The Revised 5.24e Ranger Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | Wilderness Surge | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Deft Explorer, Wilderness Magic | — | 2 | 2 | — | — | — | — |
| 2nd | +2 | Fighting Style, Weapon Mastery | — | 3 | 2 | — | — | — | — |
| 3rd | +2 | Wilderness Surge, Ranger Subclass | 2 | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 4 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Roving | 2 | 6 | 4 | 2 | — | — | — |
| 6th | +3 | Subclass Feature | 2 | 6 | 4 | 2 | — | — | — |
| 7th | +3 | Hidden in Plain Sight | 2 | 7 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | — | — | — |
| 9th | +4 | Nature's Veil | 2 | 9 | 4 | 3 | 2 | — | — |
| 10th | +4 | Subclass Feature | 2 | 9 | 4 | 3 | 2 | — | — |
| 11th | +4 | Tireless | 3 | 10 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | — | — |
| 13th | +5 | Shrouded in Secrecy | 3 | 11 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Subclass Feature | 3 | 11 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Wilderness's Initiative | 3 | 12 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Feral Senses | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Subclass Improvement | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Relentless Combatant | 3 | 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: 20 your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your
- Constitution modifier per Ranger level after 1st.
Proficiencies
- Saving Throws: Strength, Dexterity
- Skills (Choose three): Acrobatics, Animal Handling,
- Athletics, History, Insight, Investigation, Intimidation,
- Medicine, Nature, Perception, Stealth and Survival
- Weapons: Simple weapons, Martial Weapons
- Tools: None
Armor Training
- Light Armor, Medium Armor, Shields
Starting Equipment
- As a 1st-level character, you either can spend 150 GP on
- equipment of your choice or you start with the following
- equipment:
-
Scalemail or Leather armor, Two Shortswords or Two Simple Weapons, A Dungeoneer's or Explorer's Pack.
Multiclassing and the Ranger
- If your group uses the multiclassing rules in the Player’s
- Handbook, here’s what you need to know if you choose
- Ranger as one of your Classes.
- Ability Score Minimum. As a multiclass character, you
- must have a score of at least 13 in the Ranger’s primary
- ability, Wisdom and Either Strength or Dexterity, to take a
- level in this Class or to take a level in another Class if you
- are already a Ranger.
- Proficiencies Gained. If Ranger isn’t your initial Class,
- here you gain proficiency with Martial Weapons when you
- take your first Ranger level.
- Armor Training. When you gain your first Ranger level,
- you gain armor training with the following: Light Armor,
- Medium Armor, and Shields.
- Spell Slots. Add half your Ranger levels (rounded up) to
- the appropriate levels from other classes to determine
- your available Spell Slots for casting spells, as detailed in
- the multiclassing rules.
- You prepare spells for each of your classes individually,
- referring to the Spell Slots of an individual class to
- determine the number and levels of the spells you
- prepare for it.
- Wilderness Surge If you have more than one class with
- the Wilderness Surge feature, a class’s uses of the feature
- can be expended only on that class’s Wilderness Surge
- options.
Ranger Class Features:
- As a Ranger, you gain the following Class Features when
- you reach the specified levels in this Class. These features
- are listed on the Ranger table.
1st level: Deft Explorer
- You are an unsurpassed explorer. Choose one of your
- proficiencies in a skill that appears on the Ranger skill list.
- You gain Expertise in that skill.
- In addition, choose two types of terrain: Arid, Polar,
- Temperate, Tropical, You add your Wisdom modifier on
- Intelligence (Nature) checks about the chosen terrains,
- and add 1d4 on Wisdom (Survival) checks to track
- creatures in them. Whenever you finish a Long Rest, you
- can meditate and replace one of the chosen terrain types
- with a different one from the list.
1st level: Spellcasting
- You have learned to cast spells through prayer,
- meditation, and devotion. See the Player’s Handbook for
- the rules on spellcasting. The information below details
- how you use those rules as a Ranger.
- Spell Slots. The Ranger table shows how many spell
- slots you have to cast your 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.
- Prepared Spells of 1st+ Level. You prepare the list of
- spells of 1st level and higher that are available for you to
- cast with this feature. To start, choose two 1st-level spells
- from the Primal spell list. Rather than choosing, you may
- start with Heroism and Searing Smite.
- The number of spells on your list increases as you gain
- Ranger levels, as shown in the Prepared Spells column of
- the Ranger table. Whenever that number increases,
- choose additional spells from the Primal spell list until the
- number of spells on your list matches the number on the
- table. The chosen spells must be of a level for which you
- have spell slots. For example, if you’re a 5th-level Ranger,
- your list of prepared spells can include six Primal spells of
- 1st or 2nd level, in any combination.
- 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.
- Changing Your Prepared Spells. Whenever you finish a
- Long Rest, you can replace one spell on your list with
- another Primal spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your Spellcasting
- Ability for your Ranger spells.
- Spellcasting Focus. You
- can use a Druidic Focus as a Spellcasting Focus for the
- spells you prepare for this class.
1st level: Wilderness Magic
- You have mastered smiting your targets with Primal
- energy. You always have certain spells ready; when you
- reach a Ranger level specified in the Wildneress Magic
- table, you thereafter always have the listed spells
- prepared.
- In addition, you can cast one of your prepared spells from
- this feature without expending a spell slot, and you must
- finish a Long Rest before you use this benefit again. This
- free casting is cast at the highest available spell slot
- according to Ranger Spellcasting Table with which you
- have Ranger levels.
Wilderness Magic
| Ranger Level | Spells |
|---|---|
| 1st | Hunter's Mark, Goodberry |
| 5th | Locate Object |
| 9th | Tiny Hut |
| 13th | Locate Creature |
| 17th | Tree Stride |
2nd level: Fighting Style
- You have honed your martial prowess. You gain one of
- the following Fighting Style feats of your choice: Archery,
- Blind Fighting, Defense, Druidic Warrior, Dueling, Thrown
- Weapon Fighting, Two-Weapon Fighting
2nd level: Weapon Mastery
- 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 Longswords and
- Javelins.
- Whenever you finish a Long Rest, you can change the
- kinds of weapons you chose. For example, you could
- switch to using the Mastery properties of Halberds and
- Flails.
3rd level: Wilderness Surge
- You can manifest a Wilderness Surge from mother nature
- herself, using that energy to fuel magical effects. You start
- with one such effect: Primeval Awareness, which is
- described below. Other Ranger features give additional
- Wilderness Surge effect options. Each time you use this
- Wilderness Surge, you choose which effect to create from
- among those you have from this class. You can use
- Wilderness Surge twice. You regain one expended use
- when you finish a Short Rest, and you regain all expended
- uses when you finish a Long Rest. You gain additional
- uses when you reach certain Ranger levels, as shown in
- the Wilderness Surge column of the Ranger table. If a
- Wilderness Surge effect requires a saving throw, the DC
- equals the Spell Save DC from this class’s Spellcasting
- feature.
- Primeval Awareness As a Bonus Action, you can open
- your awareness to detect Beasts, Dragons, Oozes and
- Plants creatures for the next 10 minutes or until you have
- the Incapacitated condition, you know the location of any
- creature of those types within 500 feet of you per level of
- ranger. This doesn't pin point their location but you are
- aware of the general direction and quantity of each type.
- You are also aware if they are moving closer, or moving
- away from you at any time.
- Also when the ranger uses this feature, for the same 10
- minutes, the ranger and a number of allies equal to
- their Wisdom modifier have the following resistances,
- depending on the current terrain the ranger is searching
- with Primeval Awareness.
- Arid: Fire
- Polar: Cold
- Temperate: Lightning
- Tropical: Poison
- If the ranger's chosen terrain from their Deft Explorer
- feature matches their current terrain while Primeval
- Awareness is active, they may ignore difficult terrain
- naturally occurring while in chosen terrain as well as have
- advantage on Ability checks related to the terrain.
3rd level: Ranger Subclass
- You gain a Ranger subclass of your choice: Beast Master,
- Fey Wanderer, Gloom Stalker, or Hunter. Subclasses are
- detailed after this class’s description (for this playtest, use
- Fey Wanderer from Tasha’s Cauldron of Everything).
- A subclass is a specialization that grants you special
- abilities at certain Ranger levels. For the rest of your
- career, you gain each of your subclass’s features at
- Ranger levels 3rd, 6th, 10th, 14th, and 18th.
4th level: Ability Score Improvement
- You gain the Ability Score Improvement feat or another
- feat of your choice for which you qualify. As shown on the
- Ranger table, you gain this feature again at levels 8, 12,
- 16, and 19.
5th level: Extra Attack
- You can attack twice, instead of once, whenever you take
- the Attack action on your turn.
5th level: Roving
- Your Speed increases by 10 feet while you aren’t wearing
- Heavy Armor.
- You also have a Climb Speed and a Swim Speed equal to
- your Speed.
9th level: Nature's Veil
- You invoke spirits of nature to magically hide yourself
- from view. As a Bonus Action, you can expend a
- Wildneress Surge to give yourself the Invisible condition
- until the end of your next turn.
11th level Tireless
- Your nature endurance lives on when others would need
- to rest. You gain the following benefits.
- Temporary hit points: As a Bonus action, you can give yourself a number of Temporary Hit points equal to your ranger level + your Wisdom Modifier. You may use this feature a number of times per Long Rest equal to your Wisdom Modifier, or using a 1st level spell slot.
- Decreased Exhaustion: If you are Exhausted when you finish a Short Rest, your level of Exhaustion decreases by 1.
13th level: Shrouded by Nature
- As a Bonus action, take the Magic action and expend one
- use of your Wilderness Surge to overwhelm the battlefield
- with some chaos.
- For 1 minute, you create an Emanation 30 feet out from
- yourself that is lightly obscured. For the Duration,
- creatures that don't have Blindsight who are in the area
- have their movement speed reduced by 10 feet, as they
- are more cautious about their movements. You and your
- chosen allies are not negatively affected by this lightly
- obscured area, nor have their movement speed affected
- by it.
15th level: Wilderness's Initiative.
- When you roll initiative with less than your maximum
- number of Wilderness's Surge feature, you gain 1 use.
- In addition, you regain all uses of WIlderness's Surge on
- Short Rest and Long Rests, not just Long Rests.
17th level: Feral Senses
- Your Connection to the forces of nature grants you
- Blindsight with a range of 30 feet.
20th level: Versatile Combatant
- When you make a Weapon attack, you may add your
- Wisdom Modifier to the attack and damage rolls.
- When you would make a Spell attack with a Ranger spell,
- you may add either your Strength or Dexterity modifier
- (your choice) to the Attack and Damage rolls.
Ranger Subclasses Table
| Beast Master |
| Fey Wanderer |
| Gloomstalker |
| Hunter |
Beastmaster
- A Beast Master ranger forms a mystical bond with a
- special beast, drawing on primal magic and a deep
- attunement to the natural world.
3rd level: Primal Companion
- 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 supernatural 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 a different 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 have the Incapacitated condition,
- the beast can take any action of its choice, not just Dodge.
- If the beast has died within the last hour, you can you 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.
- Whenever 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 vanishes if you die.
3rd level: Bonded with the Beast
- The ranger may expend a Wilderness Surge to activate
- Bonded with the Beast, for 1 minute, once per turn one of
- the two event triggers an extra damaging effect:
- When you hit a creature that your Primal Companion has hit on the same turn or,
- When your Primal Companion hits a creature that you have hit on the same turn
- Either of the above situations occur, you or your Primal
- Companion deals extra damage equal to twice your
- Ranger level.
6th level: Exceptional Training
- When you use your Bonus Action to command your
- Primal Companion beast to take an action, you can also
- command it to take the Dash, Disengage, Dodge, or Help
- action as a Bonus Action.
- In addition, whenever the beast hits with an attack and
- deals damage, it can deal your choice of Force damage or
- its normal damage type.
10th level: Bestial Fury
- When you command your Primal Companion beast to
- take the Attack action, the beast can make two attacks.
- In addition, your Primal companion gains the effect of
- your Hunter’s Mark spell, against the same target as the
- one you selected for yourself.
14th level: Two as One
- Whenever you or your Primal Companion come within 10
- feet of each other during your turn, you and your Primal
- Companion gain the following benefits:
- Increased Movement speed: You and your Primal Companion gain 10 ft of Speed
- Increased Toughness: You and your Primal Companion gain temporary hit points equal to half your ranger level + your Wisdom modifier.
- Increased agility: You and your Primal Companion gain +2 to your AC and your Dexterity Saving throws until the start of your next turn.
- In addition, you may or your Primal Companion may
- spend your or their Reaction to reduce the damage taken
- from the other if you are within 5 ft of each other when
- the damage occurs. Reduce the damage taken by half,
- and you or your Primal Companion (whoever used their
- Reaction to use this feature) takes the other half of the
- damage.
- In addition, when you cast a spell that requires
- concentration, and your Primal Companion is within 10
- feet of you when casting the spell, you may have the
- Primal Companion hold theconcentration instead. The
- Beast makes Constitution saves to maintain
- Concentration just like the Ranger would.
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.
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.
3rd level: Dreadful Strikes
- You can augment your weapon strikes with mind-scarring
- magic, drawn from the gloomy hollows of the Feywild.
- When you hit a creature with a weapon, you can deal an
- extra 1d4 psychic damage to the target, which can take
- this extra damage only once per turn.
- The extra damage increases to 1d6 when you reach
- ranger 10th level, and 1d8 when you reach 18th Ranger
- level
- This extra damage is doubled against targets who are
- Frightened or Charmed (not necessarily by you)
3rd level: Fey Wanderer Magic
- 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 Magic
| Ranger Level | Spells |
|---|---|
| 1st | Charm Person |
| 5th | Misty Step |
| 9th | Hypnotic Pattern |
| 13th | Dimension Door |
| 17th | Mislead |
6th level: Beguiling Twist
- 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).
- Furthermore, you gain proficiency in one of the following
- skills of your choice: Deception, Performance, or
- Persuasion
- You also, have the magic of the Feywild guards your mind.
- You have advantage on saving throws against being
- charmed or frightened.
- Additionally, 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 expend a
- Wilderness Surge to force a different creature you can see
- within 120 feet of you to be charmed or frightened by you
- (your choice) for 10 minute. The target can make a
- Wisdom saving throw versus your Ranger spell save DC at
- the end of each of its turns, ending the effect on itself on
- a successful save.
10th level: Misty Wanderer
- 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.
14th level: Fey Reinforcements
- 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. You
- may only have 1 Summoned Fey Spell active at a time
- however.
- Whenever you cast Summon Fey or Hunter's Mark with a
- spell slot, you may treat it as casting with a spell slot 1
- level higher.
18th level: Fey Immunities
- You become immune to the Frightened and Charmed
- Conditions. If an effect try to Frighten or Charm you
- you treat it as if you made the saving throw.
Gloomstalker
- 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.
3rd level: Gloomstalker Magic
- The magic of the Shadowfell ensures you always have
- certain spells ready; when you reach a Ranger level
- specified in the Gloom Stalker Spells table, you thereafter
- always have the listed spells prepared. You may once per
- Long Rest cast one of your Gloomstalker Magic spells
- without using a spell slot.
Gloomstalker Magic
| Ranger Level | Spells |
|---|---|
| 1st | Disguise Self |
| 5th | Darkness |
| 9th | Fear |
| 13th | Shadow of Moil |
| 17th | Seeming |
3rd level: Dread Ambusher
- 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
- Psychic damage.
6th level: Umbral Sight
- You can use a Wilderness Surge to grant yourself the
- following benefits for 10 minutes:
- You gain Darkvision out to a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet. You may see into magical darkness with your Darkvision as well.
- You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that darkness.
10th level: Iron Mind
- 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).
14th level: Stalker's Flurry
- 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.
- Dread ambusher attacks that hit cause the creature to be
- frightened of the 5ft area that the attack originated from
- until the end of their next turn.
- In addition, when your Umbral Sight feature is active, you
- gain the improvement to speed and extra attack from
- Dread ambusher every round instead of just the 1st
- round of combat.
18th level: Shadowy Dodge
- You can dodge with wisps of supernatural shadow around
- you. When a creature makes an attack roll against you,
- you can use your Reaction to impose Disadvantage on
- that roll. If the attack then misses, you can teleport up to
- 30 feet to an unoccupied space you can see.
- When Umbral Sight is active, this no longer requires your
- Reaction, but can be used only once per turn.
Hunter
3rd level: Hunter's Prey
- You gain one of the following feature options of your
- choice.
- Colossus Slayer: Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points You can deal this extra damage only once per turn.
- Horde Breaker: Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.
- Retaliator: Immediately after a creature within 5 feet of you attacks you, you can use your Reaction to make one attack with a weapon against that creature, whether or not it hit you.
3rd level: Hunter's Lore
- You can call on the forces of nature to reveal certain
- strengths and weaknesses of your prey. While a creature
- is marked by your Hunter’s Mark, you know whether that
- creature has any damage or condition immunities,
- damage resistances, or damage vulnerabilities, and if the
- creature has any, you know what they are.
- In addition, once per turn, when the Ranger would hit a
- creature marked by Hunter's Mark, they deal an extra
- 2d6 damage.
6th level: Defensive Tactics
- You gain one of the following feature options of
- our choice.
- Evasion: When you are subjected to an effect that lets you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
- Hunter’s Leap: If an enemy you can see enters a space within 5 feet of you, you can use your Reaction to move up to half your Speed without provoking Opportunity Attacks.
- Uncanny Dodge: When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you (round down).
10th level: Adrenaline Surge
- The Ranger may expend a Wilderness Surge to increase
- their combat prowess temporarily. For the next 1
- minute, the Ranger can do all the following:
- Whirling Dervish: When the Ranger makes a melee attack on a creature, they may make extra attack on another creature within melee range of the Ranger as part of that same attack. This effect cannot trigger itself.
- Volley: When the Ranger makes a Ranged attack on a creature, they may make an extra ranged attack on another creature within the ranged weapon's range. This effect cannot Trigger itself.
- Adrenaline Rush: When making Death Saving Throws, you only need 1 success to stabilize and no matter the type of success, you regain 1 hit point.
14th level: Superior Prey's Tactics
- You gain all other feature options you didn't choose from
- the 3rd level ranger feature Hunter's Prey and 6th level
- ranger feature Defensive Tactics.
18th level: Hunter's Mastery
- When casting Hunter's Mark, it upcasts as if using a spell
- slot 4 level higher than the one used.
- In addition, when attacking a creature with immunities to
- damage types, if you have your Hunter's Mark on the
- creature, they are treated as resistances instead. This
- does not stack with the 3rd level upcast of Hunter's Mark.
Ranger Exclusive Spells
Hunter's Mark
- 1st-Level Divination (Ranger)
- Casting Time: Bonus Action
- Range: 90 feet
- Component: V
- Duration: Concentration, up to 1 hour.
- You cause a disruption in the target, making it more
- difficult for it to evade your attacks, and enhance your
- abilities to track the target. The target gains no benefit
- from half or 3/4 cover when you attack it or use ranger
- spells on it. You gain the Following benefits while Hunter's
- Mark is Active: You may only have 1 Hunter's Mark active
- at once.
- Unerring Strikes: Roll an additional 1d20 when attacking the Target with Hunter's Mark, choosing the highest when making attack rolls.
- Certain Strikes: Your Attacks ignore Disadvantage against the Target of Hunter's Mark.
- When the Target dies you may immediately mark a new
- target, either within 90 feet of yourself or within 15 feet of
- the original target you can see. This new Target becomes
- the original target for the rest of the duration.
- You may also as a Bonus action on a later turn during the
- duration switch the target to a new creature.
- At Higher Levels. When you cast this spell using higher
- level spell slots you gain the following benefits, depending
- on the spell slot used.
- 2nd level or Higher: Duration Extends out to 8 hours and the Target has Disadvantage on Stealth, Deception, Survival Ability Checks.
- 3rd level or Higher: You ignore the Target's Resistances.
- 4th level or Higher: Duration Extends out to 24 hours and no longer requires concentration
- 5th level or Higher: Once per turn, when you hit the target, they take extra Force damage equal to your Ranger level.