08.01 Revised Ranger

by TheGoldenOwlbear

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Revised Ranger

Revised Ranger

Ranger's Ability Table
Level Proficiency Bonus Features Favored Enemy Favored Terrains 1st 2nd 3rd 4th 5th
1st +2 Expertise, Natural Explorer, Fighting Style 1
2nd +2 Spellcasting, Favored Enemy 1d4 1 2
3rd +2 Ranger Conclave, Wilderness Guide 1d4 1 3
4th +2 Ability Score Improvement 1d4 1 3
5th +3 Extra Attack 1d6 2 4 2
6th +3 Agile Predator 1d6 2 4 2
7th +3 Ranger Conclave Feature 1d6 2 4 3
8th +3 Ability Score Improvement 1d6 2 4 3
9th +4 Expertise 1d6 3 4 3 2
10th +4 Land’s Stride 1d6 3 4 3 2
11th +4 Ranger Conclave Feature 1d8 3 4 3 3
12th +4 Ability Score Improvement 1d8 3 4 3 3
13th +5 1d8 4 4 3 3 1
14th +5 Nature's Veil 1d8 4 4 3 3 1
15th +5 Ranger Conclave Feature 1d8 4 4 3 3 2
16th +5 Ability Score Improvement 1d8 4 4 3 3 2
17th +6 1d10 5 4 3 3 3 1
18th +6 Feral Senses 1d10 5 4 3 3 3 1
19th +6 Ability Score Improvement 1d10 5 4 3 3 3 2
20th +6 Ranger Conclave Feature 1d10 5 4 3 3 3 2

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: One artisan's tools of your choice and your choice from the following: Cartographer's tools, Navigator's tools, or the Herbalism kit.
  • Saving Throws: Strength & Dexterity
  • Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Insight, Investigation, 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) studded leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • One ranged weapon along with 20 pieces of ammunition for that weapon

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

Multiclassing

You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.

Fighting Style

1st-level feature

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

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

  • Defense: While you are wearing armor or wielding a shield, you gain a +2 bonus to AC.

  • 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.

  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a two-handed or versatile melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll.

  • Superior Technique: You learn two maneuvers of your choice from among those available to the Fighter class. You also gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source).

  • 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.

Expertise

1st-level feature

You gain Expertise in two of your Skill Proficiencies of your choice. Nature and Survival are iconic choices for a Ranger if you have Proficiency in them. At 9th level level you gain expertise in two other skills of your choice.

Natural Explorer

1st-level feature

You have a natural talent to roam the world. When you forage and succeed on the Wisdom (Survival) check, you find twice as much food and water as you normally would. If you fail, you still find half as much food and water as you normally would. Additionally, you are particularly familiar with one type of environment and are adept at the skills unique to the region. Choose one type of favored terrain listed below:

Coast

  • Swimming no longer costs you extra movement. You can also hold your breath twice as long as you normally can.

Desert

  • You are naturally adapted to hot climates. You also gain resistance against fire damage.

Forest

  • You learn one Primal cantrip of your choice. Whenever you gain a level in this class, you can replace this cantrip with another cantrip from the Primal spell list.

Grassland

  • Your movement speed increases by 10 feet. You always know which direction is north.

Mountain

  • Climbing no longer costs you extra movement. Also, you are naturally adapted to high altitude.

Swamp

  • You gain resistance to poison damage and have advantage on saving throws against disease. You have advantage on checks to know if a creature, plant or object is venomous, poisonous or poisoned.

Tundra

  • You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against cold damage.

Underdark

  • If you do not have darkvision, you gain it with a range of 60 feet. If you have darkvision, you instead gain blindsight with a range of 5 feet.

Urban

  • You gain proficiency with one skill of your choice and one musical instrument or tool kit of your choice.

You choose an extra favored terrain type when you reach the following levels in this class: 5th, 9th, 13th and 17th level. Whenever you gain a level in this class, you can replace one of your favored terrain for another one of the list.

Spellcasting

2nd-level feature

You have learned to use the magical essence of nature to cast spells, much as a druid does.

Cantrips

You know two cantrips of your choice from the Ranger spell list. You learn an additional cantrip of your choice when you reach 4th and 10th level in this class. You can change your known cantrips whenever you gain a level in this class.

Spell Slots

The Ranger table shows how many spell slots you have to cast 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.

Preparing Spells

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

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

Conclave Spells

Each ranger conclave has a list of associated spells. You gain access to these spells at the levels specified in the conclave's description. Once you gain access to one of these spells, you always have it prepared and it counts as a Ranger spell. These don't count against the number of spells you can prepare each day.

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.

Favored Enemy

2nd-level feature

You hunt as the creatures of the wild. You can use a bonus action and spend a spell slot of 1st-level or higher to mark a creature as your Favored Enemy, you need to see the creature or have studied its tracks for 1 minute or more to be able to mark it. You gain the following benefits for 1 hour, until the creature is slain, or you mark another creature:

  • Each time you hit the creature with a weapon attack you deal bonus damage equal to your Favored Foe die. This die begins as d4 and changes as you gain Ranger levels, as shown in the Favored Foe column of the Ranger table.

  • You have advantage on Wisdom (Perception) and Wisdom (Survival) checks you make to locate or track the creature.

You can mark a creature this way once per short or long rest. The number of times you can mark increases in the following levels in this class: 6th (2),and 18th (3).

The duration also increases at certain levels: at 5th level (8 hours), 9th level (24 hours), 13th level (1 week), and finally at 17th level (indefinite).

When you spend a spell slot of 3rd-level or higher, your weapon attacks against the marked creature score a critical hit on a roll of 19 or 20. If you spend a spell slot of 5th-level or higher the critical range increases to a roll of 18-20.

Ranger Conclaves

3rd-level feature

You choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd, 7th, 11th, 15th and 20th level. Choose one of the following:

  • Beast Master
  • Eldritch Marksman
  • Fey Wanderer
  • Gloom Stalker
  • Horizon Walker
  • Hunter
  • Monster Slayer
  • Swarmkeeper

Wilderness Guide

3rd-level feature

Your adeptness at traveling allows you to lead others more easily through any environment. While traveling in the wilderness, difficult terrain doesn’t slow your group’s travel and you remain alert to danger even when you're engaged in another activity (such as foraging, navigating, or tracking).

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.

Extra Attack

5th-level feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Agile Predator

6th-level feature

You have the reflexes, speed and senses of a wild beast. You can use the Analyze, Dash, Hide or Search action as a bonus action. Additionally, you can change your Favored Enemy for another creature within sight as a bonus action on your turn.

Land’s Stride

10th-level feature

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 those created by the entangle spell.

Nature's Veil

14th-level feature

You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use an action on your turn to prolong the duration for another round, up to a maximum of 1 minute. You can use this feature a number of times equal to your Wisdom modifier, and regain all uses when you finish a long rest. After that you can use this feature by spending a spell slot of 1st level or higher.

Feral Senses

18th-level feature

You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Subclasses

Beast Master

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.


Beast Master Spells
Ranger Level Spells
3rd Animal Friendship, Beast Bond
5th Animal Messenger, Beast Sense
9th Conjure Animals, Motivational Speech
13th Dominate Beast, Find Greater Steed
17th Awaken, Hold Monster

Primal Companion

3rd-level feature

You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. The beast is friendly to you and your companions and obeys your commands. Choose its stat block between Beast of the Land, Sea or the Sky.

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 use a bonus action on your turn to command it to take another action. You can also sacrifice one of your attacks when you take the Attack action to command one of your hunting companions to take the Attack, Dash, Disengage, Search, or Hide action. When incapacitated, the beast can take any action of its choice.

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 Master's Tactics

7th-level feature

You and your primal companion have bonded over years of hunting together. Your companion gains the benefits of your Favored Enemy feature.

Bestial Fury

11th-level feature

When you command your beast companion to take the Attack action, the beast can make two attacks instead of just one.

Share Spells

15th-level feature

When you or one of your allies cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Mythical Beast

20th-level feature

You unleash the true power of your primal companion, it gains the following benefits:

  • It gains resistance to bludgeoning, piercing and slashing damage.
  • It gains a legendary resistance, once used it cannot be used again until you finish a long rest.
  • Whenever it hits a creature with an attack, the creature takes an extra damage die.

a


Beast of the Land

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your 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
14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0)

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

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 1d8 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.

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


Actions

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


Beast of the Sea

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 5 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 11 (+0)

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

Amphibious. 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 + 2 + 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.

a


Beast of the Sky

Small beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your 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
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

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

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

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


Actions

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

Eldritch Marksman

An Eldritch Marksman studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Eldritch Marksmans are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Eldritch Marksman Spells
Ranger Level Spells
3rd Chromatic Orb, Magic Missile
5th Acid Arrow, Eldritch Bolt
9th Flame Arrows, Lightning Arrows
13th Grasping Vine, Locate Creature
17th Holy Weapon, Swift Quiver

Eldritch Shot

3rd-level feature

You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn four Eldritch Shot options of your choice. You gain another option when you reach 6th, 10th, 14th, and 18th level in this class.

Once per turn when you fire a piece of ammunition from a ranged weapon, you can apply one of your Eldritch Shot options to that piece of ammunition. You apply the effect when the piece of ammunition hits a creature, unless the option doesn’t involve an attack roll. If an option requires a saving throw, it uses your Spell Save DC.

You can use this ability two times, and you regain all expended uses of it when you finish a short or long rest. You gain an additional use of this feature whenever you reach one of the following levels in this class: 5th (3), 9th (4), 13th (5) and 17th (6).

Eldritch Marksman's Tactics

7th-level feature

You learn to create enchanted marks that pursue your enemies. While a creature is marked as your favored foe, it has disadvantage on saving throws against your Eldritch Shots.

Magical Arrows

7th-level feature

You gain the ability to infuse arrows with magic. Whenever you fire a nonmagical piece of ammunition from a ranged weapon, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Curving Arrow

11th-level feature

You learn how to magically redirect arrows towards your foes. When you miss with a magic arrow, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Eldritch Recovery

15th-level feature

Your magical archery is available whenever battle starts. Whenever you reduce a creature with a CR of 1 or higher to 0 hit points, with a magical piece of ammunition, you recover one use of your Eldritch Shot feature.

Devastating Shot

20th-level feature

You can infuse one of your attacks with powerful magical accuracy. When you take the Attack action, you can cause one of the attacks to automatically hit, moreover, you can apply one of your known Eldritch Shots to the attack. The creature automatically fails the saving throw.

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

Eldritch Shot Options

Banishing Shot

You use abjuration magic to try to temporarily banish your target. The target of this shot takes an extra 1d6 force damage (2d6 at 11th level) and succeed on a Charisma saving throw or be banished. While banished, the target’s speed is 0, and it's incapacitated. At the end of its next turn, the target reappears where it was or in the nearest unoccupied space if that space is occupied.

Bewildering Shot

Your enchantment magic causes this shot to temporarily bewilder its target. The creature hit by the piece of ammunition takes an extra 1d6 psychic damage (2d6 at 11th level) and succeed on an Intelligence saving throw, or subtract 1d6 from the next saving throw it makes.

Bursting Shot

You imbue a piece of ammunition with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the piece of ammunition hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each (3d6 at 11th level).

Enfeebling Shot

You weave necromantic magic into a piece of ammunition. The creature hit by the piece of ammunition takes an extra 1d6 necrotic damage (2d6 at 11th level) and succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

Grasping Shot

When this piece of ammunition strikes its target, conjuration magic creates grasping, magical loops, which wrap around the target. The creature hit by the piece of ammunition takes an extra 1d6 bludgeoning damage (2d6 at 11th level) and succeed on a Strength Saving throw, or have its speed is reduced to 0 feet until the start of your next turn.

Piercing Shot

You use transmutation magic to give a piece of ammunition an ethereal quality. When you use this option, the piece of ammunition shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The piece of ammunition passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the piece of ammunition, plus an extra 2d6 piercing damage (3d6 at 11th level). On a successful save, a target takes half as much damage.

Seeking Shot

Using divination magic, you grant a piece of ammunition the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The piece of ammunition flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the piece of ammunition to travel to the target, the target must make a Dexterity saving throw. Otherwise, the piece of ammunition disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the piece of ammunition, plus an extra 2d6 force damage (3d6 at 11th level), and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

Shadow Shot

You weave illusion magic into a piece of ammunition, causing it to occlude your foe’s vision with shadows. The creature hit by the piece of ammunition takes an extra 1d6 psychic damage (2d6 at 11th level), and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start 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.

Fey Wanderer Spells
Ranger Level Spells
3rd Charm Person, Dissonant Whispers
5th Calm Emotions, Misty Step
9th Dispel Magic, Summon Fey
13th Charm Monster, Conjure Woodland Beings
17th Commune with Nature, Mislead

Dreadful Strikes

3rd-level feature

You can augment your weapon strikes with 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 (1d6 at 11th level).

Otherworldly Glamour

3rd-level feature

Your fey qualities give you a supernatural charm. Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier and gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

7th-level feature

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

Fey Reinforcements

11th-level feature

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

15th-level feature

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 it 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.

Aid of the Court

20th-level feature

The royal courts of the Feywild will come to aid you in your lowest times. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Woodland Beings as if it were cast with a 6th-level spell slot. The conjured feys appear within 30 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration or components, or until you dismiss it (no action required).

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.

Gloom Stalker Spells
Ranger Level Spells
3rd Alarm, Disguise Self
5th Pass Without Trace, Rope Trick
9th Fear, Intellect Fortress
13th Greater Invisibility, Phantasmal Killer
17th Seeming, Steel Wind Strike

Dread Ambusher

3rd-level feature

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

3rd-level feature

You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

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

Iron Mind

7th-level feature

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

Stalker's Flurry

11th-level feature

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

Shadowy Dodge

15th-level feature

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.

Killer in the Shadows

20th-level feature

You learn how to creep through the shadows stalking your prey while remaining unseen. Whenever you use your action to do anything else than using the attack action against a creature, you become invisible until the start of your next turn. When you do so, you have advantage on the first weapon attack you make before the end of the turn.

Horizon Walker

Horizon walkers guard the world against threats that originate from other planes or seek to ravage the mortal realm with otherworldly magic. They seek planar portals, 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 dragons, fey, and elementals – that work to preserve life and the order of the planes.

Horizon Walker Spells
Ranger Level Spells
3rd Detect Evil and Good, Protection from Evil and Good
5th Blur, Misty Step
9th Blink, Haste
13th Banishment, Dimension Door
17th Contact Other Plane, Teleportation Circle

Detect Portal

3rd-level feature

You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend a spell slot of 1st-level or higher.

Planar Warrior

3rd-level feature

You learn to draw on the energy of the multiverse to augment your attacks. Whenever you take the Attack action, you can choose to relocate, before making an attack you can teleport 5ft (without provoking opportunity attacks), after teleporting this way your next attack deals an additional 1d4 force damage.

When you reach 11th level in this class, if you attack at least two different creatures when you take the Attack action, you can make one additional attack with it against a third creature as part of the same action.

Ethereal Step

7th-level feature

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

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

Planar Wanderer

11th-level feature

You can even adapt to otherworldly environments. You gain an special favored terrain, which does not count against your known favored terrains. Choose one of the following:

  • Elemental Chaos. You gain resistance to fire, cold, lightning or bludgeoning (Your choice).
  • Feywild. You have advantage on saving throws against being charmed.
  • Limbo. You gain resistance to psychic damage.
  • Lower Planes. You have advantage on saving throws against being frightened.
  • Mechanus. You gain proficiency with tinker's tools and thieves tools, and have advantage on ability checks made with these tool kits.
  • Shadowfell. You gain resistance to necrotic damage.
  • Upper Planes. You gain resistance to radiant damage.

Spectral Defense

15th-level feature

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 by an attack, you can use your reaction to teleport up to 10 feet to an unoccupied space you can see before it connects, causing the attack to miss.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and regain all uses when you finish a long rest.

Planar Mastery

20th-level feature

You have become a master of moving through the planes of existence. You can cast the Misty Step spell at will.

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Page 17 Revised Ranger

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.

Hunter Spells
Ranger Level Spells
3rd Find Familiar, Hail of Thorns
5th Locate Animals or Plants, Find Traps
9th Conjure Barrage, Elemental Weapon
13th Greater Invisibility, Guardian of Nature
17th Conjure Volley, Swift Quiver

Hunter's Prey

3rd-level feature

You are ruthless in pursuing your chosen prey. You gain the features below, but once you use one of these features you cannot use another until the beginning of your next turn:

  • Cripple: When you hit a Favored Enemy with a weapon attack, you can force it to make a Dexterity saving throw against your Spell Save DC. On a failed save, its speed is reduced to 0 until the beginning of your next turn.

  • Flurry: When you hit your Favored Enemy with a weapon attack, you can make an additional weapon attack with the same weapon against another creature within 5 feet of your Favored Enemy and within the weapon's range.

  • Focus: When you hit your Favored Enemy with a weapon attack and it has fewer then its maximum hit points, you can double your Favored Enemy damage bonus against it.

Defensive Tactics

7th-level feature

You have trained to defend yourself against your prey. You gain one of the features below of your choice:

  • Counter: When a creature that is at least one size larger than you hits or misses you with an attack, you can use a reaction to make one weapon attack against it.

  • Nimble: Opportunity attacks against you are made at disadvantage, and if your Favored Foe makes an opportunity attack against you it misses unless they roll a critical hit.

  • Iron Will: When you are forced to make a saving throw to resist being charmed, frightened, or stunned, you gain a bonus to your roll equal to one roll of your Favored Foe die.

Multiattack

11th-level feature

You are adept at destroying your prey and any creatures that would stand with them. You gain the following features:

  • Volley: As an action, you can make a ranged attack against your Favored Enemy and any number of creatures within 10 feet of it, so long as the targets are also within the range of your weapon. You must roll a separate attack roll for each target, and you must have ammunition for each individual attack.
  • Whirlwind Attack: As an action, you make a melee attack against your Favored Enemy and any number of other creatures within range. Make a separate attack roll for each target.

Hunter's Defense

15th-level feature

You have mastered defending yourself from those that you have marked as your prey. You gain the following features:

  • Multiattack Defense. When a creature hits you with an attack, you gain a +5 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Evasion. 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 a saving throw, and only half damage if you fail

Foe Slayer

20th-level feature

Your tactical forethought have become unparalleled. You have advantage on all attack rolls against your Favored Enemy.

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.

Monster Slayer Spells
Ranger Level Spells
3rd Absorb Elements, Protect from Evil and Good
5th Hold Person, Zone of Truth
9th Magic Circle, Remove Curse
13th Banishment, Freedom of Movement
17th Bigby’s Hand, Circle of Power

Spellsight

3rd-level feature

You have learned to detect the innate arcane potential of others. When you mark a creature as your Favored Foe you instantly learn its spellcasting ability (if it has one), the source of its magic (arcane, divine, eldritch or primal), the level of the highest spell that it has the ability to cast, and if the creature is a shape changer.

If the creature is hidden from divination magic, such as a nondetection spell, it appears as if it cannot cast spells.

Mage Breaker

3rd-level feature

You are a hunter of mages. When you mark a spellcaster as your Favored Foe, you gain the following additional benefits:

  • Your weapon attacks against it deal force damage.

  • When you damage it, it has disadvantage on any saving throw it makes to maintain concentration on any spells.

  • When you roll your Favored Enemy die to determine the extra damage to the creature, you can use a die one size bigger.

Magic Defense

7th-level feature

Whenever you are forced to make a saving throw to resist a spell or another magical effect, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

Magic-User's Nemesis

11th-level feature

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

Once you use this feature, you can't use it again until you finish a short or long rest, unless you spend a spell slot of 3rd level or higher.

Slayer's Counter

15th-level feature

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

Legend Slayer

20th-level feature

You are considered a master hunter and your skill at felling even the most formidable of creatures is now legendary. When you are subjected to a spell that allows you to make a 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.

Swarmkeeper

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Swarmkeeper Spells
Ranger Level Spells
3rd Mage Hand, Faerie Fire, Feather Fall
5th Ray of Enfeeblement, Web
9th Gaseous Form, Stinking Cloud
13th Arcane Eye, Giant Insect
17th Contagion, Insect Plague

Gathered Swarm

3rd-level feature

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. 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.
  • 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.

Swarmkeeper`s Tactics

7th-level feature

You can condense part of your swarm and command it to follow your prey. While a creature is marked as your Favored Enemy, it takes 1d4 piercing damage at the start of each of its turns.

Mighty Swarm

11th-level feature

Your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 2d6.
  • 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

15th-level feature

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.

Swarm Monarch

20th-level feature

Your Gathered Swarm follows your orders just like you were their monarch. Your Gathered Swarm feature gains the following improvements:

  • The damage of Gathered Swarm increases to 3d6.

  • Large or smaller creature have disadvantage on saving throws against Gathered Swarm.

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

 

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