
Table of Contents
Why?
The Ranger has long been a controversial class in D&D. Many players agree that it feels underwhelming or incoherent compared to other classes, but far fewer agree on why. The Ranger’s identity is fragmented, some see it as a stealthy tracker and archer, others as a nature-themed warrior, a druidic scout with a loyal beast companion or somthing entirely different. In our opinion, most official iterations and homebrew rewrites try to do too much or too little—patching the class with more damage or utility, without really addressing the root issue: what is a Ranger supposed to be?
When we set out to design our own version of the ranger, we wanted to do more than just fix numbers or repackage old features. We wanted to re-center the class around a core identity that felt true across all kinds of media depictions of “Rangers.” We looked not just at mechanics, but at themes—and the one thing nearly all iconic Rangers share is resilience. They endure. They adapt. They survive when no one else can.
That became the heart of this Ranger: a grit-fueled survivor, molded by the wild and sharpened by danger. This version emphasizes adaptability and hard-earned instinct, supported by mechanics like Ranger Hit Dice, the Warden’s Presence, and a suite of modular options called Knacks. Rather than forcing every Ranger into a single mold, Knacks allow players to build their version of a Ranger—whether that’s a beastmaster, lone hunter, trail-hardened scout, or frontline skirmisher.
This is a full reimagining, designed to give the ranger a clear identity, thematic depth, and mechanical integrity—all while staying true to the spirit of what a ranger should be:
A survivor who thrives where others fall.
Credits
Written & Created by RedRockRogue and Puggglez.


Acknowledgements
Elements of The Ranger Reimagined were inspired by the 2024 rules for dungeon and dragons, laserllama and his Alternate Ranger, GofyTomcat1 and his The Alerion Ranger V.5 as well as various threads in r/DnD5CommunityRanger. Some of the Subclasses within this guide have been unchanged from the 2024 rules or current 2014 rules.
Artist Credit
The Ranger
A half-orc kneels beside a mountain trail, one hand brushing dried blood from the rocks, the other steady on the haft of her spear. Her quarry is near. She doesn’t need magic to find it—just instinct, patience, and the will to keep going long after others would have turned back.
A scarred man wrapped in a battered cloak wades through a flooded jungle. His bowstring is dry, his boots hold no mud, and when the serpent strikes from the reeds, he’s already moving. No wasted breath. No wasted motion.
A goblin, hooded in bark and moss, slips unseen past the warband that hunts him. He leaves no tracks behind—only warning signs in the underbrush and snares in the dark. They’ll regret coming here. He’ll make sure of it.
A keen-eyed scout leans against a rooftop chimney, eyes tracking movement below. In the bustle of the marketplace, she marks the signs others miss—the too-quiet courier, the wrong boots on the wrong guard, the subtle signal that something’s about to go wrong. Her bow stays slung, but her focus never wavers.
Where others falter, the Ranger endures.
Grit and Survival
The world doesn’t forgive. It tests you—breaks you, if you’re not ready. Rangers aren’t chosen by fate or faith; they’re tempered by hardship, honed by instinct, and driven by grit. Whether born on the frontier or in the heart of a city, a ranger is shaped by experience, not location. They survive not through luck, but through relentless adaptability and an unwillingness to quit.
Some are scouts, bounty hunters, beast tamers, or freedom fighters. Others walk alone as silent guardians or cunning trackers. But no matter the form, all rangers share one thing: enduring instinct. They can read a storm rolling over distant hills as easily as they can sense betrayal in a crowded tavern. They know when to strike—and when to withdraw. When others falter, rangers endure. When others fall behind, rangers press on.
Because at the end of the day, the ranger isn’t defined by the fight they win—but by the fact that they’re still standing.
Creating A Ranger
When building your ranger, think not just about where they come from, but how they’ve adapted to survive and act decisively under pressure. Did they grow up in a crumbling city district, learning to read danger in every shadow? Were they a border scout, patrolling ruins and wilderness with nothing but a blade and their instincts?
Or perhaps they were part of a loose fellowship—mercenaries, beast tamers—each passing down knowledge that was more practical than mystical.
Training for rangers isn't always formal. Some had mentors. Others learned by necessity, clawing their way through hardship with nothing but cunning, grit, and maybe a loyal animal at their side. Every ranger’s path is unique—but what unites them is their ability to observe, endure, and respond with purpose.
When you build your ranger, also consider which Knacks shaped their style. Did they hone a keen connection with a beast companion, a sixth sense for tracking prey, or a knack for guiding others through danger?
Quick Build
To build a ranger quickly, start by making Dexterity or Wisdom your highest ability score
Second, choose a background that reflects your ranger’s origin—Outlander, Urban Bounty Hunter, or Hermit all fit in different ways.
Third, when selecting Knacks think about what match your character’s concept. For example:
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If you want a fierce predator, take Hunter’s Quarry and tracking-focused Knacks.
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If you want a field leader with a loyal beast, start with Beast Companion.
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If your ranger favors Nature and Utility, take Aspect of the Wild for subtle powers and heightened awareness.
With just a few choices, you can shape a ranger who’s stealthy, savage, strategic—or all three.
The Ranger
| Level —Spell Slots per Spell Level— |
Proficiency Bonus |
Features | Knacks Known |
Prepared Spells |
1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Enduring Will, Spellcasting, Weapon Mastery | — | 2 | 2 | — | — | — | — |
| 2nd | +2 | Knacks, Survivor | 2 | 3 | 2 | — | — | — | — |
| 3rd | +2 | Ranger Subclass | 2 | 4 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Unhindered | 3 | 6 | 4 | 2 | — | — | — |
| 6th | +3 | Warden's Presence | 3 | 6 | 4 | 2 | — | — | — |
| 7th | +3 | Subclass Feature | 3 | 7 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — |
| 9th | +4 | — | 4 | 8 | 4 | 3 | 2 | — | — |
| 10th | +4 | Enduring Grit | 4 | 8 | 4 | 3 | 2 | — | — |
| 11th | +4 | Subclass Feature | 4 | 10 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Guiding Presence | 5 | 11 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Subclass Feature | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Relentless Will | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Unyeilding Spirit | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Core Ranger Traits
As a Ranger, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Ranger level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st
Proficiencies
- Armor: Light armor, Medium armor, Shields
- Weapons: Simple weapons, Martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose 3: from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
Choose A or B:
- (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus, Exploerer's Pack and 7 GP;
- (B) 150 GP
Becoming a Ranger
As a Level 1 Character
- Gain all the traits in the Core Ranger Traits.
- 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: 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 chap. 2 of PHB to determine your available spell slots.
Ranger Class Features
As a Ranger, you gain the following class features when you reach the specified Ranger levels. These features are listed in the Ranger Features table.
Level 1: Enduring Will
Starting at level 1, as a bonus action, you can expend and roll a number of Ranger Hit Dice up to half your Ranger level (rounded down, minimum of one). You regain hit points equal to the total of all dice rolled + your Constitution modifier.
You regain all expended Hit Dice when you finish a long rest, instead of only half.
Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast. See chapter 7 in the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Ranger spells.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+. 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 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.
Spell Save DC
Spell attack modifier
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 2: Knacks
You learn specialized techniques called Knacks, minor talents and adaptations developed through survival, study, and skill. You gain two knacks of your choice,
Prerequisites. If a Knack has a prerequisite, you must meet it to learn that knack. For example, if a knack requires you to be a level 5+ Ranger, you can select the Knack once you reach Ranger level 5.
Replacing and Gaining Knacks. Whenever you gain a Ranger level, you can replace one of your Knacks with another one for which you qualify. You can’t replace an Knack if it’s a prerequisite for another Knack that you have.
When you gain certain Ranger levels, you gain more Knacks of your choice, as shown in the Knacks column of the Ranger Features table.
You can’t pick the same Knack more than once unless its description says otherwise.
Level 2: Survivor
Your experience in the world has hardened your senses and taught you how to endure.
Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Level 3: Ranger Subclass
You gain a Ranger subclass of your choice. The Beast Master, Drifter, Fey Wanderer, Gloom Stalker, Hunter, and Swarmkeeper subclasses are detailed after this class’s description. 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 and lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat 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 5: Unhindered
You ignore difficult terrain.
Level 6: Warden's Presence
Starting at 6th level, you have an invisible presence in a 10-foot Emanation that originates from you. You and friendly creatures within emanation gain the following benefits:
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You or friendly creatures who starts their turn within your emanation increases their movment speed by 10 feet until the end of their turn.
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Whenever you or a friendly creature within your emanation is bloodied (at or below half their hit point maximum), the creature gains a bonus to AC equal to your Wisdom modifier (minimum +1).
You must be conscious to grant these bonuses.
Level 10: Enduring Grit
As a bonus action, you can expend one of your Ranger Hit Dice to do one of the following:
Recover: You can reduce exhaustion level by one, or end one of the following effects on yourself: blinded, deafened, paralyzed, poisoned.
Resolve: Add the result of the die to the damage roll immediately after hitting a target with a weapon attack or unarmed strike.
Additionally, when you finish a short rest, you regain half of your total expended Hit Dice.
Level 14: Guiding Presence
Starting at 14th Level while within your Warden's Presence,
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Allies ignore difficult terrain.
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Additionally, whenever you or a friendly creature within your Warden's Presence rolls initiative, the creature may immediately move up to their speed in any direction. This movement does not provoke opportunity attacks.
Level 18: Relentless Will
When you expend a Ranger Hit Die, you may roll one additional die and choose the higher result.
While bloodied, when you expend a Ranger Hit Die you may add your wisdom modifier to the roll.



Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Level 20: Unyeilding Spirit
You are the ultimate survivor. You gain the following:
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You can now use Enduring Will as a Reaction when taking damage.
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Once per long rest, As a Action, you may regain half you max number of Hit Dice.
Knack Options
Knack options appear in alphabetical order.
Apex Hunter
Prerequisite: Hunter's Quarry, Lethal Hunter, Level 15+ Ranger
- You can add your Wisdom modifier to attack rolls made against your Quarry.
- You may reroll any 1s or 2s on the dice rolled for your marked Quarry’s bonus damage. You must use the new result.
- Your Quarry damage dice increase to a d8.
- The duration of your Hunter's Quarry now lasts for up to 8 hours.
Armor Splinter
Prerequisite: Level 5+ Ranger
When you hit a creature with two melee weapon attacks on your turn, that creature’s AC is reduced by 1d4 until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus.
Aspect of the Wanderer
Prerequisite: Aspect of the Wild, Level 7+ Ranger
You gain your choice of another Aspect and its benefits from the Aspect of the Wild knack.
Aspect of the Wild
You have learned to listen to the wisdom of the wild. Through instinct and experience, you draw on primal forces that echo through the world, granting you instinctive magic and intuitive mastery over certain environments.
Choose a 1st level spell from the Druid or Ranger spell list. This spell is always prepared and doesn't count against the number of spells you can prepare. You cast them using your ranger spell slots, and Wisdom is your spellcasting ability.
Then, choose one Aspect from the list below. You gain its benefits. Additionally, your proficiency bonus is doubled for Nature checks related to that environment.
Aspect of the Artic
- You gain resistance to cold damage.
- When you finish a long rest, you gain temporary hit points equal to your Ranger level.
- You can cast ice knife once per long rest without using a spell slot.
Aspect of the City
- Choose one: Deception, Insight, or Sleight of Hand—you gain proficiency in it.
- You can move through the space of any creature.
- You can cast disguise self once per long rest without using a spell slot.
Aspect of the Coast
- You gain a swim speed equal to your walking speed. If you already have a swim speed, it increases by 15 feet.
- You can hold your breath for 10 minutes.
- You can cast Fog Cloud once per long rest without using a spell slot.
Aspect of the Desert
You gain resistance to fire damage.
You gain the minor illusion cantrip.
You can cast Searing Smite once per long rest without using a spell slot.
Aspect of the Forest
- When you end your turn without moving, you have advantage on Constitution saving throws that you make to maintain Concentration until the start of your next turn.
- You can cast entangle once per long rest without using a spell slot.
Aspect of the Grasslands
- When you take the Dash Action, Your movement speed increases by 10 feet for that action.
- You can cast longstrider as a bonus action on yourself once per long rest without using a spell slot.
Aspect of the Jungle
- When you move at least 10 feet in a straight line, you may jump an additional 15 feet as part of that movement.
- Once per short rest, you can cast jump without using a spell slot.
Aspect of the Mountain
- You gain a climb speed equal to your walking speed.
- You have advantage on ability checks and saving throws made to resist being knocked prone
- You can cast Feather Fall once per long rest, without using a spell slot.
Aspect of the Swamp
- You have resistance to poison damage and advantage on saving throws against disease and poison.
- You can cast Ray of sickness once per long rest without using a spell slot.
Aspect of the Underdark
- You gain darkvision out to 60 feet (or extend your existing darkvision by 30 feet).
- You can cast faerie fire once per long rest without using a spell slot.
Beast's Aid
Prerequisite: Beast Companion
When a creature adjacent to your beast companion is hit by your ranged weapon attack, your companion gains advantage on its next attack against that creature before the end of your turn.
Beast Companion
You gain a beast companion that accompanies you on your adventures and is trained to fight at your side. Choose a statblock below, Beast of the Land, Beast of the Sea, Beast of the Sky or Beast of the cave. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block.
Your beast companion is treated as a separate creature. It can be affected by spells and abilities as normal—for example, a healing word spell cast by a cleric can restore its hit points. You can have only one Beast Companion at a time.
Your beast is friendly to you and your allies, and it obeys your commands. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take 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 have the Incapacitated condition, the beast can take any action of its choice, not just the Dodge action. If you are incapacitated or absent, the beast acts on its own, prioritizing your safety and its own.
If your beast is reduced to 0 hit points, it begins making death saving throws, just like a player character. If it dies, you can perform a special ritual over the course of 1 hour (which can occur during a short or long rest) to revive it with 1 hit point.
Beast of the Land
Small or Medium Beast, Neutral
- Armor Class: 13
- Hit Points: 5 + 2 times your ranger level (the beast has a number of Hit Dice d8s equal to your ranger level)
- Speed: 40 ft., climb 40ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
- Senses: darkvision 60 ft., passive Perception 12
- Languages: understands the languages you speak
- Challenge: —
Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw DC 13 or be knocked prone.
Actions
Maul. Melee Weapon +2 to hit, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage.
Beast of the Sea
Small or Medium Beast, Neutral
- Armor Class: 13
- Hit Points: 5 + 2 times your ranger level (the beast has a number of Hit Dice d8s equal to your ranger level)
- Speed: 5 ft., swim 60ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 10 (0) 14 (+2) 11 (+0)
- Senses: darkvision 60 ft., passive Perception 12
- Languages: understands the languages you speak
- Challenge: —
Amphibious: The beast can breathe both air and water.
Actions
Binding Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 + 2 + piercing or bludgeoning damage (your choice), and the target is grappled DC 13 Until this grapple ends, the beast can't use this attack on another target.
Beast of the Sky
Small Beast, Neutral
- Armor Class 13
- Hit Points 2 + 2 times your ranger level (the beast has a number of Hit Dice d6s equal to your ranger level)
- Speed 10 ft., fly 60ft.
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 speak
- Challenge —
Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Shred. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 + 3 slashing damage.
Beast of the Cave
Small or Medium Beast, Neutral
- Armor Class 13
- Hit Points 5 + 2 times your ranger level (the beast has a number of Hit Dice d8s equal to your ranger level)
- Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
Senses darkvision 120 ft., tremorsense 30 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Tremor Ambush: If the beast is underground it has advantage on its first attack against any creature that hasn’t acted yet in combat.
Actions
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage
Beast Whisperer
You have a special insight into the mannerisms and sounds of wild animals. You can communicate with beasts as if you were always under the effect of a speak with animals spell.
Begin the Hunt
Prerequisite: Hunter's Quarry
You gain a +2 bonus to initiative. When you roll initiative and aren’t surprised, you can immediately designate a quarry as a free action, even if combat hasn’t started.
Bond of the Huntmaster
Prerequisite: Beast Companion, Level 12+ Ranger
- While you are within 30 feet of your beast companion, it can use its reaction in one of the following ways:
- Protective Instinct: When your beast companion takes damage, it can gain resistance to that instance of damage.
- Shared Resilience: When you and your beast companion makes a saving throw against a harmful effect, it can grant both of you a bonus to the saving throw equal to your proficiency bonus.
- Your beast companion can use these special reactions a total number of times equal to your proficiency bonus per long rest.
Blood Frenzy
Prerequisite: Beast Companion, Level 5+ Ranger
Once per long rest when your beast companion is bloodied (below half its hit point maximum), it gains +2 to attack and damage rolls and temporary hit points equal to your ranger level.
Bounding Beast
Prerequisite: Beast Companion
Your beast companion’s long and high jump distances are doubled. It takes no fall damage from heights of 20 feet or less.
Bushfighting
Prerequisite: Level 5+ Ranger
Once per turn, after making a weapon attack, you can move up to half your speed in any direction You can use this feature a number of times equal to your procificeny bonus.
Cautious Encampment
You prepare your camp with the practiced care of a seasoned survivor.
- During a long rest, you and any allies who rest with you gain a bonus to Stealth, Survival, and Perception checks equal to your Wisdom modifier (minimum +1) until the rest ends.
- You and your allies do not suffer the −5 penalty to passive Perception while asleep.
- During a short or long rest, you can inspect the surrounding 100-foot area. If you succeed on a DC 15 Wisdom (Investigation) check, you determine the number, size, and direction of creatures that passed through in the last 24 hours.
Close Quarters Archer
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Coordinated Hunt
Prerequisite: Hunter's Quarry, Level 10+ Ranger
You and your allies move in perfect rhythm to bring down your prey.
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Allies gain a +1 bonus to weapon damage rolls against your Quarry.
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When you miss your Quarry with a weapon attack, you may choose one ally within 30 feet of the target. If that ally hits the Quarry before the start of your next turn, they deal your Hunter’s Quarry bonus damage on that attack. You can use this feature a number of times equal to your Wisdom modifier per long rest.
Deft Evasion
Prerequisite: Level 5+ Ranger
When you succeed on a Dexterity or Strength saving throw, you can move half your movement speed without provoking opportunity attacks.
Favored Foe
After finishing a long rest, choose one creature type. Until your next long rest, when you make a Wisdom (Survival) or Intelligence (Nature or History) check related to the chosen group, you treat rolls of 9 or lower on the d20 as a 10. You also add your Wisdom modifier to Persuasion and Investigation checks involving them.
Fighting Style
You gain a Fighting Style feat of your choice.
Fluid Motion
When you take the Dash action, you may make one weapon attack as a bonus action.
Flurry of Blades
Prerequisite: Level 7+ Ranger
In combat, while you are wielding two melee weapons, any creature of your choice that starts its turn within 5 feet of you takes slashing damage equal to your Wisdom modifier (minimum 1).
Guarding Shot
Prerequisite: Hunter's Quarry, Level 10+ Ranger
When your Quarry within 60 feet hits an ally adjacent to them with an attack, you can use your reaction to make a ranged weapon attack against that creature. You must be able to see your Quarry to make this attack. If your attack hits, the creature must reroll the attack and take the new result.
Helping Hand
Prerequisite: Level 5+ Ranger
When a creature within 30 feet fails an ability check using a skill you're proficient in, you can use your reaction to let them reroll and add your Wisdom modifier (minimum +1). They must use the new result. You can use this feature a number of times equal to your proficiency bonus per long rest.
Herbalist
You gain proficiency with herbalism kits. You can use a herbalism kit as a bonus action to stabilize a creature at 0 HP and you succeed automatically.
Hunter's Quarry
When you hit a creature with an attack roll, you can mark the target as your Quarry. You can also use your bonus action to mark a creature you can see within 120 feet. This mark lasts for 10 minute or until you lose your concentration (as if you were concentrating on a spell), and you can only have one creature marked at a time.
While a creature is marked this way, you gain the following benefits:
- Whenever you damage it with an attack, you deal additional damage equal to a roll of your Quarry Die (a d4). This includes the attack that marked it.
- Whenever you make an ability check to track or locate your quarry, you can add a roll of your Quarry Die to the result.
- You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
- When you have no uses remaining, you can expend a spell slot to use this feature again.
Improved Herbalism
Prerequisite: Herbalist, Level 5+ Ranger
- During a short rest, you can use your herbalism kit to craft a potion of healing.
- The potion restores Proficiency Bonus × 1d4 + your Wisdom modifier hit points when consumed.
- Any potions created this way expire at the end of your next long rest.
Intuitive Beast
Prerequisite: Beast Companion, Level 5+ Ranger
Your beast companion gains proficiency in one skill you are proficient in.
Additionally, you learn the spell beast sense, which does not count against your number of known spells. When you cast this spell on your beast companion you do not expend a spell slot.
Instinctive Spell
Prerequisite: Nature Voice, Level 7+ Ranger
Once per long rest, you can cast a ranger spell with a casting time of 1 action as a bonus action.
Intuitive Insight
Prerequisite: Level 5+ Ranger
You learn the spell Detect Thought, which does not count against your number of known spells. You always have this spell prepared.
Iron Wood
Prerequisite: Level 5+ Ranger
You can cast Barkskin without expending a spell slot. You must complete a long rest before doing so again.
Lethal Hunter
Prerequisite: Hunter's Quarry, Level 7+ Ranger,
When you deal damage from Hunter's Quarry, you roll d6s instead of d4s. It no longer requires concentration, and last up to 1 hour.
Mighty Shot
Prerequisite: Level 7+ Ranger
When you make a ranged weapon attack, you may choose to take a -5 penalty to the attack roll to deal an additional 1d10 damage on a hit. You can use this feature once per turn.
Mobile Hunter
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature until the end of your turn.
Momentum Strike
If you have moved at least 15 feet during your turn, you get a +1 bonus to your attack and damage rolls.
Nature's Veil
Prerequisite: Aspect of the Wild, Level 15+ Ranger
Once per long rest, you can cast Greater Invisibility without expending a spell slot.
Nature's Voice
Prerequisite: Aspect of the Wild, Level 12+ Ranger
Once per long rest, you can cast Commune with Nature without expending a spell slot. When used in a terrain which you have it's related aspect, you can ask one additional fact about the area.
Over-Draw
Once per turn, when you make a ranged weapon attack without having moved during the same turn, you deal additional damage equal to your proficiency bonus. When you do so, your speed becomes 0 until the end of the turn.
Peerless Hunter
Prerequisite: Hunter's Quarry, Level 12+ Ranger
When you designate a target as your quarry, you may also designate a second creature within 30 feet of that target as a second Quarry. You apply your Hunter's Quarry damage to both.
Pinning Shot
Prerequisite: Level 7+ Ranger
When you hit a creature with a ranged weapon attack, you can forgo dealing damage. If you do, the target's speed becomes 0 until the end of its next turn. You can use this ability a number of times equal to your Wisdom modifier (minimum 1) per long rest.
Predator’s Patience
When you remain hidden and unmoving for one minute, you gain advantage on your initiative and your next attack roll.
Protective Pairing
Prerequisite: Beast Companion, Level 5+ Ranger
While your beast companion is adjacent to you, you gain +1 AC.
Additionally, when an adjacent enemy targets your beast with a melee attack, you can use your reaction to make a melee weapon attack against that enemy.

Radiant Hunter
Prerequisite: Hunter's Quarry
When you deal Hunter’s Quarry damage, you may choose to treat it as radiant damage instead of its normal type.
Ranger's Shelter
Prerequisite: Level 9+ Ramger
You learn the spell Leomund's Tiny Hunt. This spell is always prepared and doesn't count against the number of spells you can prepare. You can cast it as a Ritual. When you cast it, The Radius increases to 30ft, and can fit 25 medium or smaller creatures inside.
Rending Bite
Prerequisite: Beast Companion
When your beast companion hits a creature with a melee attack, your next weapon attack against that creature before the end of your next turn deals an extra 1d6 damage.
Relentless Aim
Prerequisite: Hunter's Quarry, Level 7+ Ranger
-
When you miss your Quarry with a weapon attack, you deal damage equal to your Wisdom modifier (minimum 1).
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Additionally, you gain a +2 bonus on your next attack roll against that creature before the end of your next turn.
Sharpshooter's Reach
Prerequisite: Level 5+ Ranger
- You double the long range of your ranged weapons.
- You gain a +2 bonus to ranged weapon attack rolls made against creatures more than 60 feet away.
Snap Shot
Prerequisite: Level 5+ Ranger
Once per round, when a creature takes the dash action within your weapon’s normal range, you may use your reaction to make a ranged weapon attack against it.
Spell Cloak
Prerequisite: Aspect of the Wild, Level 7+ Ranger
When you cast a ranger spell, you can do so without verbal components, and you do not reveal your location to creatures that rely on sight. You can do this a number of times equal to your proficency bonus.
Spell Snare
Prerequisite: Aspect of the Wild, Level 5+ Ranger
When you cast a ranger spell that affects a creature, you can use your reaction to impose disadvantage on the creature’s next saving throw. You can do this a number of times equal to your proficiency bonus per long rest.
Stalker
Prerequisite: Level 5+ Ranger
You have learned to hunt your prey while remaining unseen. You can take the Hide action as a bonus action on your turn.
Steadying Shot
When an ally within range is falling or knocked prone, you may use your reaction to make a ranged weapon attack against their AC. On a hit, your shot lands in just the right place to catch or brace them, preventing the fall or the prone condition.
Strider
Prerequisite: Aspect of the Wild, Level 15+ Ranger
You can cast Freedom of Moemvent once per long rest without expending a spell slot or material components.
Traceless
Prerequisite: Aspect of the Wild, Level 5+ Ranger
You and your companions move like mist, leaving no trace behind.
- You can cast pass without trace once per long rest without expending a spell slot or material components.
- When you cast it this way, you and your allies can travel at a fast pace without suffering disadvantage on Dexterity (Stealth) checks. Additionally, during the duration of the spell you gain the benefits of the nondetection spell.
Trapper
- You can cast Snare once per long rest without expending a spell slot or components.
- When a creature triggers a trap or snare created by you, it has disadvantage on the saving throw to resist the effect.
- You have advantage on checks made to detect or disarm other creatures’ traps.
Warden’s Intercession
Prerequisite: Level 7+ Ranger
When an ally within your Warden's Presence takes damage from an attack, you can use your reaction to take half of the damage dealt. The damage can't be reduced in anyway.
If you take damage this way, you gain temporary hit points equal to your ranger level.
You can use this reaction once per short rest.
Ranger Spell List
1st Level
- Absorb Elements XGtE
- Alarm
- Animal Friendship
- Beast Bond
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Ensnaring Strike
- Entangle TCoE
- Fog Cloud
- Goodberry
- Hail of Thorns
- Hunter’s Mark
- Jump
- Longstrider
- Searing Smite TCoE
- Snare XGtE
- Speak With Animals
- Swift Stride
- Zephyr Strike XGtE
2nd Level
- Aid TCoE
- Animal Messenger
- Barkskin
- Beast Sense
- Cordon of Arrows
- Darkvision
- Enhance Ability TCoE
- Find Traps
- Gust of Wind TCoE
- Healing Spirit XGtE
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Magic Weapon TCoE
- Pass Without Trace
- Protection From Poison
- Silence
- Spike Growth
- Summon Beast TCoE
3rd Level
- Ashardlon’s Stride
- Conjure Animals
- Conjure Barrage
- Daylight
- Dispel Magic
- Elemental Weapon
- Flame Arrows
- Lightning Arrow
- Meld Into Stone TCoE
- Nondetection
- Plant Growth
- Protection From Energy
- Revivify TCoE
- Speak With Plants
- Summon Fey TCoE
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Conjure Woodland Beings
- Dominate Beast TCoE
- Freedom of Movement
- Grasping Vine
- Guardian of Nature
- Locate Creature
- Stoneskin
- Summon Elemental TCoE
5th Level
- Commune With Nature
- Conjure Volley
- Greater Restoration TCoE
- Steel Wind Strike
- Swift Quiver
- Tree Stride
- Wrath of Nature XGtE
XGtE Spell from Xanathar's Guide to Everything
TCoE Spell originally added in Tasha's Cauldron of Everything
Beast Master
A Beast Master doesn’t command a companion — they fight as one. Whether stalking game in the forest or charging into battle together, ranger and beast operate with unspoken coordination. Their partnership isn’t just about strength in numbers — it’s about loyalty, awareness, and surviving where others would fall alone.
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. Each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you can prepare each day.
Beast Master Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Find Familiar |
| 5th | Healing Spirit |
| 9th | Conjure Animals |
| 15th | Guardian of Nature |
| 17th | Awaken |
Level 3:Improved Beast Companion
You gain proficiency in animal handling. If you already have proficiency in this skill you may choose another skill from the Ranger's list.
You gain the Beast Companion Knack and it doesn't count against the number of knacks you know. Your companion gains the following upgrades:
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It gains proficiency in your saving throws (e.g., if your saves are Strength and Dexterity, it adds your proficiency bonus to those saves).
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It adds your proficiency bonus to AC, attack rolls, saving throws, and skill checks.
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Its hit point maximum becomes: 5 + (5 × your ranger level)
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It uses your spell save DC for any abilities that require saving throws.
Additionally, whenever you use your Enduring Will feature to heal yourself by spending Hit Dice or receiving magical healing, and your beast companion is adjacent to you, it also regains hit points equal to half the healing you received.
Level 7: Primal Companion
You and your Beast Companion see each other as equals.
Your Beast Companion now can act fully independent for its action (no bonus action required by you).
Also, choose one of the following enhancements for your beast companion:
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Dire Frame. – Your beast becomes one size larger. Its hit point maximum increases by 20, and it gains advantage on Strength checks and saves.
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Pack Killer. – Your beast gains Pack Tactics (The creature has advantage on attack rolls against another creature if an ally is within 5 feet of the target creature and the ally isn't incapacitated.) and can attempt to Grapple or Shove as a bonus action after hitting with an attack.
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Pact leader. – When you roll initiative, you may choose to have your Warden's Presence emanate from your beast companion rather than yourself.
Level 11: Bestial Fury
When your beast companion to take the Attack action, the beast can make two attacks. It's attacks are considered magical for the purpose of overcoming resistances.
Drifter
Drifters walk roads others fear to travel. Part gunslinger, part bounty hunter, part guardian of forgotten places, they don’t stay long in one town—but when trouble rides in, they’re often the first to face it. Whether tracking fugitives across dust-choked plains or facing down outlaws at high noon, a Drifter relies on instinct, precision, and a stubborn refusal to die easy.
Level 3: Drifter Spells
When you reach a Ranger level specified in the Drifter Spells table, you thereafter always have the listed spells prepared. Each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you can prepare each day.
Drifter Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Compelled Duel |
| 5th | Find Steed |
| 9th | Wall of Sand |
| 13th | Find Greater Steed |
| 17th | Dawn |
Level 3: Down and Dirty
If you expend a Ranger Hit Dice, You can take the Dodge or Disengage action as a bonus action.


Level 3: Bulls-Eye
Sidearm Precision: You gain proficiency with firearms. You ignore the loading property of firearms and hand crossbows. You deal double damage against objects.
Level 7: Draw!
When you roll initiative and are not surprised, you can draw a ranged weapon and make one attack as part of that roll. This attack occurs before the first round of combat begins. You can use this a number of times equal to your proficiency bonus per long rest.
Additionally, when a creature within your Wardens Presence makes attack roll, you can use your reaction to impose disadvantage on the attack. You can use this feature a number of times equal to your wisdom modifer (minimum of 1)
Level 11: Legends Never Die
Your Warden’s Presence now extends to a 20-foot radius.
Also, when an enemy within your emanation takes the Dash or Disengage action, it must succeed on a Wisdom saving throw against your spell save DC or the action fails and is wasted.
Level 15: Still Standing
You gain advantage on attack rolls against creatures who haven't taken their turn in combat yet.
Additionally, when you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with your weapon drawn. You regain 1 hit point, and can make a single ranged weapon attack against each creature of your choice within your Wardens Presence. You also gain temporary HP equal to your Ranger level.
Once you use this feature, you can't use it again until you finish a Long Rest.
Fey Wanderer
Marked by the magic of the Feywild, Fey Wanderers walk the line between whimsy and wrath. Their presence carries a strange, otherworldly gravity — unsettling to foes, inspiring to allies. With their enchanting power and unpredictable style, they are as likely to soothe a spirit as to sever a soul.
Level 3: Dreadful Strikes
You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
The extra damage increases to 1d6 when you reach 11th level in this class.
Level 3: Fey Wanderer Magic
When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared. Each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you can prepare each day.
Fey Wanderer spells
| Ranger Level | Spell |
|---|---|
| 3rd | Charm Person |
| 5th | Misty Step |
| 9th | Dispel Magic |
| 13th | Dimension Door |
| 17th | Mislead |
Level 3: Otherworldly Glamour
Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Level 7: Beguiling Twist
The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Level 11: Fey Reinforcements
The royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Level 15: Misty Wanderer
You can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

















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Gloom Stalker
Gloom Stalkers are masters of the unseen and unheard, striking from the shadows with eerie precision. In the depths of the Underdark or the back alleys of a crumbling city, they move like ghosts
Level 3: Gloom Stalker Magic
When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared. Each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you can prepare each day.
Gloom Stalker Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Disguise Self |
| 5th | Rope Trick |
| 9th | Fear |
| 15th | Greater Invisibility |
| 17th | Seeming |
Level 3: Dread Ambusher
You have mastered the art of the ambush. At the start of the first turn of each combat, your walking speed increases by 10 feet until the end of that turn. Moreover, you can give a bonus to your Initiative rolls equal to your Wisdom modifier.
Additionally, you can attempt to frighten your enemies during your ambushes. Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d8 Psychic damage to the target and force it to make a Wisdom saving throw against your Spell Save DC. On a failed save, it becomes frightened of you until the start 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.
Level 3: Umbral Sight
You gain Darkvision out to a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
You are also adept at evading creatures that rely on Darkvision. While entirely in darkness, you are invisible to any creature that relies on Darkvision to see you in that darkness.
Level 7: Iron Mind
You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice)
Level 11: Stalker's Flurry
You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Moreover, if you use your Dread Ambusher feature to frighten a creature, you can force each other creature within 10 feet of the target to make a Wisdom saving throw against your Spell Save DC. On a failed save, a creature becomes frightened of you until the start of your next turn.
Level 15: Shadowy Dodge
You can dodge in unforeseen ways, with wisps of supernatural shadow around you. When a creature makes an attack roll against you, you can use your reaction to impose Disadvantage on that roll. If the attack then misses, you can teleport up to 30 feet to an unoccupied space you can see.
Hunter
Hunters are rangers who perfect the art of pursuit and precision. Whether stalking a single, deadly foe or wading into the chaos of a battlefield, a Hunter fights with calm focus and decisive brutality. They adapt to the threats they face—giants, monsters, men—and turn the tide through technique, cunning, and relentless pressure. To a Hunter, survival isn’t luck—it’s earned.
Level 3: Hunter Spells
When you reach a Ranger level specified in the Hunter Spells table, you thereafter always have the listed spells prepared. Each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you can prepare each day.
Hunter Spells
| Ranger Level | Spells |
|---|---|
| 3rd | Heroism |
| 5th | Hold person |
| 9th | Protection from Energy |
| 15th | Death Ward |
| 17th | Hold Monster |
Level 3: Hunter's Prey
When you hit a creature you can learn whether that creature has any immunities, resistances, or vulnerabilities. You can can do this a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
You also gain one of the following features of your choice. Whenever you finish a Long Rest, you can replace the chosen option with the other one.
- Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
- Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
- Retaliator. When creature within 5 feet of you hits you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
- Lunger. The reach of your melee weapon attacks increases by 5 feet, and the normal range of your ranged weapon attacks increases by 30 feet.
- Wounder. Once per turn when you deal weapon damage to a creature, that creature can't regain hit points until the start of your next turn..
Level 7: Defensive Tactics
You know if there are any hidden or invisible creatures within your Warden's Presence
You also gain one of the following features of your choice.
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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 a saving throw, and only half damage if you fail.
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Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Level 11: Multiattack
You gain an additional option from the Hunter's Prey feature. Whenever you finsih a Long rest, you can replace the chosen option with another one.
Level 15: Superior Hunter
You gain one of the following features of your choice, which you can change when you finish a short or long rest
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Volley. You can use your action and expend 3 ranger hit dice to make a ranged attack against any number of creatures within 15 feet of a point you can see within your weapon’s range. You make a separate attack roll for each target
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Whirlwind Attack. You can use your action and expend 3 ranger hit dice to make melee attacks against any number of creatures within 15 feet with a separate attack roll for each target.
Swarmkeeper
Swarmkeepers draw strength from strange, spiritual bonds with nature’s smallest warriors. Be it a cloud of insects, or spectral birds the swarm is both companion and weapon. It shields the ranger, & harasses foes Outsiders may see only chaos in the flurry, but a Swarmkeeper knows the rhythm—and wields it with eerie control.
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.
Swarm Appearance
| d4 | Appearance |
|---|---|
| 1 | Swarming insects |
| 2 | Miniature twig blights |
| 3 | Fluttering birds |
| 4 | Playful pixies |
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
- The attack's target takes 1d6 piercing damage from the swarm.
- The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
- You are moved by the swarm 5 feet horizontally in a direction of your choice.
Level 3: Swarmkeeper Magic
You learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
When you reach a Ranger level specified in the SwarmKeeper Spells table, you thereafter always have the listed spells prepared. Each spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you can prepare each day.
Swarmkeeper spells
| Ranger Level | Spell |
|---|---|
| 3rd | Faerie Fire, Mage Hand |
| 5th | Web |
| 9th | Gaseous Form |
| 13th | Arcane Eye |
| 17th | Insect Plague |
Level 7: Writhing Tide
You can condense part of your swarm into a focused mass that lifts you up. 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 the Gathered Swarm, you can also cause the swarm to knock the creature prone.
- When you are moved by 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. You vanish into your swarm and then teleport to 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.

















Appendix A: Optional-Rules & Expansions
Feats
Wilderness Insight
Through study, training, or innate instinct, you learn one Ranger Knack of your choice. If it requires Spellcasting, Your spellcasting ability for this Knack is Intelligence, Wisdom, or Charisma (choose when you select this knack).
If the Knack has a prerequisite, you can choose that knack only if you meet the prerequisite as if you were a Ranger of the appropriate level or had the necessary feature.
Whenever you gain a level, you can replace the Knack you selected with another Ranger Knack for which you qualify.
Optional Spellcasting
This alternate progression allows Rangers (or Half-Caster) to unlock new spell levels at the same pace as full spellcasters (e.g., Wizards or Clerics), while maintaining a slower spell slot progression to reflect their hybrid nature. This gives Rangers access to powerful utility and control magic at key story milestones, without overshadowing dedicated casters.
| Level | Prepared Spells |
1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|
| 1st | 2 | 2 | — | — | — | — |
| 2nd | 3 | 2 | — | — | — | — |
| 3rd | 4 | 3 | 1 | — | — | — |
| 4th | 5 | 3 | 2 | — | — | — |
| 5th | 6 | 3 | 2 | 1 | — | — |
| 6th | 6 | 3 | 2 | 1 | — | — |
| 7th | 7 | 3 | 2 | 1 | 1 | — |
| 8th | 8 | 3 | 2 | 2 | 1 | — |
| 9th | 9 | 3 | 2 | 2 | 1 | 1 |
| 10th | 9 | 3 | 2 | 2 | 1 | 1 |
| 11th | 10 | 4 | 2 | 2 | 1 | 1 |
| 12th | 11 | 4 | 3 | 2 | 1 | 1 |
| 13th | 12 | 4 | 3 | 3 | 1 | 1 |
| 14th | 12 | 4 | 3 | 3 | 1 | 1 |
| 15th | 13 | 4 | 3 | 3 | 2 | 1 |
| 16th | 13 | 4 | 3 | 3 | 2 | 1 |
| 17th | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | 15 | 4 | 3 | 3 | 3 | 2 |
The Ranger Reimagined
The Ranger is more than a tracker or scout—they are instinct honed into action, grit shaped by experience, and focus sharpened by purpose. Whether navigating tangled city alleys or forging through uncharted wilds, the Ranger is defined not by where they walk, but how.
With bow or blade, with beast or cunning, Rangers stand where others falter—on the edge between danger and safety, chaos and order. They move first. They strike hard. They endure.
Whatever path you choose, walk it with purpose.
Version: 1.0
Back Cover: 'Then I Will Guide You Home' by Jason Behnke