Ranger
| Level | Proficiency Bonus | Features | Skirmish die | Skirmish Adaptation | Terrain Adaptation | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Slayer’s Mark, Spellcasting, Weapon Mastery | 1d4 | - | - | 2 | 2 | — | — | — | — |
| 2nd | +2 | Fighting styles, Adaptations | 1d4 | 1 | 1 | 3 | 2 | — | — | — | — |
| 3rd | +2 | Ranger Archetype | 1d4 | 1 | 1 | 4 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 1d4 | 1 | 1 | 5 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Twin Slayer | 1d6 | 2 | 1 | 6 | 4 | 2 | — | — | — |
| 6th | +3 | Trailblazer | 1d6 | 2 | 2 | 6 | 4 | 2 | — | — | — |
| 7th | +3 | Ranger Archetype feature | 1d6 | 2 | 2 | 7 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 1d6 | 2 | 2 | 7 | 4 | 3 | — | — | — |
| 9th | +4 | Strider | 1d8 | 2 | 2 | 9 | 4 | 3 | 2 | — | — |
| 10th | +4 | Steadfast | 1d8 | 2 | 3 | 9 | 4 | 3 | 2 | — | — |
| 11th | +4 | Ranger Archetype feature | 1d8 | 2 | 3 | 10 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 1d8 | 2 | 3 | 10 | 4 | 3 | 3 | — | — |
| 13th | +5 | Primal senses | 1d10 | 2 | 3 | 11 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | — | 1d10 | 3 | 3 | 11 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Ranger Archetype feature | 1d10 | 3 | 3 | 12 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 1d10 | 3 | 3 | 12 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Reliable Slayer | 1d12 | 3 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | — | 1d12 | 4 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 1d12 | 4 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Apex Hunter | 1d12 | 4 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Ranger, you gain the following class features
Hit Points
- Hit Dice: 1d10 per ranger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A Longbow and a quiver with 20 pieces of ammunition
Slayer’s Mark
1st-level ranger feature
As an action you can use your connection to nature to mark a creature you can see up to 90 feet away as your target for a number of hours equal half your ranger level, this action can be taken as part of your attack action.
Once per turn, you deal one Skirmish die (1d4)* extra damage to the target when you hit it with an attack roll, including the one where you marked, damage type is the same as the weapon or spell used.
At higher levels: At 11th level, whenever you damage the target of your mark, you may add your wisdom modifier (minimum of 1) to the damage.
You can use this feature twice, you regain one expended use when you finish a Short Rest and all uses when you finish a long rest. If a target dies before the duration expires, you can mark another target without expending a new use.
* Skirmish die :
The Skirmish die starts at 1d4 and improves as you gain levels in this class up to 1d12.
Since the mechanics overlap a bit, Hunter's Mark and Hex shouldn't be allowed at the same time of Slayer’s Mark.
Spellcasting
1st-level ranger feature
You have learned to channel the magical essence of nature to cast Spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Ranger.
Spell Preparation
You can prepare two 1st level Spells of your choice and more as you gain levels, as shown in your ranger table, If another Ranger feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature. You recover all your slots when finishing a long rest.
Changing your prepared spells
Any Spell you prepare for this class must be a ranger Spell. Whenever you finish a Long Rest, you can commune with nature and replace one Spell you have prepared for this Class with another Ranger Spell for which you have spell slots.
At higher levels in this class, you can prepare more Spells, as shown on the Ranger table.
Spellcasting Ability
Wisdom is your Spellcasting Ability for your Ranger Spells, you can use a druidic focus and can cast any spell marked as a ritual if you have it prepared.
Weapon Mastery
1st-level ranger feature
Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency. Such as Longbows and Longswords. Whenever you finish a Long rest, you can change the kinds of weapons you chose. For exemple, you could switch to using the Mastery properties of Scimitars and Shortswords.
Adaptations
2nd-level ranger feature
Skirmish Adaptation
As part of this feature choose a type of Skirmish Adaptation you get, these adaptations are benefits based on your time skirmishing with certain creatures, choose an additional one at 5th, 14th and 18th level:
Skirmish Adaptations options:
Beasts, Constructs, Giants, Dragons, Fey, Fiends/Celestials, Elementals, Humanoids, Monstrosities/Aberrations, Plant Creatures and Undead, detailed at the end of this class description, whenever you gain access to a new adaptation, you can also change one you already had.
Terrain Adaptation
You are a master of maneuvering the natural world and get benefits reflecting your training experiences and travels, each choice providing different boons, at 6th, 10th and at 17th level choose another one.
Terrain Adaptations options:
Artic Mountains, Arid Desert, Aquatic, Forests, Jungle, Plains, Swamp, Underground, Urban and Wasteland detailed at the end of this class description, whenever you gain access to a new adaptation, you can also change one you already had.
Fighting Style
2nd-level ranger feature
You have honed your martial prowess. You gain a Fighting Style Feat of your choice.
Druidic Warrior Instead of taking a feat, you can choose to know 2 Druid cantrips.
Ranger Subclass
At 3rd level, you choose a Ranger Subclass that you strive to emulate. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level. Check out ahead new subclasses created for this homebrew: Fletcher, Mindbreaker, Primeval Warden and Storm Nomad.
Ability Score Improvement
At 4th level you gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this again at level 8, 12, 16 and 19.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Twin Slayer
At 5th level you can inflict the extra damage (Skirmish die) from your Slayer's Mark on two separate attack rolls that you hit, instead of once per turn.
Trailblazer
6th-level ranger feature
Your Speed increases by 10 feet while you aren’t wearing Heavy Armor.
When prone, standing up only costs you 10 feet of movement and you have a climbing and swimming speed equal to your walking speed.
Strider
9th-level ranger feature
As a bonus action you can cast an alternative version of the spell Freedom of Movement, you use a third level slot and it has the duration of half your ranger level in hours and the range self.
Steadfast
10th-level ranger feature
Your extensive wanders have trained your body to endure extreme feats, When you make any constitution saving throw you can add your Skirmish Die to the roll, also whenever you finish a short rest, your exhaustion level, if any, is decreased by one.
Primal Senses
13th-level ranger feature
Your connection to nature grants you Blindsight within a range of 30 feet.
Reliable Slayer
17th-level ranger feature
You cannot have disadvantage on attack rolls against your Slayer's Mark target and any attack roll you hit against it can benefit from one Skirmish die damage instead of just two.
Apex Hunter
20th-level ranger feature
Your Dexterity, Strength and Wisdom scores increase by 2.
Your Primal Senses feature now has a range of 90 Feet and also grants you True Sight for that range.
Adaptations
Skirmish Adaptations:
Beasts
You always have the Find Familiar spell prepared and you can cast it once without using a spell slot each long rest. It doesn't require material components for you but the type summoned this way is a beast.
When you make a Wisdom (Animal Handling) check, you can add your skirmish die to the roll.
Constructs
You always have the Detect Magic spell prepared and you can cast it once without using a spell slot each long rest.
When you make an Intelligence (Arcana) check you can add your skirmish die to the roll
Giants
When you make a Strength (Athletics) or Dexterity (Acrobatics) check you can add your skirmish die to the roll.
Dragons
You can add your skirmish die on dexterity saving throws and to saving throws against the fear condition
Elementals
Once per round when you hit the target of your Slayer's Mark it's speed is reduced by 10 feet
When you take Acid, Fire, Cold, Lightning or Thunder damage you can make a reaction to reduce that damage by a roll of your Skirmish Die.
Fey
You always know the general direction of the target of your Slayer’s Mark, and if it enters another Plane of Existence you know which one but the mark ends.
When you make a Wisdom (Perception) check, you can add your skirmish die to the roll.
Fiends / Celestials
You always have the Detect Evil and Good spell prepared and you can cast it once without using a spell slot each long rest or as a ritual.
When you make an Intelligence (Religion) check you can add your skirmish die on roll.
Humanoids
You can add your skirmish die to Initiative and Wisdom (Insight) checks
Monstrosities / Aberrations:
You know any Resistances, immunities or Vulnerabilities of your Slayer’s Mark target.
When you make a Dexterity (Stealth) check you can add your Skirmish Die to the roll.
Plant Creatures
When you make a Wisdom (Survival) or Intelligence (Nature) check, You can add your skirmish die to the roll.
Undead
When you hit the target of your Slayer’s Mark with an attack, it can’t regain hit points until the start of your next turn
You can change the damage you deal with your Slayer’s Mark to fire or radiant before an attack roll.
Terrain Adaptations:
Arctic Mountains
You gain resistance to cold and fall damage and can add your Skirmish die to saving throws to avoid cold or fall damage. You can move across and climb icy surfaces without an ability check.
Arid Desert
You gain resistance to fire damage. Additionally your walking speed increases by 5 feet and long distance travel doesn't cause you or your allies within 60 feet of you exhaustion.
Aquatic
You gain resistance to lightning damage. Additionally your swimming speed increases by 10 feet and you can breath underwater normally.
Forests
You can take the search action as a bonus action. Additionally, while you keep concentration, as if concentrating on a spell, you and any ally within 15 feet of you may add your skirmish die to their stealth roll.
Jungle
You can take the disengage action as a bonus action and you add your skirmish die to any saving throw to avoid natural hazards, traps and diseases.
Plains
You can take the dash action as a bonus action. Also twice per long rest, while traveling for one hour you and any companion within 60 feet of you, can count that time as a short rest.
Swamp
You gain resistance to poison damage, and can add your skirmish die to saving throws to avoid or end the poisoned condition on yourself, Additionally, you can hold your breath for up to 10 minutes.
Underground
You can take the hide action as a bonus action. Additionally, you gain darkvision to a range of 60 feet. If you already have darkvision, your darkvision range increases by 30 feet.
Urban
You gain proficiency with Thieves' Tools, you lean an additional language of your choice and when you make a Dexterity (Sleight of hand) check you can add your skirmish die to the roll.
Wasteland
You gain resistance to acid damage, also as a reaction you can give a bonus to the initiative of any ally within 30 feet of you, equal to a skirmish die roll, this reaction can only be used once per short or long rest.
Fletcher
Fletchers lean to hone their crafting and magical skills to become fierce battlefield marksman, with Imbued Ammunition they rain arrows and bolts using ranger magic never seen before.
Failnot Quiver
At 3rd level, you craft or imbue a recipient to be your ammunition storage, it can be any equipment able to hold them. To do so you take a short rest with the recipient of your choice to transform it.
Any ammunition stored in the quiver, when fired, is considered magical but loses that property after you hit or miss.
Fletcher craft
Also at 3rd level, you gain proficiency in Woodcarver tools, your proficiency bonus is doubled for any ability check you make to craft arrows or bolts.
As a Fletcher you have the ability to imbue any arrow or suitable ammunition you have, even if it is already magical, each time you imbue an ammunition, you spend a ranger spell slot and choose one of the Imbuement Options, the enchantment on the ammunition end after you finish firing it and you can't store them.
As you take a missile from your Failnot Quiver, you can imbue it as a bonus action, if you don't imbue it with any spell slot, it will cause one extra Skirmish die in force damage.
Elemental font
Reaching 7th level you've grown in your craft, once per long rest you can store a number of Imbued Ammunition worth half your ranger level without expending spells slots, each ammunition takes ten minutes to craft as if you were performing a ritual. These stored ammunition last until you finish a long rest and you use your bonus action to retrive them.
(i.e. a 10th level ranger can store one level 3 imbuement and two level 1 imbuements)
Adept Fletcher
When you reach 11th level your craft it's improved so has your use of it.
When you miss an attack roll with an imbued ammunition, you can use your reaction to redirect this ammunition to a target within 60 feet of the original one, making a new attack roll.
Also, when the target of your Slayer’s Mark has to make a save against any of your imbuement options, it gets disadvantage on the saving throw.
Master Crafter
As you get to 15th level your craft has reached its peak, any time you roll a 18, 19 or 20 on the d20 when you use your imbued ammunition your Quiver recovers that magic and transfers it into one of your regular ammunition stored inside it, making it available for you to use again.
Imbuement options
1st level spell crafts:
Elemental Imbue
Choose between Fire, Ice, Poison, Lighting or Acid when imbuing, when you hit with it, deal an extra 2 Skirmish die in damage of the type chosen in addition to the shot damage.
Blast Shot
When shot this ammunition you deals 1 extra Skirmish die to the target and anyone within 5 feet of it in thunder damage.
Marked Arrow
This ammunition has advantage to hit and when it does, it deals an extra roll of your Skirmish die . The next attack anyone makes against this target has advantage to hit.
Pinning Bolt
As this arrow hits it deals an extra 1 Skirmish die and if the target fails a strength saving throw it's speed is reduced by half, until the end of your next turn.
Smoke shot
At the point of impact of this ammunition it creates a 20-feet-radius sphere of smoke, the sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed disperses it.
2nd level spell crafts:
Forceful impact
As this ammunition hits it deals an extra 2 Skirmish die of force damage, if the target fails a strength saving throw it is pushed back 15 feet or falls prone (your choice).
Acid shaft
This ammunition is imbued with acid magic, hitting a target with it causes you to deal 2 Skirmish die in acid damage immediately and 1 Skirmish die in acid damage by the end of it's next turn, if you miss the target it still takes 1 Skirmish die in acid damage but no subsequent damage.
Scouting star
As you shoot this ammunition your vision goes to the arrow as if you where there, this projectile is translucent but not invisible. When the arrow hits something your vision ends.
Piercing vines
When you use this ammunition you can aim at a creature or a point within your weapon range, when the arrow lands, vines grow in a 15 feet radius, making that area difficult terrain, and anyone in it must succeed in a dexterity saving throw or take 1 Skirmish die in piercing damage. All effects ends on your next turn.
3rd level spell crafts:
Ghost Arrow
When you make a ranged attack with this projectile, the first creature you hit takes regular damage plus 2 Skirmish die in force damage, if your original roll is enough to hit anyone up to 60 feet behind your first target, they take half the force damage you dealt first.
Concussion blast
As you hit this projectile the target takes an extra 3 Skirmish die in thunder damage, the target also has to succeed in a constitution saving throw of be stunned until the end of your next turn.
Blinding bolt
When this projectile hits a creature or object it creates a 60 feet radius sphere of bright light, if it hits a creatures it takes an extra 2 skirmish die in radiant damage, and the target must succeed on a constitution saving throw or be blinded, all effects stop by the end of your next turn.
4th level spell crafts:
Primal Transposition
When you hit a creature with this bolt the creatures takes an extra 4 Skirmish die in force damage, and it must succeed on a charisma saving throw, on a failed the creature swaps place with you, on a successful one, it stays in place, you can only affect a creature or object that is no more that one size larger than yourself.
Vicious roots
At the point of impact of this ammunition a 20 feet sphere of vines and roots sprout, each creature in this area must succeed on a strength saving throw, on a failed save each creature takes 4 Skirmish die in bludgeoning damage and is pulled towards the center of the sphere, ending in an unoccupied space as close to the center as possible, on a successful save, the creature takes half as much damage and isn't pulled.
5th level spell crafts:
Slaying shot
When you hit an creature using this ammunition it takes an extra 6 Skirmish die in necrotic damage and it must succeed on a constitution saving throw or be paralyzed until the end of your next turn.
Mindbreaker
Mindbreakers are rangers who have honed their mental fortitude to resist the psychic onslaught of other worldly creatures. They have learned to turn the tide of battle by turning their enemies own psychic powers against them.
Mindbreaker spells
You learn additional spells when you reach certain levels in this class, as shown in the Spells table
| Level | Spell Gained |
|---|---|
| 3rd | Silvery barbs, Charm person |
| 5th | Mind spike, Detect thoughts |
| 9th | Sending, Clairvoyance |
| 13th | Psychic lance, Confusion |
| 17th | Modify Memory, Telepathic Bond |
Psychic Ward
At 3rd level, you gain proficiency in Intelligence saving throws, reflecting your enhanced mental fortitude against psychic assaults. Additionally, you can add your skirmish die on saves against beeing mentaly controled such as charms, compulsions or dominations.
You also gain the ability to speak telepathically to any creature you can see within 60 feet of you if you share a language.
Psionic Strike
Also at 3rd level, you gain the ability to infuse your weapon strikes with psychic energy. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra Skirmish Die in psychic damage to the enemy hit.
Telekinetic Savant
By 7th level you gain control over the powers that you're used to hunt mastering some of their own techniques.
You now can hover at your walking speed and can use the mage hand cantrip.
Also, when you hit a creature with your psionic strike, you can force it to make a strength saving throw against your spell save DC, if they fail, you can push or pull they 10 feet or knock them prone
Psyslayer
At 11th level you gain resistance to psychic damage
Once per turn, when you deal damage against a creature that you have succeeded against being mind controlled or that you have affected with your telekinetic savant feature, you deal 2 extra dies of your skirmish die in psychic damage
Psionic Master
When you reach level 15 you are now immune to psychic damage and gain resistance against force damage, when you deal psychic damage against any creature that would be resistant, you deal normal damage, and immune creatures take damage as if it was resistant.
Once per long rest you may enter a state of pure mental focus, you remain in this state for 1 minute, in this time you have a flying speed of 60 feet, resistance to piercing, bludgeoning and slashing damage, and can teleport yourself every round as a bonus action up to 30 feet to a place you can see.
Primeval Warden
Rangers of the Primeval Warden Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
Primeval Warden spells
You learn additional spells when you reach certain levels in this class, as shown in the Spells table
| Level | Spell Gained |
|---|---|
| 3rd | Entagle, Goodberry |
| 5th | Earthbind, Spike Growth |
| 9th | Plant Growth, Aura of Vitality |
| 13th | Grasping Vine, Guardian of Nature |
| 17th | Commune with nature, Tree Stride |
Forest Branching
At 3rd level, you gain plant like adaptations and foliage, you can choose to get your nutrition using the soil or the sun, requiring only a short rest time to get your daily nutrition but you can still consume regular food, you also get a branch like limb, this limb has a plant like appearance of your choice and can act as an arm with a 10 feet reach, giving your advantage on athletics checks.
You also gain the ability to cast the light and druidcraft cantrips.
Natural Spikes
Your extra limb can provide boons to help in daily activities, like producing wood ammunition for ranged weapons that use it, thorns at melee weapons or anything of the like.
Once per turn, when you use such enhanced weapons or ammunition, you deal an extra Skirmish Die in magical piercing damage.
Nature fortitude
By 7th level your body is on its way to become one with the forest itself
You're always considered to be under the effects of the barkskin spell, no concentration required.
Also, when you are hit by any physical damage (slashing, piercing or bludgeoning), you can use your reaction to interpose it with your extra limb to reduce this damage by a roll of your your Skirmish die plus your wisdom modifier, you can use this feature a number of times equal to your proficiency bonus per long rest.
Tangled thorns
At 11th level your natural spikes feature can once per turn, when you deal the extra piercing damage, tangle the creature you hit with grasping vines and thorns, the creature you hit has to make a strength saving throw against your spell save DC or be grappled, creatures Marked by your Slayer’s Mark feature have disadvantage on this check, the condition ends on your next turn.
Verdant growth
Your extra arm now is completely grown, enhancing all of its functions, If you spend any spell slot on your turn you can make an attack as part of the action used to cast that spell.
Whenever you make an athletic check with advantage you may add your skirmish die to the roll, when you use your nature fortitude feature you have two die rolls instead of one to reduce the damage.
Storm Nomad
Storm Nomads are rangers who have established a deep connection with the Elemental Plane of Air never stopping in a single place, just like the wind, allowing them to harness the power of the skies and the boundless storms.
Storm nomad Spells
You learn additional spells when you reach certain levels in this class, as shown in the table
| Level | Spell Gained |
|---|---|
| 3rd | Feather Fall, Zephyr Strike |
| 5th | Warding wind, Gust of Wind |
| 9th | Lightning bolt, Gaseous Form |
| 13th | Summon elemental, Storm Sphere |
| 17th | Control Winds, Steel Wind strike |
Aerial Bond
At 3rd level, you form a bond with the Elemental Plane of Air and gain the following abilities:
Wind Whisperer:
You can communicate with creatures of the air, such as birds and aerial beings, as if you shared a common language. Additionally, you gain advantage on Wisdom (Animal Handling) checks related to flying creatures.
Aerial Acumen:
You gain the gust cantrip and can use it to help you gain proficiency with the Acrobatics skill if you didn't already have it as the winds make you flow.
Storm Gust
Beginning at 3rd level, your strikes harness the power of swift winds or the storm's fury. When you hit with an attack for the first time each turn, you inflict an additional Skirmish die in bludgeoning or lightning damage, your choice as you hit.
Stormstep stride
At 7th level you move effortlessly with the breeze, bestowing you with evasion, when you are subjected to an effect that requires a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Additionally, just before being hit by any harmful attack or spell that requires an attack roll, you can use your reaction to try to quickly dodge out of the way, to do so roll your skirmish die and add it to your armor class, potentially making the attack miss.
You can use this reaction a number of times equal to your proficiency bonus per long rest.
Airborne rise
By 11th level Your connection to the sky is profound, and you have become one with the wind currents.
You gain a flying speed equal to your walking speed and can hover.
When you deal damage to a enemy marked by your Slayer’s Mark, that enemy has disadvantage on their first attack against you.
Split the sky
At 15th level, tempest and storm rage against your foes at your command and control
As an action, you can use your weapon to make an attack against the sky itself, as lightning arcs from your weapon calling a cloud of vengeance against your enemies in a radius of 60 feet around you and 30 feet high. Enemy creatures in range are hit by a bolt that deals 4d8 lightning damage if they fail a dexterity saving throw against your spell DC or half as much on a success. When you use this action, you can’t do it again until you finish a long rest or use a 4th level spell slot for it.
Art credit
Cover art: Pathfinder 1E Ranger StellarDragons.com
Figure (Terrain adaptation options) Trofoniz Artistic Landscape
Figure (Fletcher) Ardenai by sensevessel on DeviantArt
Figure (Mindbreaker) Alena yhmin on DeviantArt
Figure (Primeval Warden) Beech by the Male Witch
Figure (Skyward nomad) Suphlatus, Angel of Dust by Angelarium
Figure (bottom) Ivion- druids on ArtStation