Swarm Keeper
_Revised Subclass_ 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. ### Level 3: Gathered Swarm A swarm of intangible nature spirits has bonded itself to you. The swarm remains in your space, crawling on you or flying and skittering around you. You determine the appearance of the swarm. As a Reaction, which you take before the start of the turn of a creature you can see within 60 feet of you, you cause the swarm to assist you in one of the following ways. Feast. The creature takes Acid, Piercing or Slashing damage equal to 1d4 plus half of your Ranger level (Round down), and its Speed is reduced by 10 feet until the end of your next turn. Drag. The creature must succeed on a Strength saving throw against your spell save DC or be moved 10 feet in a direction of your choice. Crawl. The creature must succeed on a Dexterity saving throw against your spell save DC or have the Blinded and Deafned conditions until the end of your next turn. ___ At Ranger Level 7, using this feature doesn't spend your Reaction. You still can use it only once per Round. ### Level 3: Swarm Keeper Magic
You learn the *Mage Hand* cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
When you reach a Ranger level specified in the Swarm Keeper spells table, you thereafter always have the listed spells prepared.
| Swarm Keeper Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Faerie Fire, Mage Hand |
| 5th | Web |
| 9th | Gaseous Form |
| 13th | Arcane Eye |
| 17th | Insect Plague |
During your turn, while you are not Incapacitated, you have a Flying Speed equal to your Speed.
Moreover, when you use your Gathered Swarm, you can choose two options for the swarm to assist you, instead of one.
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Winter Walker
_Revised Subclass (Forgotten Realms - Heroes of Faerun)_ Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. ### Level 3: Frigid Explorer The frigid nature has granted you the following benefits. Frostbreaker. You have the _Artic_ as one of your favorite environments Biting Cold. Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage. When you hit a creature with a weapon, you can choose to deal Cold damage or the weapon's normal damage type. Frozen Eyes. You can see cleary through areas lightly or heavily obscured by snow or rime. ### Level 3: Winter Walker Spells When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.| Winter Walker Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Ice Knife |
| 5th | Hold Person |
| 9th | Hail Arrow |
| 13th | Ice Storm |
| 17th | Cone of Cold |
### Level 15: Ghost of Rime When you use your Rime Curse, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required). Frozen Soul. You can use your Fortifying Soul without spending its use. When you do so, it restores only half as many Hit Points. Frozen Haunt. You have Immunity to Cold damage and to the Grappled, Prone, and Restrained conditions. Frozen Tempest. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 1d8 Cold damage. ___ Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).
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Zenith Rider
_Original Subclass_ As heroes tasked with defending the weak against evil foes, the Empyrean Riders use their unique equipment and special power to protect the material plane. Inspired by legends and vibrantly colored emblems, they transform into champions of pure energy, driven by an unwavering sense of justice. ___ ### Level 3: Warrior of Justice As the one chosen by the light, you gain the following benefits. Illuminated. You have the Upper Planes as one of your Favorite Environments. Solidarity. You can take the Help Action as a Bonus Action. Heroic Spirit. Whenever an ally you can see within 30 feet of you roll either a 1 or a 20 on the d20 for an attack roll or saving throw, you gain Heroic Inspiration. ### Level 3: Empyrean Transformation As a Magic Action on subsequent turns, you can undergo a marvelous transformation and assume the aspect of a true hero. Until you fall Uncounscious, or until dismiss the transformation a Magic Action, you gain the following benefits. Zenith Armor. Your base AC becomes 10 + your Dexterity and Wisdom modifiers. You can use a Shield and still gain this benefit. Zenith Weapons. The reach of your attacks with weapons increase by 5 feet. Whenever you hit a creature with a weapon or Unarmed Strike, it takes extra Radiant damage equal to your Wisdom modifier, as magical sparks lash out from it. Empyrean Transformation Spells. When you reach a Ranger level specified in the Empyrean Transformation Spells table, you thereafter have the listed spells prepared while you are transformed.| Empyrean Transformation Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Heroism |
| 5th | Shining Smite |
| 9th | Aura of Vitality |
| 13th | Spellfire Storm |
| 17th | Summon Dragon |
### Level 7: Celestial Ride You can cast the _Find Steed_ spell once, without a spell slot or components, and you regain the ability to do so when you finish a Short or Long Rest. ### Level 7: Team Tactics Whenever you take the Help Action, you may choose one the following options instead of the usual ones. Assist a Movement. You or an ally within 5 feet of you can immediately jump 20 feet without expending movement or provoking attacks of opportunity. You may only choose this option is there is an ally within 5 feet of you. Assist a Saving Throw. You exhert pressure onto an enemy you can see within 5 feet of you. The next time that enemy forces any number of creatures to make a saving throw before the start of your next turn, the targets make the saving throw with advantage.
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### Level 11: Zenith Avatar When you cast _Find Steed_ using your Celestial Ride, you can turn your ride into a massive manifestation of your will. For the next 10 minutes you then gain the following effects. Zenith Size. The Otherworldly Steed assumes an appearance of your choice and grows to Huge size. In addition, its Hit Point Maximum increases by an ammount equal to 2 times your Ranger Level. Powerful Core. The Otherworldly Steed can use the Bonus Action from its stat block at will, without needing recharge. In addition, all of its attacks deal an extra 1d8 Force damage on a hit. Team Link. You and any creatures of your choice can enter and exit the avatar's space at will, becoming linked to it while in its space. You can control the Zenith Avatar as normal while you are linked to it, and all linked creatures are moved with the Avatar. \columnbreak
Union of Powers. Whenever a linked creature is targeted by an attack or forced to make a saving throw, it can use the Armor Class or the bonus to the saving throw of any other linked creature against that effect, instead of their own. Shared Burden. If the Otherworldly Steed or any linked creature receives damage, a linked creature can choose to receive part of that damage instead of its original target. ### Level 15: Final Summit When you hit a creature with an attack, you can cast the _Disintegrate_ spell targeting it, without a spell slot or components, instead of dealing the normal damage for the attack. When you cast the spell this way, the target automatically fails on the saving throw against it. Once you use this feature, you have the Incapacitated condition until the end of your next turn, and you can't use it again until you finish a Long Rest.
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# Revised Spells
The following spells have been modified. When you use this class, it is recomended to consider the modified versions of these spells, instead of their original counterparts.
___
## Beast Sense
_Level 2 Divination (Druid, Ranger)_
___
**Casting Time:** Action**Range:** Touch
**Components:** S
**Duration:** Concentration, up to 1 hour
___ You touch a willing Beast. For the duration, you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses, you benefit from any special senses it has. In addition, when you cast an spell with range other than Self that lacks somatic and material components, you can choose to cast it through the space of the beast instead of your own. ___ ## Ensnaring Strike _Level 1 Conjuration (Ranger)_ ___ **Casting Time:** Bonus Action, which you take immediately after hitting a creature with a weapon.
**Range:** Self
**Components:** V
**Duration:** Concentration, up to 1 minute
___ As you hit the target, grasping vines appear on it. The target takes an extra 1d6 Piercing damage from the attack and must succeed on a Strenght saving throw or have the Restrained condition until the spell ends. A creature larger than you has advantage on this saving throw. While Restrained, the target can take 1d6 Piercing damage to reattempt the saving throw at the start of each of its turns. On a successful save, the vines shrivel away, and the spell ends. ___ **Using a Higher-Level Spell Slot.** All the damage increases by 1d6 for each spell slot level above 1. If you use a level 3+ spell slot, the target doesn't gain advantage on the saving throw due to its size. \columnbreak ___ ## Hunter's Mark _Level 1 Divination (Ranger)_ ___ **Casting Time:** Bonus Action
**Range:** 120ft
**Components:** S
**Duration:** 1 minute
___ You point to a creature you can see, marking it as your quarry. Until the spell ends, your attacks with weapons against the target deal an extra 1d4 damage of the same time as the weapon. If the creature is bloodied, the damage dice become d6s, instead of d4s. ___ **Using a Higher-Level Spell Slot.** The damage increases by 1d4 for each spell slot level above 1. ___ ## Find Traps _Level 2 Divination (Cleric, Druid, Ranger)_ ___ **Casting Time:** Action or Ritual
**Range:** Self (15 feet)
**Components:** V, S, M (a long stick)
**Duration:** Concentration, up to 10 minutes
___ You sense the presence of any traps within range, along with general location and the nature of the danger posed by them. As a Magic Action, you can extend the range of the spell to 30 feet until the end of your turn. The nature of the traps in this extra range is not revealed. A trap, for the purpose of this spell, includes any object, mechanism or magical effect that represents some form of environmental danger without the immediate action of creatures. Examples of traps (and their general nature), include, but are not limited to: - The _Glyph of Warding_ spell (magical trigger); - A pool of quicksand (natural danger); - A floor prone to colapsing (frail structure); - A hidden flamethrower (defensive trap); - The web of a Giant-Spider (hunting trap); - A bewitched mirror (cursed object). \pagebreak ___ ## Steel Wind Strike _Level 5 Conjuration (Ranger)_ ___ **Casting Time:** Action
**Range:** 30 ft
**Components:** S, M (a weapon with which you have proficiency and that is worth 1+ CP)
**Duration:** Instantaneous
___ You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make one attack with that weapon against each target. On a hit, the attack deals an extra 4d10 Force damage. You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
New Spells
The following spells have been added to the game. ___ ## Ricocheting Arrow _Level 1 Transmutation (Artificer, Bard, Ranger, Wizard)_ ___ **Casting Time:** Bonus Action, which you take immediately after hitting or missing a target with a ranged attack using a weapon**Range:** Self
**Components:** V
**Duration:** Instantaneous
___ As your attack hits or misses the target, the weapon or ammunition used rotates rapidly and ricochets 2 times, each one forming a 15-feet-long, 1-foot-wide straight line in a direction of your choice, originating either from the target of from the end of another line. Each creature in one or more lines, starting from the line's point of origin, must succeed on a Dexterity saving throw or take 1d6 damage for each line they are in. This damage is of the same type as the weapon or ammunition used on the attack. If a creature fails in this saving throw, other creatures in the same lines automatically succeed afterwards. ___ **Using a Higher-Level Spell Slot.** The ammount of ricochets increases by 1 for each slot level above 1. \columnbreak ___ ## Augment Trap _Level 2 Transmutation (Artificer, Ranger)_ ___ **Casting Time:** 1 minute or Ritual
**Range:** Touch
**Components:** V, S, M (a pouch of metalic powder worth of 50+ GP, which the spell consumes)
**Duration:** Until dispelled or triggered
___ You touch a nonmagical trap and magically increase its effectiveness by granting it one of following effects. Whenever an effect mentions a target, you treat as targets each creature affect by the trap once it triggers. **Snapping.** The mechanism that operates this trap snaps with gruesome intensity. If the trap deals any Bludgeoning, Piercing or Slashing damage, that damage is doubled against all targets. **Sentient.** The trap becomes a sentient object, with Intelligence, Wisdom and Charisma scores equal to 3 and Blindsight with a 10 feet range. A sentient trap can trigger itself, provided it has a trigger, whenever it meets a condition you specify (such as "when the goblins cross that doorframe" or "if I enter this room without saying the password") and is able to exclude any creatures of your choice from its effects. **Enforcing.** Once the trap triggers, all targets are pushed 10 feet in a direction of your choice. Alternativelly, the target's speeds are halved for 1 minute, or until they exit the area of the trap. **Enchanted.** If the trap requires a saving throw with a DC lower than your spell save DC from its targets, it instead uses your spell save DC. In addition, you can change the damage type dealt by the trap upon being triggered (if any) to Force. A trap, for the purpose of this spell, is any object or mechanism that represents some form of environmental danger without the immediate action of other creatures. Examples of nonmagical traps (and their general nature), include, but are not limited to: - A pool of quicksand (natural danger); - A floor prone to colapsing (frail structure); - A hidden flamethrower (defensive trap); - The web of a Giant-Spider (hunting trap). \pagebreak ___ ## Fadding Strike _Level 2 Illusion (Druid, Ranger, Warlock)_ ___ **Casting Time:** Bonus Action, which you take immediately after hitting a creature with a weapon.
**Range:** Self
**Components:** V
**Duration:** 1 round
___ As you hit the target, your image quickly corrodes and vanishes, as does your weapon. The target takes an extra 3d4 Acid damage from the attack, and you have the Invisible condition until the end of your next turn. The spell ends early immediately after you make an attack roll, deal damage, cast a spell, or if you end your turn more than 30 feet away from the target. ___ **Using a Higher-Level Spell Slot.** The damage increases by 2d4 for each spell slot level above 2. ## Hail Arrows _Level 3 Evocation (Ranger)_ ___ **Casting Time:** Bonus Action
**Range:** Self
**Components:** S, M (a ranged weapon with which you have proficiency and that is worth 1+ CP)
**Duration:** Concentration, up to 1 minute
Whenever you make a ranged attack using a weapon for the duration, a spirit of rime draws a frosty arrow and attacks an additional creature of your choice that is also in the range of your weapon. To determine whether this attack hit or miss, compare the value rolled on your attack roll against the target's Armor Class, instead of making a new roll. On a hit, a creature takes Cold damage equal 1d8 plus half of damage dealt by your attack (if any). ___ **Using a Higher-Level Spell Slot.** The damage increases by 1d8 for each spell slot level above 3. If you use a level 5+ spell slot, the spirit attacks two different creatures instead of one. \columnbreak ## Blasting Strike _Level 4 Transmutation (Artificer, Druid, Paladin, Ranger, Wizard)_ ___ **Casting Time:** Action
**Range:** Self
**Components:** S, M (a weapon with which you have proficiency and that is worth 1+ CP)
**Duration:** Instantaneous
As you brandish the weapon used in the spell's casting, its edge tears trough the air like a storm. Make an attack with the weapon against one creature within its reach. The attack bursts a powerful gust in a 20-foot cone centered on the target. Creatures in the area are pushed 20 feet away from you and must make a Strenght saving throw, taking 4d6 Thunder damage on a failed save or half as much damage on a successful one. If the attack hits its target, it automatically fails on this saving throw. ___ ## Malevolent Sandstorm _Level 5 Necromancy (Ranger, Warlock)_ ___ **Casting Time:** Bonus Action
**Range:** Self
**Components:** V
**Duration:** 1 minute
___ A whirlwind of sand and ashes forms in a 15 feet Emanation around you, grazing the life force of creatures in it. The Emanation is Lightly Obscured, and its area is considered Difficult Terrain. Whenever a creature enters the Emanation for the first time on a turn or starts its turn there, you can force it to make a Constitution saving throw. On a failed save, it has a -3 penalty to its AC and all d20 Tests for the duration, or a -1 penalty on a succesful save, as the sapping sand piles up on its body. A creature makes this save only once per turn. When an affected creature exits the Emanation for the first time on its turn or starts its turn outside of it, the penalty reduces by 1. \pagebreak #### Revised Feats The following feats have been modified. When you use this class, it is recomended to consider the modified versions of these feats, instead of their original counterparts. ___ ## Savage Attacker *Starter Feat* You've trained to deal particularly damaging strikes. Whenever you roll for the damage of an attack using a weapon or unarmed strike, you can reroll one of the damage dice and use either roll. ## Athlete *General Feat (Prerequisite: Strength or Dexterity 13+)* You gain the following benefits. **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20. **Conditioning.** Choose one of the following skills: Athlethics, Acrobatics or Stealth. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it. **Traverser.** You gain a Climb Speed or a Swim Speed equal to your Speed. **Quick Leap.** Once on your turn, you can spend 5 feet of movement to either end the prone condition on yourself or make a running Long or High Jump. ___ ## Charger *General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)* ___ You gain the following benefits. **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20. **Momentum.** If you move at least 30 feet in a straight line on your turn, you can take the Dash action as a Bonus Action. **Charge Attack.** If you move at least 15 feet in a straight line toward a target immediately before hitting it with a melee attack roll, you deal an extra 1d6 bludgeoning damage to the target and push it up to 15 feet away from you. A creature larger than you is not pushed. \columnbreak ## Martial Weapon Training* *General Feat (Prerequisite: Level 4+)* ___ You gain the following benefits. **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20. **Weapon Proficiency.** You gain proficiency with Martial weapons. **Mastery Property.** Your training with weapons allows you to use the mastery property of one kind of Simple or Martial weapon of your choice. Whenever you finish a Long Rest, you can change the kind of weapon to different one.
New Feats
The following feats have been added to the game. ___ ## Wild Explorer *Origin Feat* ___ You gain the benefits detailed in one Favorite Environment of your choice, from the options at the end of the Ranger Class. ## Bow Master *General Feat (Prerequisite: Level 4+, Dexterity 13+)* ___ You gain the following benefits. **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20. **Enhanced Advantage.** When you make an attack roll with Advantage using a Longbow or Shortbow, you can roll the d20 three times, instead of two, and use higher roll. **Blind Shot.** You can't have disadvantage on attack rolls with Longbows or Shortbows due to the Blinded or Invisible conditions. ## Heavy Basher *General Feat (Prerequisite: Level 4+, Weapon Mastery Feature)* ___ You gain the following benefits. **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20. **Improved Push.** You can use the Push Mastery against any creature no more than one size category larger than you. If the target it smaller than you, the distance of the push increases to 10 feet. **Bash.** Whenever you use the Push or Topple Weapon Masteries, you can use the effects of both at the same time. ___ ## Pressure Striker *General Feat (Prerequisite: Level 4+, Weapon Mastery Feature)* ___ You gain the following benefits. **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20. **Improved Sap.** When use the Sap mastery, the target also has Disadvantage on its next saving throw before the start of your next turn. **Improved Slow.** If you use the Slow mastery, the target's speed is reduced by an additional 5 feet and it can't take the Dash, Disengage or Dodge actions until the start of your next turn. ___ \columnbreak ## Quick Whittler *General Feat (Prerequisite: Level 4+, Weapon Mastery Feature)* ___ You gain the following benefits. **Ability Score Increase.** Increase your Strength or Dexterity score by 1, to a maximum of 20. **Improved Nick.** Once per turn, when you hit with the extra attack of the Nick Mastery, you can make another attack roll as part of the same action with a different weapon that has the Light property. **Improved Vex.** When you hit a creature with a weapon, you can cause the weapon to deal extra damage to the target if the attack roll had Advantage due to the Vex Mastery. The extra damage equals your Proficiency Bonus. ___ ## Scroll Adept *General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)* ___ You gain the following benefits. **Ability Score Increase.** Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20. **Magic Adapter.** You can use your own spell attack modifier and spell save DC when casting a spell from a scroll. **Versatile Reader.** You can understand scrolls of spells that aren't on your spell list. In addition, you can cast a spell from a Spell Scroll that isn't on your spell list by spending a spell slot of equal level. ___ ## Whip Master *General Feat (Prerequisite: Level 4+, Dexterity 13+)* ___ You gain the following benefits. **Ability Score Increase.** Increase your Dexterity score by 1, to a maximum of 20. **Curling Swipe.** When you make an attack with a whip, you may attempt to Grapple or Shove the target instead of making an attack roll, as if you were making an Unarmed Strike. The DC for saving throws against these effects equals 8 plus your Dexterity modifier and Proficiency Bonus. **Whip Crack.** When you hit a target with a whip, or when you succesfully Grapple or Shove a target using Curling Swipe, it takes an extra 2d4 Slashing damage. \pagebreak ___ ## Wide Gasher *General Feat (Prerequisite: Level 4+, Weapon Mastery Feature)* ___ You gain the following benefits. **Ability Score Increase.** Increase your Strength or Constitution score by 1, to a maximum of 20. **Improved Cleave.** You can make the extra attack from the Cleave mastery multiple times per turn, rather than once. You can't target a creature with an attack from that property more than once per turn. **Improved Graze.** When you miss a creature with a weapon and use the Graze mastery from it, you can take a Bonus Action to increase the Graze damage. The target then takes half of the damage of the attack, as if they were hit. ___ ## Boon of Precision *Epic Boon Feat (Prerequisite: Level 19+)* ___ You gain the following benefits. **Ability Score Increase.** Increase one ability score of your choice by 1, to a maximum of 30. **Critical Precision.** When you hit a creature or object with an attack roll, roll a d6. On a roll of 6, you score a Critical Hit. If the attack was already a Critical Hit, you may roll all the damage dice three times, instead of two, when calculating its damage.
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The Ranger
Revised
I did my best, so thank you for reading! Any feedback is extremelly appreciated (but please do not be rude)!
I don't own any of the arts you saw on this document. They are all linked here:
cover/backcover art - Nix Aurelia
Ranger Table page art - Krzysztof Porchowski Jr
Level 2-18 features page art - Andreas Rocha
Favorite Environment page art - Clint Cearley
Ranger Spell list page art - Janos Brumar
Ranger Subclass page art - Florent Llamas
Beast Master page art - Gianluca Rolli
Draconic Warden page art - Grafit Studio
Dune Strider page art - Envar Studio
Fey Wanderer page art - Tim Shepherd
Gloom Stalker page art - Jake Ortman
Gourmand page art - Drake (Winson) Tsui
Hell Slayer page art - Toivo_Ranta
Horizon Drifter page art - Liam Manning
Hunter page art - Alexandre Chaudret
Predator page art - Jakub Jagoda
Soul Collector page art - Radoart Craft (?)
Swarm Keeper page art - Gabriel Varz
Winter Walker page art - Daniel Jiménez Villalba
Zenith Rider page art - Nino Setiawan
New Feats page art - Ferdinand Ladera
Ranger Table page art - Krzysztof Porchowski Jr
Level 2-18 features page art - Andreas Rocha
Favorite Environment page art - Clint Cearley
Ranger Spell list page art - Janos Brumar
Ranger Subclass page art - Florent Llamas
Beast Master page art - Gianluca Rolli
Draconic Warden page art - Grafit Studio
Dune Strider page art - Envar Studio
Fey Wanderer page art - Tim Shepherd
Gloom Stalker page art - Jake Ortman
Gourmand page art - Drake (Winson) Tsui
Hell Slayer page art - Toivo_Ranta
Horizon Drifter page art - Liam Manning
Hunter page art - Alexandre Chaudret
Predator page art - Jakub Jagoda
Soul Collector page art - Radoart Craft (?)
Swarm Keeper page art - Gabriel Varz
Winter Walker page art - Daniel Jiménez Villalba
Zenith Rider page art - Nino Setiawan
New Feats page art - Ferdinand Ladera