at 3rd level, you learn an additional spell when
  • you reach certain levels in this class, as shown in the
  • Horizon Walker Spells table. The spell counts as a ranger
  • spell for you, but it doesn't count against the number of
  • ranger spells you know. In addition, when casting a
  • Ranger spell, if your drake is within 5 ft of you when you
  • cast it, you may have it maintain concentration of the spell
  • instead of you.
Draconic Spells
Ranger Level Spell
3rd Absorb Elements
5th Breath Weapon
9th Fear
13th Elemental Bane
17th Summon Draconic Spirit

Bond of Fang and Scale


  • At 7th level the bond you share with your drake
  • intensifies, protecting you and stoking the drake’s fury.
  • When you summon your drake, it grows wings on its back
  • and gains a flying speed equal to its walking speed.

  • In addition, while your drake is summoned, you and the
  • drake gain the following benefits:

  • Drake Mount The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.
  • Magic Fang: The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.
  • Resistance: You gain resistance to the damage type chosen for the drake’s Draconic Essence.
  • Ancient learning: The drake learns 2 skills of it's choice, adding it's proficiency bonus to those skills.

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. The breath becomes a 60 ft cone at 15th
  • level.

  • 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). The Drakes reach with its Bite attack becomes 10 ft.
  • Large Drake: The drake can grows to Large size. When you ride your drake while it is Large, 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.
  • Blindsight: The drake gains Senses: Blindsight 30 ft
  • Empowered Strikes: The drakes Infused Strikes feature does an extra 1d6 damage, for a total of 2d6 damage of the type determined by its Draconic Essence.

Drakewarden Master


  • At 20th level, your bond to your drake becomes an
  • imposing presence. While your drake is summoned, you
  • and the drake gain the following benefits:

  • Improved Hit points: The drakes hit points become 12 plus 12 times your ranger level.
  • Toughen Scales: The drakes AC becomes 17 + PB
  • Huge Drake: The drake can grow to Huge size. The drake's Bite attack damage increases by an additional 1d6 (for a total of 3d6 extra damage).
  • Empowered Drake's Breath: You can utilize your Drake's Breath feature twice per long rest, instead of once. You may also utilize it as an action as normal, as a replacement for one of your attacks with the Attack action, or as a bonus action, your choice.
  • Legendary Resistance: Once per long rest, each of you and the Drake may use a reaction to choose to succeed on a failed saving throw.
  • Damage Immunity: You gain immunity to the damage type chosen for the drake's Draconic Essence.
  • Fearful Assault: Whenever you hit a creature with a Weapon attack, or your drake hits a creature with its Bite attack, the creature must make a Wisdom Saving throw or become Frightened of both you and your drake for 1 minute. The DC is equal to your Ranger spell save DC. At the end of each of the frightened creatures turn, they may repeat the save. On a success, the condition ends and they are immune to this feature for 1 hour.

Changelog


Base Ranger


  1. Added the follow Skills to the Ranger skill list: Acrobatics, History, Intimidation, and Medicine.
  2. Removed Favored Enemy, Natural Explorer and Primeval Awareness.
  3. Removed Hide in Plain sight, Merged Land's Stride with Revised Ranger Fleet of Foot
  4. Added Favored Foe, Deft Explorer, and Primal Awareness baseline. (replaces Favored Enemy, Natueral Explorer, and Primeval Awareness
  5. Added Nature's Veil baseline (replaces Hide in plain sight)
  6. Added Upgrade to Nature's Veil at 18th level] 18th level: If you roll initiative and have no uses of this feature, gain 1.
  7. Added Ranger Conclave feature at 20. Completely changed Foe Slayer functionality from original, so two features at 20.
  8. Added Spellcasting focus baseline
  9. Changed Favored Foe in the following ways:
    • Removed Concentration
    • Added twice proficiency bonus of uses per long rest.
    • Changed back to UA version to being Hunter's Mark.
    • Changed lvl 6 and lvl 14 upgrades.
  10. Change Deft Explorer in the following ways:
    • Changed Roving to be 10 ft instead of 5 ft.
    • Changerd Tireless to being ranger level + wisdom modifier worth of Temporary hit points instead of 1d8 + Wisdome Modifier
  11. Changed wording on Two weapon fighting, from :""... You can add your ability modifier to the damage of the second attack" To: "... You can add your ability modifier to the damage of any bonus action attacks"
  12. Changed Feral senses to match what Treantmonk did (simplified to just Blindsight 30 ft)
  13. Added Vanish may be used with same bonus action as Nature's Veil.
  14. Foe Slayer New functionality:
    • When you kill a creature while taking the attack action on your turn, you may immediately take an additional attack against another creature within range of the weapon you used to kill the previous creature. You may benefit from this up to once per turn.
    • When you are attacking with weapon attacks against a Hunter's Mark target, you may add Hunter's Mark extra damage die to the attack rolls. If you kill a creature you have marked as your favored foe, you may transfer that use of Hunter's Mark to another target you hit on the same turn you can see wtihin 120 feet of you. The duration however continues from the previous use.
    • You have learned to multitask even greater, you may concentrate on more than 1 ranger spell, but not two of the exact same spells. Furthermore, you may cast 1 action casting time ranger spells as a bonus action if you took the attack action on the same turn.

Beastmaster


  1. Removed Ranger's Companion, Replaced with Primal Companion.
  2. Changed the Beast of the Sea pre 20 in the following ways:
    • Reduced AC by 1 to 12 + PB
    • Increased hit points to be 6 + 6 times ranger level and hit die to be 1d10
    • Increases Beast of the Sea's Strength and Constitution scores to 16 and 16 from 14 and 15 respectively.
    • Added Senses: Blindsight 60 feet
    • Adjusted Binding Strike damage to reflect the higher Strength (1d6+3+PB instead of 1d6+2+PB)
  3. Changed the Beast of the Air pre 20 in the following ways:
    • Increase AC by 1 to 14 + PB
    • Increased Wisdom to 16
    • Increased Darkvision to 90 ft instead of 60 ft
    • Added trait "Keen Senses:" Dim light doesn't impose disadvantage on the beast's Wisdom (Perception) and Intelligence (Investigation) checks relying on sight.
  4. Added Beastmaster Adept feature at level 3. you and companion gain bonuses to Wisdom checks, gain a Wisdom based proficiency, and have advantage on Wisdom checks while companion and you are near each other.
  5. Added Beastmaster Magic feature at level 3. In addition to 1 additional spell known of each spell level 1st through 5th, you also ignore intelligence score requirements for spells being cast on your Primal Companion.
  1. Added Functionality to Exceptional Training at 7th level. companion gains evasion
  2. Added Functionality to Bestial Fury at 11th level. companion gains uncanny dodge
  3. Added Functionality to Share Spells at 15th level. Companion procs spell that increase weapon damage on a hit while spell is active.
  4. Added 20th level feature: Buffs survivability of all companion types, gives additional damage, gives minor boost in functionality. Land and Sea may be Large.

Fey Wanderer


  1. Changed Fey Wanderer Magic Spell list for 3rd level, swapped out Dispel Magic for Fear.
  2. Added Functionality to Beguiling Twist: "Furthermore, your Favored Foe Ranger feature does an additional die worth of damage against creatures that are frightened or charmed."
  3. Swapped Misty Wanderer and Fey Reinforcements from 15th level and 11th level to 11th level and 15th level.
  4. Added Functionality to Misty Wanderer: "Furthermore, after using Misty Wanderer, creatures that went through the Misty Step have advantage on the first attack you make before the end of your next turn."
  5. Added Functionality to Fey Reinforcements: Added Conjure Woodland beings to the spells you can cast without concentration
  6. Added Functionality to Fey Reinforcements: Added creatures summoned with SUmmon Fey and Woodland Beings may proc Dreadful Strikes as well.
  7. Added 20th level feature "Fey Wanderer Master"

Gloom Stalker


  1. Changed Gloomstalker Spell list to replace Rope trick with Darkness, and replace Greater Invisibility with Shadow of Moil
  2. Added functionality to Dread Ambusher: "In addition, while in darkness and hidden from a creature or the creature is surprised, you add your Wisdom modifier to your Favored Foe and Dread Ambusher damage rolls"
  3. Added and Changed Functionality of Umbral Sight:
    • Can see in magical darkness up to a range of half your darkvision range
    • Dim Light doesn't impose disadvantage on your Wisdom Perception checks relying on sight.
    • Removed you are Invisible to creatures using Darkvision to see you in darkness
    • Added creatures with darkvision have a penalty to Perception and Investigation checks to discover you equal to your Wisdom modifier.
    • Added While in Darkness have advantage on Stealth Checks
    • Added while in darkness and hidden, casting a spell or attacking with a weapon doesn't reveal your location, however the creature is entitled to a perception check each time you attack or cast a spell in this way.
  4. Added functionality to Iron mind: Gain improvement at 9th level, gain non-detection as a ranger spell, cast once per day without using a spell slot, and doesn't require material component.
  5. Added functionality to Stalker's Fury: Gain additional movement each time you attack, 5ft per attack
  6. Added Functionality to Shadowy Dodge: while in an area of darkness, this feature doesn't use your reaction.
  7. Added 20th level feature, works against creatures with blindsight and tremor sense. Works in dim light and in darkness, Upgrades Nature's Veil to be for 1 minute instead of the start of your next turn.

Horizon Walker

  1. Changed Detect Portal name to "Planar Tethering"
  2. Added functionality to Detect Portal (Planar Tethering):
    • Hitting a creature causes a change for Teleport abilities and magic to fail, Add your Wisdom modifier to help them fail. until start of your next turn.
    • Hitting a creature gives disadvantage to saving throws versus spells like Banishment, until end of your next turn.
  3. Added Flavor Texts for Horizon Walker Weaponry, and why it links them to the planes. Includes flavor table.
  4. Swapped Levels of Ethereal Step(original 7th) and Distant Strike (Original 11th). Completely Changed Ethereal Step.
  5. Increased distant to teleport with Distant Strikes to 15 ft instead of 10 ft
  6. Ethereal Step now has following functionality:
    • Use reaction, PB times per long rest to make an attack miss you. (similar/better version of what Spectral defense used to be,)
    • Add Blink to spell known, can cast Blink once per short or long rest without using spell slot.
    • Added functionality of Blink spell, can add PB to the roll to determine if you go to Ethereal Plane.
    • As reaction on Ethereal Plane, can return to Material Plane and make an attack, adding Planar Warrior damage. May swap before or after the Attack your choice.
  7. Changed Spectral Defense name to "Force Manipulation" and Completely Revamped feature
    • Reduce enemy AC by a little bit for each time you hit them with weapon attack until start of next turn.
    • Gain AC bonuses for hitting creatures until start of next turn.
    • When you have these AC bonuses you gain force resistance and resistance to Bludgeoning, Piercing, Slashing damage
    • Greater AC benefit for yourself for using in melee versus at range.
  8. Added 20th level feature "Horizon Walker Master": Gain Etherealness spell known, can cast once per short or long rest without using spell slot but last 10 minutes. Gains additional features as well.
  9. At 20th upgrade Planar Warrior as well.

Hunter


  1. Added "Hunter Magic" feature, gaining Additional Spells known. May cast each spell on list once per long rest without using a spell slot.
  2. Changed Hunter's Prey name to "Hunter's Onslaught"
  3. Added Functionality to Hunter's Prey (Hunter's Onslaught)
    • Added essentially Giant Killer Baseline, and you choose between Colossus Slayer and Horse Breaker.
    • Changed Functionality of Giant Killer, the attack against you doesn't need to be within 5 ft of you. (still melee attack), doesn't take reaction, but only used once per turn.
  4. Added feature "Hunter's Prey" Improves Hunter's Mark and Favored foe in following ways:
    • Gives more options when using Favored Foe and Hunter's Mark on subsequent turns after applying them to a target, using bonus actions.
    • Increases cast range or Hunter's Mark significantly and you don't need to be able to see the target if you know the name of the target or have encountered the creature before.
    • Increases duration of Favored foe to 10 minutes
    • Increases duration of Hunter's Mark by double original duration.
  5. Moved "Superior Hunter's Defense" to 7th level. Moved "Defensive Tactics" to 15th level. Changed name of "Superior Hunter's Defense" to "Hunter's Preparation" (7th level)
    • Give "Stand against the Tide" Baseline, although removed the need to use your reaction, but can only be used once per turn.
  6. Changed "Multiattack" name to "Barrage"
    • Changed name of "Whirlwind Attack" to "Swirling Dervish"
    • Revamped Swirling Dervish. Now Make Attack Action, make melee attack, make same melee attacks again, although must target same creatures gaining movement necessary to make the additional attacks, and movement doesn't provoke OA.
  7. Changed "Defensive Tactics" name to "Superior Hunter's Defense"
    • Added "Multiattack defense" baseline choose between new options
    • Steel Will: Gain Immunity to Frightened and Charmed Conditions from targets marked with Favored Foe or Hunter's Mark
    • Steel Fortitude: Gain Immunity to Poison and Paralyzed Conditions from targets marked with Favored Foe or Hunter's Mark
    • Steel Reflexes: Gain Immunity to Grapple and Restrained Conditions from targets marked with Favored Foe or Hunter's Mark
  8. Added 20th level feature "Hunter's Prowess"
    • Gain the other feature at each ranger subclass level that you didn't choose.
    • Can activate 2 debilitating features with Hunter's Prey with single bonus action
    • Can recharge Favored Foe on Short or long rests now

Monster Slayer


  1. Changed Monster Slayer Magic spells known, Swapped "Protection from Evil and Good" with "Sanctuary", Changed "Zone of Truth" with "Mirror Image", Changed "Magic Circle" with "Counterspell", Changed "Banishment" with "Otiluke's Resilient Sphere", Changed "Hold Monster" with "Teleknesis"
  2. Added functionality Monster Slayer Magic, can add Proficiency bonus to Ability checks and spells that roll d20's when determining success.
  3. Changed Name of "Hunter's Sense" to "Slayer's Sense". Changed Uses to be PB times per long rest from Wisdom mod times per long rest.
  4. Added functionality to "Hunter's Sense" (Slayer's Sense). Learn now unique abilities (actions, bonus actions, reactions), any Legendary resistances, as well as spell senses the creature possess.
  5. Changed Wording of Slayer's Prey:
    • now you target a Creature "type" instead of a specific creature. A creature may take damage from this feature only once per turn at 3rd level.
    • Creature of that type or the target of your favored foe, you gain the benefits of "Protection form Evil and Good", no concentration
  6. Changed Name of "Supernatural Defense" to "Supernatural Symbiosis"
    • Affects creature types designated by Slayer's Prey, and targets of your Favorered Foe ranger feature.
    • Applies to all Ability checks and saving throws.
    • Reduce the die from 1d6 to 1d4
    • Added functionality, add 1d4 to your ranger spell save DC's against Slayer Prey and Favored foe targets.
  7. Changed Range to 90 ft from 60 ft of "Magic-User's Nemesis"
  8. Changed functionality of "Slayer's Counter" As a reaction do one of the following.
    • Choose a spell, special action, or ability limited in use that your Slayer's Prey creature types, or Favored foe target have, disable it until start of their next turn.
    • If Slayer's Prey creature type or Favored foe target you with an attack or make you make a saving throw vs a spell, Make an attack against them. If you hit, their attack misses or you automatically make your save. Reduce damage to 0 if it would be half.
  9. Added 20th level Feature "Slayer's League". Number of Allies equal to your proficiency bonus now also gain same benefit from Slayer's Prey and Supernatural Symbiosis
  10. At 20th level, Reduce damage dealt by creatures designated with Slayer's Prey and Favored Foe, equal to your Wisdom modifier.

SwarmKeeper


  1. Added additional Fluff of what Gather Swarm may be.
  2. Changed Swarmkeeper Magic spells: Gaseous Form for Stinking Cloud, Arcane Eye or Confusion
  3. Added functionality of Swarmkeeper Magic. Add Ranger level in piercing damage of ranger spells if targets make their save.
  4. Changed damage of Gathered Swarm to be 2d4, and made damage magical
  5. Changed swarm movement of you to 10 feet horizontal.
  6. Added 3rd level feature "Reliable Swarm" If rolling a Strength, Dexterity or Constitution saving throw or Ability checks, rolls of 9 or lower at treated at rolling a 10 instead.
  7. Changes to Writhing Tide:
    • Duration is 10 minutes.
    • Flying Speed is 20 ft.
  8. Changes to Mighty Swarm:
    • Increased damage of Gathered Swarm to 3d4, damage now magical.
    • Increases duration of Writhing Tide to 1 hour
  9. Changed Swarming Dispersal to not take your reaction, but limited to once per turn. and recharge on a short or long rest.
  10. Added 20th level feature "Swarm Master". Improves many aspects.

Drakewarden


  1. Added Draconic Magic, gaining mroe ranger spells known. Can also choose to have your Drake concentrate on spell cast if they are within 5ft of you when you cast them.
  2. Added Functionality of Draconic Gifts
    • Natural armor: gain a bonus to your AC equal to Half your proficiency bonus rounded down.
    • Dragon senses: dim light doesn't impose disadvantage on perception checks
    • Dragon sight: May take the Search action as a bonus action.
  3. Changed Drake Companion 3rd level Stats in following ways:
    • Increase Hit points to 6 + 6 times Ranger level (still d10's hit dice)
    • Increase Constitution to 16 from 15, Increase Charisma to 16 from 8
    • Added Constitution save as proficiency.
    • Changed Darkvision to being 120 ft.
    • Added Bonus action to the Drake; "Detect" Can make Perception and Investigation checks.
  4. Added to Bond of Fang and Scale: 2 skill proficiency of drakes choice.
  5. Added to Drake's Breath at 15th level upgrade becomes a 60 foot cone.
  6. Added features to Perfected Bond:
    • Extended Reach of Bite to 10 ft
    • Drake gains Senses: Blindsight 30 ft
    • Infused Strikes becomes 2d6 damage instead of 1d6 damage
  7. Added 20th level feature "Drakewarden Master"
    • Improve hit points to 12 + 12 times ranger level.
    • Improve AC to 17 + PB
    • Drake can become Huge and it's Bite does 3d6 extra damage (total for 4d6 damage)
    • Drake's Breath may be used twice per long rest instead of once, and is more versatile in the actions it uses to activate.
    • Once per long rest you and your drake can choose to succeed on a failed save.
    • You gain damage immunity same as your drake
    • When you or your Drake hit a creature, they can become Frightened (Wisdom save to negate) for 1 minute, save end of each of their turns. Immune for 1 hour once save.
 

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