Ranger
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Deadly Hunters
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
Passer-By Heroes
Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.
A relationship with civilization informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization's frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.
“I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don't assume that because I don't bend the knee to your king that I haven't done more to protect him than all his knights put together.” — Soveliss
View of the World
A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that's deeply rooted in disdain, while others pity the people they have sworn to protect—though on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.
If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?
| d6 | View |
|---|---|
| 1 | Towns and cities are the best places for those who can't survive on their own. |
| 2 | The advancement of civilization is the best way to thwart chaos, but its reach must be monitored. |
| 3 | Towns and cities are a necessary evil, but once the wilderness is purged of supernatural threats, we will need them no more. |
| 4 | Walls are for cowards, who huddle behind them while others do the work of making the world safe. |
| 5 | Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild. |
| 6 | Cities breed weakness by isolating folk from the harsh lessons of the wild. |
Homelands
All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.
Think of your character's backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favored enemies are?
| d6 | Homeland |
|---|---|
| 1 | You patrolled an ancient forest, darkened and corrupted by several crossings to the Shadowfell. |
| 2 | As part of a group of nomads, you acquired the skills for surviving in the desert. |
| 3 | Your early life in the Underdark prepared you for the challenges of combating its denizens. |
| 4 | You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as aquatic ones. |
| 5 | Because you grew up among the peaks, finding the best path through the mountains is second nature to you. |
| 6 | You wandered the far north, learning how to protect yourself and prosper in a realm overrun by ice. |
Sworn Enemy
Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.
What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?
| d6 | Sworn Enemy |
|---|---|
| 1 | You seek revenge on nature's behalf for the great transgressions your foe has committed. |
| 2 | Your forebears or predecessors fought these creatures, and so shall you. |
| 3 | You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild animal. |
| 4 | You find your foe fascinating, and you collect books of tales and history concerning it. |
| 5 | You collect tokens of your fallen enemies to remind you of each kill. |
| 6 | You respect your chosen enemy, and you see your battles as a test of respective skills. |
The Revised Ranger
| Level | Proficiency Bonus | Features | Favored Enemy | Maneuvers Known | Superiority Dice | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Battle Maneuvers, Favored Enemy, Fighting Style, Spellcasting | 2 | 2 | 2 | 2 | 2 | - | - | - | - |
| 2nd | +2 | Deft Explorer, Weapon Mastery | 2 | 2 | 2 | 3 | 2 | - | - | - | - |
| 3rd | +2 | Ranger Subclass | 2 | 2 | 2 | 4 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 2 | 2 | 2 | 5 | 3 | - | - | - | - |
| 5th | +3 | Extra Attack, Power Attack | 3 | 2 | 2 | 6 | 4 | 2 | - | - | - |
| 6th | +3 | Roving | 3 | 2 | 2 | 7 | 4 | 2 | - | - | - |
| 7th | +3 | Subclass Feature | 3 | 4 | 4 | 8 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 4 | 9 | 4 | 3 | - | - | - |
| 9th | +4 | Expertise | 4 | 4 | 4 | 10 | 4 | 3 | 2 | - | - |
| 10th | +4 | Tireless | 4 | 6 | 6 | 10 | 4 | 3 | 2 | - | - |
| 11th | +4 | Improved Extra Attack, Subclass Feature | 4 | 6 | 6 | 11 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 4 | 6 | 6 | 11 | 4 | 3 | 3 | - | - |
| 13th | +5 | Relentless Hunter | 5 | 6 | 6 | 12 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Nature's Veil | 5 | 6 | 6 | 12 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Subclass Feature | 5 | 8 | 8 | 13 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 5 | 8 | 8 | 13 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | Precise Hunter | 6 | 8 | 8 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Feral Senses | 6 | 8 | 8 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Epic Boon | 6 | 8 | 8 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Elite Ranger, Foe Slayer | 6 | 8 | 8 | 15 | 4 | 3 | 3 | 3 | 2 |
Multiclassing
Ability Score Minimum(s): Dexterity 13, Wisdom 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor, shields
Weapons: martial weapons
Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.
What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.
Class Features
- Hit dice: 1d10 per Ranger level.
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st.
Proficiencies
Armor: Light armor, Medium armor, Shields
Weapons: Simple wepaons, Martial weapons
Tools: one of your choice.
Saving Throws: Strength, Wisdom
Skills: Any three of your choice.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded Leather Armor, a Scimitar, a Shortsword, a Longbow, 20 Arrows, a Quiver, a Druidic Focus, an Explorer's Pack, and 7 GP.
- (b) 150 GP.
Battle Maneuvers
At 1st level, your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.
Maneuvers. You learn two maneuvers of your choice from the "Maneuver Options" section later in this feature's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice when you reach Ranger levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have two Superiority Dice, which are d6s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.
You gain two additional Superiority Dice when you reach Ranger levels 7 (four dice total), 10 (six dice total), and 15 (eight dice total).
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Wisdom modifier (your choice) and Proficiency Bonus.
Maneuver Options
The Battle Maneuvers are presented here in Alphabetical order.
Ambush. When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.
Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks. Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Commander's Strike. When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack's damage roll on a hit.
Commanding Presence. When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.
Disarming Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.
Distracting Strike. When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack's damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.
Evasive Footwork. As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
Feinting Attack. As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll.
Goading Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
Lunging Attack. As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.
Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
Menacing Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Parry. When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
Precision Attack. When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
Pushing Attack. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Rally. As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
Riposte. When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack's damage.
Sweeping Attack. When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.
Tactical Assessment. When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.
Trip Attack. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
Favored Enemy
At 1st level, you always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. When you cast Hunter's Mark without expending a Spell Slot, it does not require Concentration but you cannot cast it again until it ends.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Fighting Style
At 1st level, you gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Spellcasting
At 1st level, you have learned to channel the magical essence of nature to cast spells. See chapter 7 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.
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.
Deft Explorer
At 2nd level, Thanks to your travels, you gain the following benefits.
Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages. You know two languages of your choice from the language tables in chapter 2 of the 2024 Player's Handbook.
Weapon Mastery
At 2nd level, 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.
Ability Score Improvement
When you reach Ranger Level 4, and again at Ranger Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.
Power Attack
At 5th level, When you make Weapon Attack or Unarmed Strike, you can take a penalty equal to your proficiency bonus to that attack roll. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus. You can only use Power Attack Once per Round.
Roving
At 6th level, 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.
Expertise
At 9th level, choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Tireless
At 10th level, Primal forces now help fuel you on your journeys, granting you the following benefits.
Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), 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.
Improved Extra Attack
At 11th level, you can attack three times, instead of once or twice, whenever you take the Attack action on your turn. If you know a Cantrip, you can replace one of these attacks with a use of that Cantrip.
Relentless Hunter
At 13th level, taking damage can't break your Concentration on Hunter's Mark if you cast it using a Spell Slot.
Nature's Veil
At 14th level, 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 Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Precise Hunter
At 17th level, you have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Feral Senses
At 18th level, your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Epic Boon
At 19th level, You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Elite Ranger
At 20th level, you become an elite ranger. Your Strength or Dexterity (your choice) and Wisdom scores increase by 4, to a maximum of 26.
Foe Slayer
At 20th level, The damage die of your Hunter's Mark is a d10 rather than a d6.
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.
Beast Master Spells
At 3rd level, when you reach a Ranger level specified in the Beast Master Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | Speak With Animals |
| 5th | Beast Sense |
| 9th | Conjure Animals |
| 13th | Dominate Beast |
| 17th | Awaken |
Ranger's Companion
At 3rd level you magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block from the ones available in the 2024 Player's Handbook: 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.
Exceptional Training
At 7th level, 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.
Bestial Fury
At 11th level, 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 under the effect of your Hunter's Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.
Fey Wanderer
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.
Fey Wanderer Magic
At 3rd level, when you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | Charm Person |
| 5th | Misty Step |
| 9th | Summon Fey |
| 13th | Dimension Door |
| 17th | Mislead |
You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.
| 1d6 | Gift |
|---|---|
| 1 | Illusory butterflies flutter around you while you take a Short or Long Rest. |
| 2 | Flowers bloom 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 | Horns or antlers sprout from your head. |
| 6 | Your skin and hair change color each dawn. |
Dreadful Strikes
At 3rd level, 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 1d6 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d8 when you reach Ranger level 11.
Otherworldly Glamour
At 3rd level, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion. If you already have proficiency in all three skills, choose a skill you are not proficient in and gain proficiency in that skill instead.
Beguiling Twist
At 7th level, 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 against your spell save DC. 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.target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Fey Reinforcements
Starting at 11th level, You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Whenever you start casting the spell, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Misty Wanderer
At 15th level, 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 yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Gloom Stalker
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Magic
At 3rd level, when you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | Disguise Self |
| 5th | Rope Trick |
| 9th | Fear |
| 13th | Greater Invisibility |
| 17th | Seeming |
Dread Ambusher
At 3rd level, 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.
Dreadful Strike. 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 Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.
Umbral Sight
At 3rd level, ou 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.
Iron Mind
By 7th level, you have honed your ability to resist mind-altering powers. You gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry
At 11th level, 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 5 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 against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.
Shadowy Dodge
Starting at 15th level, 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.
Hollow Warden
Legends tell that the most ancient and fearsome terrors lurk deep within the old places of the earth - unfathomable and bloodthirsty entities of fallow soil and sharpened claws. Hollow Wardens venerate and draw power from such beings, transforming themselves into similarly merciless and monstrous guardians that stalk along jagged coastlines, across steep mountain crags, and through other dark and wild places.
Hollow Warden Magic
At 3rd level, when you reach a Ranger level specified in the Hollow Warden Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | Wrathful Smite |
| 5th | Crown of Madness |
| 9th | Fear |
| 15th | Phantasmal Killer |
| 17th | Awaken |
Wrath of the Wild
At 3rd level, you draw on the strange and ancient horrors of the land for power. When you cast Hunter’s Mark, you transform, gaining the following benefits for the duration of the spell.
Ancient Armor. Your body is wreathed in rotten bark or beastly bristles. You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1).
Unnerving Aura. Your shadow lengthens and twists around you, or you sprout unnatural growths like bloody antlers or putrid fangs. When an enemy starts its turn within a 10-foot Emanation originating from you, it makes a Wisdom saving throw against your spell save DC. On a failed save, it is afficted with the Frightened Effect. At Level 15, they can only take an Action or Bonus Action during this turn, but not both.
Hungering Might
At 7th level, you gain a bonus to any saving throws you lack Proficiency in equal to your Wisdom modifier (minimum of +1). In addition, once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d6 plus your Wisdom modifier, or 1d10 plus your Wisdom Modifier if you are Bloodied when you hit.
Rot and Violence
At 11th level, Your dedication to eldritch forest beings alters you further. When transformed using Wrath of the Wild, you gain the following additional benefits.
Eerie Aura. When a creature fails its saving throw against your Unnerving Aura, it also takes 4d6 Necrotic, Poison, or Psychic damage (your choice). This damage ignores Resistance.
Strangling Roots. When you hit a creature with an attack roll using a weapon, you can activate the Sap or Slow mastery property in addition to a different mastery property you’re using with that weapon.
Ancient Endurance
At 15th level, you become wholly suffused with the forest’s ancient power, granting you the following benefits.
Persistent Hunt. If you drop to 0 Hit Points while transformed using Wrath of the Wild and don’t die outright, you can expend a level 4+ spell slot (no action required). Your Hit Points then instead change to an amount equal to five times the level of the spell slot expended.
Timeless. You have Immunity to the Exhaustion condition, no longer age, and cannot be aged by magic.
Hunter
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.
Hunter Magic
At 3rd level, when you reach a Ranger level specified in the Hunter Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | Detect Magic |
| 5th | See Invisibility |
| 9th | Conjure Barrage |
| 15th | Locate Creature |
| 17th | Conjure Volley |
Hunter's Prey
At 3rd level, 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 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.
Hunter's Lore
At 3rd level, 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 Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Defensive Tactics
At 7th level, 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.
Superior Hunter's Prey
At 11th level, Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.
Superior Hunter's Defense
At 15th level, when you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.
Winter Walker
Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. Rimed with ice, these ruthless Rangers hunt the monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves.
More so than any other Rangers of Icewind Dale, Winter Walkers are known to be well versed in the paranormal phenomena specific to the realm, including the latent magic of fallen Netherese cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. In exchange for their cold pragmatism, terrifying magic, and mastery of the region, these Winter Walkers are regarded with equal parts respect and fear.
Ten-Towns citizens say that it is Winter Walkers' frequent exposure to malignant entities that gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow Winter Walkers with a unique curse.
Winter Walker Magic
At 3rd level, when you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | Ice Knife |
| 5th | Pass Without Trace |
| 9th | Remove Curse |
| 15th | Ice Storm |
| 17th | Cone of Cold |
Frigid Explorer
At 3rd level, You gain the following benefits.
Frost Resistance. You have Resistance to Cold damage.
Polar Strikes. When you hit a creature with a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. This extra damage ignores Resistance to Cold damage. This Damage increases to 1d6 ad Ranger Level 7, 1d8 at Ranger Level 11, and 1d10 at Ranger Level 15.
Hunter's Rime
At 3rd level, ice rimes you and your prey, protecting you and slowing them. When you cast Hunter's Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.
Additionally, while a creature is marked by your Hunter's Mark, it can't take the Disengage action.
Fortifying Soul
At 7th level, Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. When you finish a Short Rest, you can choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). A chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.
Once you use this feature, you can't use it again until you finish a Long Rest.
Chilling Retribution
At 11th level, When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Frightened condition until the end of your next turn. While Frightened, a target's Speed is reduced to 0 feet.
You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Frozen Haunt
At 15th level, When you cast Hunter's Mark, 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 have Immunity to Cold damage. 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 2d4 Cold damage.
Partially Incorporeal. You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.
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Changes: Me, SmugCoffeeMan
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Changelog
1.0
- Casting progression is the same as Revised Paladin - that is, spells prepared is tweaked a bit to be less jarring.
- Rangers have Maneuvers and Superiority Dice.
- Rangers get Fighting Style at 1st and Weapon Mastery at 2nd.
- All Subclasses now have spells.
1.1
- Added a revised version of the UA Winter Walker Subclass.
- Polar Strikes now scales at all Subclass levels from a d4 to a d10 at 15th level.
1.2
- Added a revised version of the UA Hollow Warden subclass. This includes pushing the aura's action or bonus action effect to level 15 and repalcing the baseline with frightened, making Hungering Might overall much stronger (akin to paladin's aura for saves but only for the Ranger with the feature as well as giving healing of 1d6 + WIS if you aren't bloodied and 1d10+WIS if you are), changing the damage from Eeriee Aura to 4d6 instead of Ranger Level, and making Timeless stop aging and prevent magical aging so you're... actually timeless.