The 2024 Revised Ranger

by Myrrhbear

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The 2024 Revised Ranger

Goals of This Revision

Adapting existing attempts to improve the 5th edition Ranger, updated for 2024, with an aim to address common concerns, like basic abilities being overly conditional, as well as areas where the class wasn't fulfilling the vision of the ranger.

Some honorable mentions:

As well as the Dungeons & Dragons 3.5E and 4E Ranger, and the Pathfinder 1E and 2E Ranger.

Significant Changes:

  • Cantrips now part of the base class.
  • Hunter's Mark adapted as a self-buff basic Class ability, Hunter's Sense. Less hindrance of action economy, and allows rangers to explore use of other spells.
  • Master Tracker replaces Deft Explorer and grants Expertise in two skills to flesh out the ranger's role as the party's expert trackers and survivalists. No extra languages.
  • Natural Explorer from Revised Ranger has array of practical Ranger themed features and group utility.
  • Favored Strike draws on Revised Ranger Favored Enemy / Greater Favored Enemy which used to add 2 (1st level), and 4 (6th level) damage per attack vs chosen creature types. Was too narrow causing feature and facet of ranger damage to often be lost. Now reconceptualized as a hunter's skill at making sure each shot counts. Also now continues to scale at higher levels.
  • Primeval Awareness expresses ranger's mystical connection to the land. Usable twice per long rest.
  • Hunter's Sense improvement at 6th level.
  • Of the Wild replaces Land's Stride and Vanish
  • Tireless gives slightly more temp HP.
  • Ambuscade replaces Relentless Hunter. Functionally useful enhancement of ranger theme.
  • Nature's Veil based on proficiency instead of Wis since not all rangers are spell centric.
  • Feral Senses, level 18 feature buffed.
  • New capstone.
Ranger's Expanded Spell List posted at the end.

Subclass Changes:

  • All subclasses have had subclass spells added

Beast Master

  • Beast attacks scale with PB
  • Beast of the Sea has 20 walking speed

Hunter

  • Horde Breaker adjustment, 10' instead of 5'

Gloom Stalker

  • Sudden Strike adjustment, 10' instead of 5'

Horizon Walker

  • Detect Portal tweaked slightly
  • Etherealness usable PB times

Monster Slayer

  • Supernatural Defense tweaked
  • Magic-User's Nemesis usable PB times

Fey Wanderer

  • Fey Reinforcements PB times per long rest
  • Misty Wanderer buffed

Swarmkeeper

  • Added spells
  • Gathered swarm 10' instead of 5'
  • Mighty swarm movement

Drake Warden

  • Drake attacks scale with PB
  • Drake can be summoned with swim speed or flying speed

Core Ranger Traits
Primary Ability Dexterity and Wisdom
Hit Point Die D10 per Ranger level
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP; or (B) 150 GP

Becoming a Ranger

As a Level 1 Character

  • Gain all the traits in the Core Ranger Traits table.
  • Gain the Ranger's level 1 features, which are listed in the Ranger Features table.

As a Multiclass Character

  • Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger's skill list, and training with Light and Medium armor and Shields.
  • Gain the Ranger's level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in chapter 2 of the 2024 PHB to determine your available spell slots.

Ranger Class Features

As a Ranger, you gain the following class features when you reach the specificed Ranger levels. These features are listed in the Ranger Features table.

Level 1: Spellcasting

You have learned to channel the magical essence of nature to cast spells. See chapter 7 of the 2024 PHB for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.

Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

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Druidic Warrior. At 1st level, you learn two Druid cantrips of your choice (see the 2024 PHB Druid class's section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips column of the Ranger table. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

Prepared Spells of Level 1+ . You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.

The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination. If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger 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 your Ranger spells.

Level 1: Hunter's Heart

As you start out on your hunt, your foot alights on the path and the Hunter's Heart awakens within you, mystically honing your senses. Beginning at 1st level, as a Bonus Action you can draw on your Hunter's Heart to single out a target that you can sense as your quarry. Alternatively, if you are not in combat you can do so upon successfully tracking your prey. Once your Hunter's Heart is engaged in this way, you retain the benefits of this feature for 1 hour. You can single out another target freely at any time. You remain trained on your target of choice as long as it's on the same plane of existence as you. This ends if you finish a Short or Long Rest, or are rendered unconscious. Note: this feature cannot be combined with the Hunter's Mark spell.

While your Hunter's Heart is active, you gain the following benefits:

  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find your target.
  • You deal an extra 1d4 Force damage to your target whenever you hit it with a weapon attack.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Ranger Features
Level Proficiency
Bonus
Class Features Prepared
Spells
Cantrips 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Hunter's Heart, Weapon Mastery, Master Tracker 2 2 2
2nd +2 Natural Explorer, Favored Strike, Fighting Style 3 2 2
3rd +2 Ranger Subclass, Primal Awareness 4 2 3
4th +2 Ability Score Improvement 5 2 3
5th +3 Extra Attack 6 2 4 2
6th +3 Hunter's Heart Improvement, Roving 6 2 4 2
7th +3 Subclass Feature 7 2 4 3
8th +3 Ability Score Improvement, Of the Wild 7 2 4 3
9th +4 Expertise 9 2 4 3 2
10th +4 Tireless 9 3 4 3 2
11th +4 Subclass Feature 10 3 4 3 3
12th +4 Ability Score Improvement 10 3 4 3 3
13th +5 Ambuscade 11 3 4 3 3 1
14th +5 Nature's Veil 11 3 4 3 3 1
15th +5 Subclass Feature 12 3 4 3 3 2
16th +5 Ability Score Improvement 12 3 4 3 3 2
17th +6 Precise Hunter 14 3 4 3 3 3 1
18th +6 Feral Senses 14 3 4 3 3 3 1
19th +6 Epic Boon 15 3 4 3 3 3 2
20th +6 Foe Slayer 15 3 4 3 3 3 2

Spell Slots per Spell Level

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.

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 Scimitars and Longswords.

Level 1: Master Tracker

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. Choose two of your skills proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills.

In addition, choose two types of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You have Advantage on Intelligence (Nature) checks about the chosen terrains, and you have Advantage 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.

Level 2: Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Level 2: Favored Strike

You have significant experience studying and hunting your prey, and making sure each shot counts and lands true. Beginning at 2nd level, you add your proficiency bonus to damage rolls with weapon attacks.

Level 2: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice (see chapter 5 of the 2024 PHB). Archery is recommended. Whenever you gain a Ranger level, you can replace the feat you chose with a different Fighting Style feat.

Level 3: Ranger Subclass

You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.

Level 3: Primeval Awareness

Your mastery of ranger lore, and deep sensitivity to the land, allows you to attune your senses to the subtle presence of enemies that may lurk nearby. You can use your Action to focus your awareness on the region around you. For 1 minute, you can sense whether one of the following types of creatures are present within 6 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead.

This feature reveals the creatures’ general direction and distance (in miles) from you. If there are multiple groups within range, you learn this information for the closest one.

If a creature is hidden from divination magic, or in a different form, such as being under the effects of a polymorph spell, this feature doesn't locate the creature.

You can use this feature twice. You regain all expended uses when you finish a Long Rest.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see chapter 5 of the 2024 PHB) or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.

Level 5: Extra Attack

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

Level 6: Hunter's Heart Improvement

You gain advantage on Stealth rolls against any creatures you have tracked or singled out with your Hunter's Heart.

Level 6: Roving

Your Speed increases by 10 while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Level 8: Of the Wild

Your time in the wild has hardened you to the effects of the natural world. Starting at 8th level, you gain advantage on saving throws against poisons, and you have resistance against poison damage.

Additionally your speed and stealth in combat make you hard to pin down. You can take the Hide action as a Bonus Action and you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Level 9: Expertise

Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

Level 10: Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Point. As a Magic action, you can give yourself a number of Temporary Hit Points equal to your Ranger level. You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Level 13: Ambuscade

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. You can no longer be surprised.

Level 14: Nature's Veil

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.

Level 17: Precise Hunter

You have Advantage on attack rolls against the creature currently singled out with your Hunter's Heart feature.

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Level 18: Feral Senses

Your preternatural senses 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. Additionally you gain Blindsight with a range of 30 feet.

Level 19: Epic Boon

You gain an Epic Boon feat (see chapter 5 of the 2024 PHB) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Level 20: Foe Slayer

You become an unparalleled hunter of your enemies. When you hit your target with an attack, you can force the creature to make a Constitution saving throw (DC 19). The creature takes an additional 10d10 damage from the attack on a failed save, or half as much damage on a successful one.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Ranger Spell List

This section presents the Ranger spell list. The spells are organised by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concetration, R means it's a Ritual, and M means it requires a specific Material component.

Level 1 Ranger Spells
Spells School Special
Alarm Abjuration R
Animal Friendship Enchantment
Cure Wounds Abjuration
Detect Magic Divination C, R
Detect Poison and Disease Divination C, R
Ensnaring Strike Conjuration C
Entangle Conjuration C
Fog Cloud Conjuration C
Goodberry Conjuration
Hail of Thorns Conjuration
Jump Transmutation
Longstrider Transmutation
Speak with Animals Divination R
Level 2 Ranger Spells
Spells School Special
Aid Abjuration
Animal Messenger Enchantment R
Barkskin Transmutation
Beast Sense Divination C, R
Cordon of Arrows Transmutation
Darkvision Transmutation
Enhance Ability Transmutation C
Find Traps Divination
Gust of Wind Evocation C
Lesser Restoration Abjuration
Locate Animals or Plants Divination R
Locate Object Divination C
Magic Weapon Transmutation
Pass Without Trace Abjuration C
Protection from Poison Abjuration
Silence Illusion C, R
Spike Growth Transmutation C
Summon Beast Conjuration C, M
Level 3 Ranger Spells
Spells School Special
Conjure Animals Conjuration C
Conjure Barrage Conjuration
Daylight Evocation
Dispel Magic Evocation
Elemental Weapon Transmutation C
Lightning Arrow Transmutation
Meld into Stone Transmutation R
Nondetection Abjuration M
Plant Growth Transmutation
Protection from Energy Abjuration C
Revivify Necromancy M
Speak with Plants Transmutation
Summon Fey Conjuration C, M
Water Breathing Transmutation R
Water Walk Transmutation R
Wind Wall Evocation C
Level 4 Ranger Spells
Spells School Special
Conjure Woodland Beings Conjuration C
Dominate Beast Enchantment C
Freedom of Movement Abjuration
Grasping Vine Conjuration C
Locate Creature Divination C
Stone Skin Transmutation C, M
Summon Elemental Conjuration C, M
Level 5 Ranger Spells
Spells School Special
Commune with Nature Divination R
Conjure Volley Conjuration
Greater Restoration Abjuration M
Steel Wind Strike Conjuration M
Swift Quiver Transmutation C, M
Tree Stride Conjuration C

Ranger Subclasses

A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom Stalker, and Hunter subclasses.

Beast Master

A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.

Level 3: Beast Master Spells

When you reach a Ranger level specified in the Beast Master Spells table, you thereafter always have the listed spells prepared.

Beast Master Spells
Ranger level Spells
3rd sanctuary, speak with animals
5th enhance ability, warding bond
9th aura of vitality, conjure animals
13th death ward, dominate beast
17th awaken, hold monster

Level 3: Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.

The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.

The Beast in Combat. 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 to command it to take an action 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 Beast's Strike action. If you have the Incapacitated condition, the beast acts on its own and isn't limited to the Dodge action.

Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. 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, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.

Level 7: Exceptional Training

When you take a 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 using its Bonus Action.

In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.

Level 11: Bestial Fury

When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.

In addition, the first time each turn it hits a creature you have singled out with your Hunter's Heart feature, the beast deals extra Force damage equal to the bonus damage of that feature.

Level 15: Share Spells

When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.


Beast of the Land

Medium Beast, Neutral


  • AC 13 plus your Proficiency Bonus
  • HP 5 plus 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
16 (+3) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Understands the languages you know
  • CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Beast's Strike. Melee Attack Roll: Bonus equals twice your Proficiency Bonus, reach 5 ft. Hit: 1d8+2 plus your Proficiency Bonus Bludgeoning, Piercing, or Slashing damage (your choice when you summon your beast).

If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.


Beast of the Sea

Medium Beast, Neutral


  • AC 13 plus your Proficiency Bonus
  • HP 5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
  • Speed 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
  • Senses Darkvision 90 ft., Passive Perception 12
  • Languages Understands the languages you know
  • CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Amphibious. The beast can breathe air and water.

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Beast's Strike. Melee Attack Roll: Bonus equals twice your Proficiency Bonus, reach 5 ft. Hit: 1d8+2 plus your Proficiency Bonus Bludgeoning, or Piercing damage (your choice when you summon your beast), and the target has the Grappled condition (escape DC equals 8 plus twice your Proficiency Bonus).


Beast of the Sky

Small Beast, Neutral


  • AC 13 plus your Proficiency Bonus
  • HP 4 plus 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
  • Languages Understands the languages you know

Traits

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

Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes.

Actions

Beast's Strike. Melee Attack Roll: Bonus equals twice your Proficiency Bonus, reach 5 ft., one target. Hit: 1d4+3 plus your Proficiency Bonus Slashing damage.

Hunter

Protect Nature and People from Destruction

You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.

Level 3: Hunter Spells

When you reach a Ranger level specified in the Hunter Spells table, you thereafter always have the listed spells prepared.

Hunter Spells
Ranger level Spells
3rd bane, heroism
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

Level 3: Hunter’s Prey

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

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 10 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.

Level 3: Hunter's Lore

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is singled out with your Hunter's Heart feature, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Level 7: Defensive Tactics

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Escape the Horde. Opportunity Attacks have Disadvantage against you.

Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Level 11: Multiattack

You gain one of the following of your choice:

Volley. When you take the Attack action on your turn, if all of your attacks made this turn are against a single creature, you can make one additional attack against that same creature.

Whirlwind Attack. When you reduce a creature to 0 hit points with an attack, you can make one additional weapon attack as part of that same action.

Level 15: Superior Hunter’s Defense

You gain one of the following features of your choice.

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide. You gain a +1 bonus to AC and saving throws for every hostile creature within 10 feet of you.

Uncanny Dodge. When an attacker that you can sense hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Gloom Stalker

Draw on Shadow Magic to Fight Your Foes

Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.

Level 3: Dread Ambusher

You have mastered the art of creating fearsome ambushes, granting you the following benefits.

Ambusher's Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.

Frighten. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Initiative Bonus. When you roll Initiative, you can add your choice of Strength, Dexterity, or Wisdom modifier to the roll.

Level 3: Gloom Stalker Spells

When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.

Gloom Stalker Spells
Ranger level Spells
3rd disguise self, faerie fire
5th darkness, rope trick
9th gaseous form, fear
13th dimension door, greater invisibility
17th geas, seeming

Level 3: Umbral Sight

You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.

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.

Level 7: Iron Mind

You have honed your ability to resist mind-altering powers. 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).

Level 11: Stalker’s Flurry

The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.

Sudden Strike. You can make another attack with the same weapon against a different creature that is within 10 feet of the original target and that is within the weapon's range.

Mass Fear. The target and each creature within 10 feet of it must make a Wisdom saving throw (DC 16). On a failed save, a creature has the Frightened condition until the start of your next turn.

Level 15: Shadowy Dodge

When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.

Horizon Walker

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

Level 3: Horizon Walker Spells

When you reach a Ranger level specified in the Horizon Walker Spells table, you thereafter always have the listed spells prepared.

Horizon Walker Spells
Ranger level Spells
3rd protection from evil and good, shield
5th blink, misty step
9th blur, haste
13th banishment, dimension door
17th banishing smite, teleportation circle

Level 3: Planar Warrior

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

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

Level 3: Detect Portal

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

See the "Planar Travel" section in chapter 2 of the 2014 Dungeon Master's Guide for examples of planar portals.

Level 7: Ethereal Step

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

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

Level 11: Distant Strike

You gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Level 15: Spectral Defense

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 take damage from an attack, you can use your Reaction to give yourself resistance to all of that attack's damage on this turn.

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, hunters are experts at unearthing and defeating mighty, mystical foes.

Level 3: Monster Slayer Spells

When you reach a Ranger level specified in the Monster Slayer Spells table, you thereafter always have the listed spells prepared.

Monster Slayer Spells
Ranger level Spells
3rd detect evil and good, protection from evil and good
5th branding smite, warding bond
9th dispel magic, magic circle
13th aura of purity, death ward
17th banishing smite, circle of power

Level 3: Hunter's Sense

You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities, and that nothing magical is currently affecting it.

Level 3: Slayer's Prey

You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a Short or Long Rest. It ends early if you designate a different creature.

Level 7: Supernatural Defense

You gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw, and whenever you make an ability check to escape that target's grapple, you have Advantage.

Level 11: Magic-User's Nemesis

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 (DC 16), or its spell or teleport fails and is wasted.

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

Level 15: Slayer’s Counter

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 your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

Fey Wanderer

Wield Fey Mirth and Fury

A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. 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.

Level 3: Dreadful Strikes

You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target. Each target can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger level 6, and to 1d8 when you reach Ranger level 14.

Level 3: Fey Wanderer Spells

When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.

Fey Wanderer Spells
Ranger level Spells
3rd charm person, faerie fire
5th levitate, misty step
9th summon fey, fear
13th confusion, dimension door
17th geas, mislead

Feywild Gifts

Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

d6 Feywild Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Delicate horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Level 3: Otherworldly Glamour

Your experience with the fey has guarded your mind and sharpened your tongue. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Proficiency Bonus.

You also gain proficiency in one of these skills of your choice: Deception, Performance, Persuasion, or Intimidation.

Level 7: Beguiling Twist

The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save (DC 16). On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Level 11: Fey Reinforcements

You can cast Summon Fey without a Material component. You can this a number of times equal to your Proficiency Bonus without expending a spell slot, and you regain all expended uses 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.

Level 15: Misty Wanderer

You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast Misty Step, you can activate one of the following effects:

  • 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.
  • You are surrounded by magical mist, causing you to be heavily obscured until the start of your next turn.

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.

Level 3: Swarmkeeper Spells

When you reach a Ranger level specified in the Swarmkeeper Spells table, you thereafter always have the listed spells prepared.

Swarmkeeper Spells
Ranger level Spells
3rd faerie fire, feather fall
5th misty step, web
9th gaseous form, spirit guardians
13th arcane eye, conjure woodland beings
17th antilife shell, bigby's hand

Level 3: Gathered Swarm

A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, when you hit the target of your Hunter's Quarry with an attack:

  • The attack's target takes an extra 1d6 piercing damage from the swarm.
  • The attack target must make a Strength saving throw (DC 8 plus twice your Proficiency Bonus) or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 10 feet horizontally in a direction of your choice.

Additionally, you learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of swarming nature spirits.

Level 7: Writhing Tide

You can condense part of your swarm into a focused mass that lifts or sweeps you along. As a Bonus Action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 11: Mighty Swarm

Your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by your Gathered Swarm, you can cause the swarm to knock the creature prone.
  • The distance the Gathered Swarm can move you increases by 10 feet, it can also move you vertically, and when you are moved by the Gathered Swarm, it gives you half cover until the start of your next turn.

Level 15: Swarming Dispersal

You can discorporate into your swarm, avoiding danger. When you take damage, you can use your Reaction to give yourself Resistance to that damage. Then, you vanish into your swarm and teleport into 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.

Drakewarden

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

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

Drakewarden Origin

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

Level 3: Draconic Gift

The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:

Thaumaturgy. You learn the thaumaturgy cantrip, which is a Ranger spell for you.

Tongue of Dragons. You learn to speak, read, and write, Draconic or one other language of your choice.

Level 3: Drakewarden Spells

When you reach a Ranger level specified in the Drakewarden Spells table, you thereafter always have the listed spells prepared.

Drakewarden Spells
Ranger level Spells
3rd bless, feather fall
5th augury, detect thoughts
9th fear, slow
13th banishment, dimension door
17th circle of power, hold monster

Level 3: Drake Companion

As an action, you can magically summon the drake that is bound to you. It appears in an occupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions and obeys your commands. Add your Proficiency Bonus to the drake’s AC, attack rolls, and damage rolls, as well as to any ability check and saving throw the drake makes. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake acts during your turn. It can move and use its Reaction on its own, but the only Action it takes is the Dodge action, unless you take a Bonus Action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can't do so again until you finish a Short or Long Rest, unless you expend a spell slot of 1st level or higher to summon it.

Level 7: Bond of Fang and Scale

The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it gains a swimming speed equal to its walking speed and can breathe both air and water, or it grows wings on its back and gains a flying speed equal to its walking speed (your choice).

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

Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount even if your size is Medium. While you are riding your drake, it can’t use the flying speed of this feature.

Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.

Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

Level 11: Drake’s Breath

As an Action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. (Your choice does not have to match your drake’s Draconic Essence.) Each creature in the cone must make a Dexterity saving throw (DC 8 plus twice your Proficiency Bonus), taking 8d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a Short or Long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Level 15: Perfected Bond

Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).

Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.

Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your Reaction to give yourself or the drake resistance to that instance of damage. You can use this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long rest.


Drake Companion

Small Dragon


  • Armor Class 14 + PB (natural armor)
  • Hit Points equal to 5 plus five times your Ranger level (the drake has a number of Hit Dice [d10s] equal to your Ranger level)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 8 (-1)
  • Immunities determined by the drake's draconic essence trait
  • Senses Darkvision 40 ft., Passive Perception 12
  • Languages Draconic
  • CR None (PB equals your Proficiency Bonus)

Traits

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

Actions

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

Reactions

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

 

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