Introduction
This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.
References to Other Documentation
The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.
- AAG: Astral Adventurer's Guide
- BMT: Book of Many Things
- DMG14: Dungeon Master's Guide (2014)
- DMG24: Dungeon Master's Guide 2024
- EEPC: Elemental Evil Player's Companion
- EFA: Eberron: Forge of the Artificer
- EGW: Explorer's Guide to Wildemount
- ERLW: Eberron: Rising From the Last War
- FRHoF: Forgotten Realms: Heroes of Faerun
- FTD: Fizzban's Treasury of Dragons
- GGR: Guildmaster's Guide to Ravnica
- IDRotF: Icewind Dale: Rime of the Frostmaiden
- MCoC: Magniloth's Compendium of Changes
- MOT: Mythic Odysseys of Theros
- MPMM: Mordenkainen Presents: Monsters of the Multiverse
- MM25: Monster Manual 2025
- MTF: Mordenkainen's Tome of Foes
- PHB14: Player's Handbook (2014)
- PHB24: Player's Handbook 2024
- SCAG: Sword Coast Adventurer's Guide
- SCC: Strixhaven: A Curriculum of Chaos
- SCoC: Smug's Compendium of Changes
- SatO: Sigil and the Outlands
- TCE: Tasha's Cauldron of Everything
- TDSCR: Tal'Dorei Campaign Setting Reborn
- UCR: Unchained Rules
- VGM: Volo's Guide to Monsters
- VRGR: Van Richten's Guide to Ravenloft
- XGE: Xanathar's Guide to Everything
- XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
- XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
- XUA25P: Unearthed Arcana 2024: The Psion
- XUA25PU: Unearthed Arcana 2025: The Psion Update
- XUA25SU: Unearthed Arcana 2025: Subclasses Update
How to Use
To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.
Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.
If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.
Unchained Ranger
Far from bustling cities, amid the trees of trackless forests and across wide plains, Unchained Rangers keep their unending watch in the wilderness. Unchained 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, Unchained Rangers can also cast spells that harness primal powers of the wilderness. An Unchained 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, Unchained 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. Unchained Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, Unchained 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. An Unchained Ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Independent Adventurers
Though an Unchained Ranger might make a living as a hunter, a guide, or a tracker, an Unchained 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, Unchained Rangers gather in secretive orders or join forces with druidic circles. Many Unchained Rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, an Unchained Ranger might be the first—and possibly the last—line of defense.
This fierce independence makes Unchained 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, Unchained 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
Unchained 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 Unchained Rangers persist in their duties, never doubting that their work makes the world a safer place.
A relationship with civilization informs every Unchained Ranger's personality and history. Some Unchained 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.
View of the World
An Unchained Ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some Unchained 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 Unchained Ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why Unchained Rangers do what they do. That said, no two Unchained 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 Unchained 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 Unchained 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 Unchained 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 Unchained 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 Unchained Ranger
| Level | Proficiency Bonus | Features | Hunter's Mark Uses | Maneuvers Known | Superiority Dice | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Fighting Style, Martial Maneuvers, Spellcasting, Unchained Ranger Subclass, Weapon Mastery | - | 2 | 2 | 2 | 2 | - | - | - | - |
| 2nd | +2 | Hunter's Mark, Skilled Explorer, Traveled | 2 | 2 | 2 | 3 | 2 | - | - | - | - |
| 3rd | +2 | Unchained Ranger's Skill | 2 | 2 | 2 | 4 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 2 | 2 | 2 | 5 | 3 | - | - | - | - |
| 5th | +3 | Extra Attack, Power Attack, Subclass Feature | 3 | 4 | 4 | 6 | 4 | 2 | - | - | - |
| 6th | +3 | Roving | 3 | 4 | 4 | 7 | 4 | 2 | - | - | - |
| 7th | +3 | Tireless | 3 | 4 | 4 | 8 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 4 | 9 | 4 | 3 | - | - | - |
| 9th | +4 | Nature's Veil | 4 | 4 | 4 | 10 | 4 | 3 | 2 | - | - |
| 10th | +4 | Subclass Feature | 4 | 6 | 6 | 10 | 4 | 3 | 2 | - | - |
| 11th | +4 | Hunter's Prowess, Improved Extra Attack | 4 | 6 | 6 | 11 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 4 | 6 | 6 | 11 | 4 | 3 | 3 | - | - |
| 13th | +5 | Skilled Explorer Improvement, Traveled Improvement | 5 | 6 | 6 | 12 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Relentless Hunter | 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 | - | 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 Unchained Ranger, Prey 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
Weapons: martial weapons
Creating an Unchained Ranger
As you create your Unchained 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 Unchained 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 Unchained 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 an Unchained Ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some Unchained Rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.
Class Features
- Hit dice: 1d10 per Unchained Ranger level.
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Unchained Ranger level after 1st.
Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple Weapons, Martial Weapons
Tools: one of your choice.
Saving Throws: Dexterity, Wisdom
Skills: Any four 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.
Fighting Style
At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice from the 2024 Player's Handbook or the Unchained Rules document. Archery is recommended.
Whenever you gain an Unchained Unchained Ranger level, you can replace the feat you chose with a different Fighting Style feat.
Martial Maneuvers
At 1st level, your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Maneuver 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 Round, and cannot use a maneuver on the same Attack you would use a Weapon Mastery Property, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.
You learn two additional maneuvers of your choice when you reach levels 5, 10, and 15 in the Class you gained your Maneuvers from. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Maneuver Dice. You have two Maneuver Dice, which are d6s. A Maneuver Die is expended when you use it. You regain half of your expended Maneuver Dice (minimum 1) when you finish a Short Rest and all of your expended Maneuver Dice when you finish a Long Rest.
You gain two additional Maneuver Dice when you reach levels 5 (four dice total), 10 (six dice total) and 15 (eight dice total) in the class you gained your Maneuver Dice from.
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Maneuver Options
The Martial Maneuvers are presented here in Alphabetical order.
Ambush. When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Maneuver 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 Maneuver 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 Maneuver 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 Maneuver Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Maneuver 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 Maneuver Die and add that die to the roll.
Disarming Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to disarm the target. Add the Maneuver 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 Maneuver Die to distract the target. Add the Maneuver 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 Maneuver 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 Maneuver 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 Maneuver Die to the attack's damage roll.
Goading Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to goad the target into attacking you. Add the Maneuver 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 Maneuver 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 Maneuver Die to the attack's damage roll.
Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to maneuver one of your comrades into another position. Add the Maneuver 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 Maneuver Die to attempt to frighten the target. Add the Maneuver 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 Maneuver Die to reduce the damage by the number you roll on your Maneuver Die plus your Strength or Dexterity modifier (your choice).
Precision Attack. When you miss with an attack roll, you can expend one Maneuver 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 Maneuver Die to attempt to drive the target back. Add the Maneuver 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 Maneuver 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 Maneuver Die roll plus half your Unchained Ranger level (round down).
Riposte. When a creature misses you with a melee attack roll, you can take a Reaction and expend one Maneuver Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Maneuver 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 Maneuver 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 Maneuver 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 Maneuver 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 Maneuver 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.
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 Unchained Ranger spells, which appear on page [page] of this document.
Spell Slots. The Unchained 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 Unchained Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Unchained Ranger levels, as shown in the Prepared Spells column of the Unchained Ranger Features table. Whenever that number increases, choose additional Unchained Ranger spells until the number of spells on your list matches the number in the Unchained 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 Unchained Ranger, your list of prepared spells can include six Unchained Ranger spells of level 1 or 2 in any combination.
If another Unchained 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 Unchained Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Unchained Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Unchained Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Unchained Ranger spells.
Unchained Ranger Subclass
At 1st level, you gain an Unchained Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Ranger level or lower.
Weapon Mastery
At 1st level, your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
You gain the ability to use the mastery properties of more kinds of weapons at Unchained Ranger Levels 5 (three weapons) and 10 (four weapons).
Hunter's Mark
At 2nd level, you gain the ability magically mark a target. Once per Round, you can target a creature within 90 feet of you that you can see as a Bonus Action and expend a use of this feature. That creature is marked for up to 10 minutes, it is reduced to 0 Hit Points, you use this feature on a different creature, or until you choose to end this ability's effects on the creature (no actions required). If the effect would end by the target creature being reduced to 0 Hit Points before the spell would end due to 10 minutes passing, you can use a Reaction to transfer it to a new ccreature you can see within 90 feet of you without spending another use of this feature.
While marked, you have Advantage on Wisdom (Perception) and Constitution (Survival) Skill Checks made to find, track, or spot the creature. Additionally, if the creature gains the Invisible Condition, you can still see it normally and it takes an extra 1d6 Force Damage when you hit it with a Weapon Attack or Unarmed Strike.
You may use this feature a number of times equal to the amount listed on the Hunter's Mark column of the Unchained Ranger Features Table, and regain all expended uses when you finish a Long Rest.
Your Hunters Mark's Damage improves at certain Unchained Ranger levels, as shown on the table below. Additionally, if you have no remaining uses of your Hunter's Mark Feature, you may expend a Spell Slot of the level shown on the table below (no action required) to regain one use of your Hunter's Mark Feature.
| Unchained Ranger Level | Base Damage Dice | Spell Slot Level |
|---|---|---|
| 2 | 1d6 | 1 |
| 5 | 1d8 | 2 |
| 9 | 1d10 | 3 |
| 13 | 1d12 | 4 |
| 17 | 2d8 | 5 |
Skilled Explorer
At 2nd level, you have gained the knowledge of a skilled explorer. Choose two of the options below. You gain the benefits of those options.
You choose two more options at Unchained Ranger Level 13.
Aquatic. You specialize in aquatic areas, such as underwater. You can breathe in air or underwater, and your Ranged Weapon Attacks suffer none of the normal penalties for being made underwater.
Arctic. You specialize in cold terrain. You can withstand extremely cold environments without making a skill check, gain Resistance to Cold Damage, can make your Hunter's Mark Feature deal Cold Damage (you choose which damage type when you deal that feature's damage), and when you would deal damage to a creature with your Hunter's Mark, you can instead choose to inflict the Restrained Condition onto the creature until the start of your next turn.
Desert. You specialize in the heat of the desert. You can withstand extremely hot environments without making a skill check, gain Resistance to Fire Damage, can make your Hunter's Mark Feature deal Fire Damage (you choose which damage type when you deal that feature's damage), and you can replace an Attack you make with the Attack Action to expend a use of your Hunter's Mark feature to cast Burning Hands as a Level 1 Unchained Ranger Spell. You can cast Burning Hands in this way once, and regain the ability to do so when you finish a Long rest.
Forest. You specialize in the heat of the desert. You gain a bonus to Dexterity (Stealth) Skill Checks equal to your Wisdom Modifier (minimum +1) and ignore Difficult Terrain.
Grassland. You specialize in the open grasslands. You gain 10 feet of Speed and suffer no penalty to your Passive Perception Score while moving at a Fast pace.
Mountain. You specialize in the mountains. You gain a bonus to Strength (Athletics) Skill Checks equal to your Wisdom Modifier (minmum +1), and reduce any falling damage you take by 2 times your Unchained Ranger level.
Swamp. You specialize in swamplands. You have Advantage on saving throws made against the Poisoned Condition, gain Resistance to Poison Damage, and can make your Hunter's Mark Feature deal Poison Damage (you choose which damage type when you deal that feature's damage).
Underground. You specialize in underground regions. You gain 60 feet of Darkvision (if you already have Darkvision from another source, you instead increase that Darkvision by 30 feet), and have Advantage on Skill Checks made to forrage for food and water.
Traveled
At 2nd level, you have become well-traveled. You gain the following benefits.
Expertise. Choose one Skill you are Proficient in to gain Expertise in.
Language. Choose one Language. You gain fluency in that language.
You choose another Skill to gain Expertise in and gain fluency in another Language at Unchained Ranger Level 13.
Unchained Ranger's Skill
At 3rd level, you now add your Wisdom Modifier (minimum +1) to all Strength (Athletics), Dexterity (Stealth), and Charisma (Intimidation) Skill Checks you make.
Ability Score Improvement
When you reach Unchained Ranger Level 4, and again at Unchained Ranger Levels 6, 8, 12, 14, 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 deal damage with Weapon Attack or Unarmed Strike, you can choose to deal extra damage equal to your Proficiency Bonus. You can only use this Feature Once per Round, and you cannot use Power Attack on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, Martial Strike, an attack you would apply Unchained Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.
Roving
At 6th level, your Speed increases by 10 feet and you gain a Climb and Swim Speed equal to your Speed while you aren't wearing Heavy Armor.
Tireless
At 7th level, your Exhaustion level, if any, decreases by 1 when you finish a Short Rest.
Additionally, you now age one year for every five years that pass, and cannot be aged by magic.
Nature's Veil
At 9th level, you invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until you make an attack against a creature or force a creature to make a Saving Throw.
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.
Hunter's Prowesss
At 11th level, all Weapon Attacks and Unarmed Strikes you make deal an additional 1d6 Force Damage on a hit.
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. However, each Attack Roll you make beyond the first with the Attack Action suffers a -1 penalty that stacks with itself.
Relentless Hunter
At 14th level, your Hunter's Mark now only ends if the target dies, moves to another plane, you begin a Short or Long Rest, or you choose to end it.
Feral Senses
At 18th level, your connection to the forces of nature grants you Blindsight with a range of 30 feet. If you already have Blindsight, this 30 feet adds to the amount you already have.
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 Unchained Ranger
At 20th level, you become an elite Unchained Ranger. Your Strength or Dexterity (your choice) and Wisdom scores increase by 4, to a maximum of 26.
Prey Slayer
At 20th level, you score a Critical hit against any creature marked by your Hunter's Mark Feature on an 18-20.
Additionally, when you score a critcial hit against a creature marked by your Hunter's Mark Feature, you can choose to make your Hunter's Mark Damage Dice do maximum daamage instead of rolling additional dice for your Hunter's Mark Damage as part of the Critical Hit Damage. You can only deal maximum damage with this Feature once, and regain the ability to do so after you finish a Long Rest.
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 1st level, when you reach an Unchained Ranger level specified in the Beast Master Spells table, you thereafter always have the listed spells prepared.
| Unchained Ranger Level | Spell |
|---|---|
| 1st | Animal Friendship, Speak With Animals |
| 5th | Animal Messenger, Beast Sense |
| 9th | Conjure Animals, Speak with Plants |
| 13th | Conjure Woodland Beings, Dominate Beast |
| 17th | Awaken, Commune with Nature |
Unchained Ranger's Companion
At 1st level you magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block from the ones below: 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 5th 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 10th 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.
Beast of the Land
Medium Beast, Neutral
- Armor Class 13 plus Your Wisdom Modifier
- Hit Points 5 + 5 times your Unchained Ranger Level (the beast has a number of Hit Dice [d8s] equal to your Unchained Ranger Level)
- Speed 40 ft., climb 40 ft
- Proficiency Bonus Equal to your Proficiency Bonus
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 10 (+0)
- Senses Darkvision 60 ft., passive Perception 12
- Languages understands the languages you know
Amphibious. The beast can breathe air and water.
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the dragon makes.
Actions
Beast's Strike. Melee Attack Roll: Bonus equals your Spell Attack Modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast), and the target has the Grappled condition (escape DC equals your Spell Save DC).
Beast of the Sea
Medium Beast, Neutral
- Armor Class 13 plus Your Wisdom Modifier
- Hit Points 5 + 5 times your Unchained Ranger Level (the beast has a number of Hit Dice [d8s] equal to your Unchained Ranger Level)
- Speed 5 ft., swim 60 ft
- Proficiency Bonus Equal to your Proficiency Bonus
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 10 (+0)
- Senses Darkvision 90 ft., passive Perception 12
- Languages understands the languages you know
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the dragon makes.
Actions
Beast's Strike. Melee Attack Roll: Bonus equals your Spell Attack Modifier, reach 5 ft. Hit: 1d6 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast). If the beast moved at least 20 feet straight towards the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.
Beast of the Sky
Small Beast, Neutral
- Armor Class 13 plus Your Wisdom Modifier
- Hit Points 4 + 4 times your Unchained Ranger Level (the beast has a number of Hit Dice [d6s] equal to your Unchained Ranger Level)
- Speed 10 ft., fly 60 ft
- Proficiency Bonus Equal to your Proficiency Bonus
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 10 (+0)
- Senses Darkvision 60 ft., passive Perception 12
- Languages understands the languages you know
Flyby. The beast doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.
Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the dragon makes.
Actions
Beast's Strike. Melee Attack Roll: Bonus equals your Spell Attack Modifier, reach 5 ft. Hit: 1d4 + 3 plus your Wisdom modifier Piercing or Slashing damage (your choice when you summon the beast).
Drakewarden
Your connection to the natural world takes the form of a dragon hatchling. As your powers grow, your dragon grows as well, blossoming from a draconic companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.
Drakewarden Spells
At 1st level, when you reach an Unchained Ranger level specified in the Drakewarden Spells table, you thereafter always have the listed spells prepared.
| Unchained Ranger Level | Spell |
|---|---|
| 1st | Chromatic Orb |
| 5th | Dragon's Breath |
| 9th | Fear |
| 15th | Compulsion |
| 17th | Summon Dragon |
Draconic gift
At 1st level, The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You learn the Thaumaturgy cantrip, and it counts as an Unchained Ranger spell for you.
Additionally, you learn how to speak, read, and write Draconic or one other language of your choice if you already know how to speak, read, and write Draconic.
Dragon Companion
At 1st level, You are bonded with a dragon hatchling that serves as your dragon companion and uses the Dragon Companion stat block. The dragon is Friendly to you and your allies and obeys your commands.
The Dragon in Combat. In combat, the dragon 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. If you have the Incapacitated condition, the dragon acts on its own and isn't limited to the Dodge action.
Resurrecting the Dragon. If the dragon companion has died within the last hour, you can take a Magic action to touch the dragon and expend a Spell Slot of 1st-Level. The dragon returns to life after 1 minute with all its Hit Points restored.
Otherwise, you can perform a 1-hour ceremony to resurrect the dragon; this ceremony can be performed as part of a Short or Long Rest.
The Dragon's Color. Choose one option from the table below when you gain this feature. Your Dragon Companion becomes a dragon of that type, gains Resistance of the Damage Type associated with its color on the table, and its Breath Weapon Action deals damage of that type. You also learn an additional spell at Unchained Ranger Levels 1,5,9,15, and 17 depending on the color of your Dragon.
| Color | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Crystal | Radiant |
| Emerald | Psychic |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Sapphire | Thunder |
| Silver | Cold |
| Topaz | Necrotic |
| White | Cold |
Acid
| Unchained Ranger Level | Spells |
|---|---|
| 1st | Tasha's Caustic Brew (TCE) |
| 5th | Acidic Ray (MCoC) |
| 9th | Acid Sphere (MCoC) |
| 15th | Vitriolic Sphere |
| 17th | Cone of Acid (MCoC) |
Cold
| Unchained Ranger Level | Spells |
|---|---|
| 1st | Frost Fingers (MCoC) |
| 5th | Rime's Binding Ice (FTD) |
| 9th | Ice Ball (MCoC) |
| 15th | Fire Shield (Chill Only) |
| 17th | Cone of Cold |
Fire
| Unchained Ranger Level | Spells |
|---|---|
| 1st | Burning Hands |
| 5th | Aganazzar's Scorcher (XGE) |
| 9th | Fireball (MCoC) |
| 15th | Fire Shield (Warm Only) |
| 17th | Immolation (XGE) |
Lightning
| Unchained Ranger Level | Spells |
|---|---|
| 1st | Shower of Sparks (MCoC) |
| 5th | Witch Bolt |
| 9th | Lightning Bolt |
| 15th | Storm Shield (MCoC) |
| 17th | Cone of Sparks (MCoC) |
Necrotic
| Unchained Ranger Level | Spells |
|---|---|
| 1st | Darkness Wave (MCoC) |
| 5th | Shadowy Surge (SCoC) |
| 9th | Void Sphere (MCoC) |
| 15th | Blight |
| 17th | Enervation (XGE) |
Poison
| Unchained Ranger Level | Spells |
|---|---|
| 1st | Ray of Sickness |
| 5th | Toxic Ray (MCoC) |
| 9th | Toxic Sphere (MCoC) |
| 15th | Toxic Shield (MCoC) |
| 17th | Cloudkill |
Psychic
| Unchained Ranger Level | Spells |
|---|---|
| 1st | Psychic Wave (MCoC) |
| 5th | Telekinetic Surge (MCoC) |
| 9th | Antagonize (BMT) |
| 15th | Raulothim's Psychic Lance (XUA25PU) |
| 17th | Yolande's Regal Presence |
Radiant
| Unchained Ranger Level | Spells |
|---|---|
| 1st | Shining Wave (MCoC) |
| 5th | Moonbeam |
| 9th | Shining Explosion (MCoC) |
| 15th | Sickening Radiance |
| 17th | Dawn |
Thunder
| Unchained Ranger Level | Spells |
|---|---|
| 1st | Thunderwave |
| 5th | Shatter |
| 9th | Sonic Explosion (MCoC) |
| 15th | Sickening Radiance |
| 17th | Dawn |
Bond of Fang and Scale
At 5th level, the bond you share with your dragon intensifies, protecting you and stoking the dragon's fury. You and your dragon gain the following benefits.
Dragon Mount. The dragon grows to Large size. You can use the dragon as a mount if you are Medium or smaller, but while you're riding it, the dragon's Fly Speed is 15 feet. It takes you only 5 feet of movement to mount or dismount the dragon.
Improved Breath Weapon. The dragon's Breath Weapon becomes a 30-foot Cone, and can now be used 3 times a day. A creature affected by your Hunter's Mark Spell makes its save against the Breath Weapon with Disadvantage.
Shared Resistance. You gain Resistance to the Damage Type your Dragon Companion's Breath Weapon deals, and you are no longer a valid target for your Dragon Companion's Breath Weapon.
Dragon's Breath
At 10th level, you can replace one Attack you make with the Attack Action with a use of your Dragon Companion's Breath Weapon. When you use this feature, the cone emanates from you instead of your Dragon Companion, and it does not count against your Dragon Companion's uses of their Breath Weapon.
Once you use this feature, you can't do so again until you finish a short or long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Draconic Pinnacle
At 10th level, your dragon companion gains the following benefits.
Superior Mount. The dragon grows to Huge size, and both its Speed and its Fly Speed increase to 40 feet. Additionally, the dragon no longer reduces its Fly Speed while you're riding it.
Wings of Protection. The dragon gains a reaction that it can use to protect you from harm. When it takes this reaction, your Resistance to its damage type becomes Immunity until the start of your next turn. You must finish a Long Rest for the dragon to use this reaction again.
Draconic Perfection
At 15th level, your Dragon Companion gains the following benefits.
Perfected Mount. The dragon grows to Gargantuan size, and its Speed, its Fly Speed and its Swim Soeed increase to 50 feet.
Perfected Breath Weapon. The dragon's Breath Weapon becomes a 60-foot Cone, and can now be used 4 times a day. The breath weapon deals an additional 2d6 damage of its Damage Type against creatures affected by your Hunter's Mark Spell.
Perfected Bite. The dragon's Bite Attack now does 2d8 Damage of the dragon's damage type.
Dragon Companion
Medium Dragon, Neutral
- Armor Class 13 plus Your Wisdom Modifier
- Hit Points 5 + 5 times your Unchained Ranger Level (the dragon has a number of Hit Dice [d8s] equal to your Unchained Ranger Level)
- Speed 30 ft., fly 30 ft
- Proficiency Bonus Equal to your Proficiency Bonus
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 10 (+0)
- Resistances The Damage Type associated with the Dragon's color.
- Senses Darkvision 60 ft., passive Perception 11
- Languages can speak, read, and write the languages you know.
Stalwart Bond. Add your Proficiency Bonus to any ability check or saving throw the dragon makes.
Actions
Bite. Melee Attack Roll: Bonus equals your Strength or Dexterity modifier, reach 5 ft. Hit: 1d8 + 3 plus your Strength or Dexterity modifier (whichever was used for the Attack Roll) damage of the Dragon's damage type.
Breath Weapon (2/Long Rest). Dexterity Saving Throw: DC is the same as your Spell Save DC, each creature in a 15-foot Cone. Failure: The target takes a number of d6s damage of the Dragon's type equal to your current maximum uses of your Hunter's Mark Class Feature. Success: the damage taken is halved.
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 1st level, when you reach an Unchained Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.
| Unchained Ranger Level | Spell |
|---|---|
| 1st | Charm Person, Tasha's Hideous Laughter |
| 5th | Misty Step, Suggestion (SCoC) |
| 9th | Fear, Summon Fey |
| 13th | Charm Monster, Dimension Door |
| 17th | Mislead, Seeming |
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 1st level, You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. Once per Round, 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 Unchained Ranger level 10 and 1d10 when you reach Unchained Ranger level 15.
Otherworldly Glamour
At 1st 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 5th 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 10th 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 Unchained Rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Magic
At 1st level, when you reach an Unchained Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.
| Unchained Ranger Level | Spell |
|---|---|
| 1st | Disguise Self, Dissonant Whispers |
| 5th | Darkness, Invisibility |
| 9th | Antagonize (BMT), Enemies Abound (XUA25PU) |
| 13th | Blight, Greater Invisibility |
| 17th | Seeming, Synaptic Static |
Dread Ambusher
At 1st 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. Once per Round, when you attack a creature and hit it with a weapon, you can deal an extra 1d6 Necrotic damage.
Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.
Umbral Sight
At 1st level, you gain Darkvision with a range of 60 feet that can pierce both magical and nonmagical darkness. If you already have Darkvision when you gain this feature, its range increases by 30 feet and can now pierce magical and nonmagical darkness.
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 5th 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 10th level, the Necrotic damage of your Dreadful Strike becomes 1d8. In addition, you gain access to the following effects.
Sudden Strike. Once per Round, when you miss with a Weapon Attack or Unarmed Strike, you can immediately make another attack against the same target.
Mass Fear. Once per Round, when you deal damage to a creature, 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.
You may use this Feature a number of times equal to your Wisdom Modifier (minimum once) and regain all expended uses when you finish a Long Rest. If you have no uses remaining, you can also expend a Spell Slot of level 2+ to regain a use of this feature.
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 1st level, when you reach an Unchained Ranger level specified in the Hollow Warden Spells table, you thereafter always have the listed spells prepared.
| Unchained Ranger Level | Spell |
|---|---|
| 1st | Cause Fear (XGE), Wrathful Smite |
| 5th | Crown of Madness, Mind Spike |
| 9th | Blinding Smite, Fear |
| 15th | Phantasmal Killer, Raulothim's Psychic Lance (XUA25PU) |
| 17th | Awaken, Banishing Smite |
Wrath of the Wild
At 1st level, you draw on the strange and ancient horrors of the land for power. When you use your Hunter’s Mark Feature, 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 +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 Condition. At Level 15, they can only take an Action or Bonus Action during this turn, but not both, while under the Frightened Condition from this feature.
Hungering Might
At 5th 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 10th 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. Once per Round, 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 and no longer age at all.
Horizon Walker
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These Unchained Rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.
Horizon Walker Spells
At 1st level, when you reach an Unchained Ranger level specified in the Horizon Walker Spells table, you thereafter always have the listed spells prepared.
| Unchained Ranger Level | Spell |
|---|---|
| 1st | Detect Evil and Good, Protection from Evil and Good |
| 5th | Vortex Warp (SCC), Warp Sense (SatO) |
| 9th | Dispel Magic, Magic Circle |
| 15th | Banishment, Gate Seal (SatO) |
| 17th | Far Step (XGE), Hallow |
Planar Warrior
At 1st level, you learn to draw on the energy of the multiverse to augment your attacks.
Once per round, when you hit a creature with a weapon attack, the creature takes an extra 1d6 force damage from the attack. When you reach 10th level in this class, the extra damage increases to 1d8.
Ethereal Step
At 5th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Sense Portal
At 5th level, you can cast Warp Sense (SatO) without expending a Spell Slot.
Distant Strike
At 10th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage until the start of your next turn.
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 1st level, when you reach an Unchained Ranger level specified in the Hunter Spells table, you thereafter always have the listed spells prepared.
| Unchained Ranger Level | Spell |
|---|---|
| 1st | Detect Magic |
| 5th | See Invisibility |
| 9th | Conjure Barrage |
| 15th | Locate Creature |
| 17th | Conjure Volley |
Hunter's Prey
At 1st 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 1st 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 5th 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 10th level, Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that feature'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.
Primeval Guardian
Unchained Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These Unchained Rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.These Unchained Rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
Primeval Guardian Spells
At 1st level, when you reach an Unchained Ranger level specified in the Primeval Guardian Spells table, you thereafter always have the listed spells prepared.
| Unchained Ranger Level | Spell |
|---|---|
| 3rd | Ensnaring Strike, Entangle |
| 5th | Earthbind (XGE), Ray of Enfeeblement |
| 9th | Erupting Earth (XGE), Plant Growth |
| 15th | Dominate Beast, Polymorph |
| 17th | Legend Lore, Wrath of Nature (XGE) |
Guardian Soul
At 1st level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You can undergo this transformation a number of times equal to your Wisdom Modifier (minimum once) and regain all expended uses of this feature when you finish a Short or Long Rest. You undergo the following changes while in your guardian form.
- Your size becomes Large, unless you were larger.
- Any speed you have becomes 5 feet, unless the speed was lower.
- Your reach increases by 5 feet.
- You gain a number of temporary hit points at the start of each of your turns. The number equals half your Unchained Ranger level. When the form ends, you lose any temporary hit points you have from it.
Piercing Thorns
At 1st level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack. At 10th level, this damage increases to 1d8 and it ignores Resistance and Immunity.
Ancient Fortitude
At 5th level, you gain the endurance of ancient forests. You gain resistance to bludgeoning, piercing, and slashing damage while in your guardian form.
Rooted Defense.
At 10th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within a 30-foot emanation centered on you is difficult terrain for your enemies.
Guardian Aura
At 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to 2d10 + your Wisdom Modifier (minimum plus 0). This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
Swarmkeeper
Feeling a deep connection to the environment around them, some Unchained Rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the Unchained Ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
Swarmkeeper Spells
At 1st level, when you reach an Unchained Ranger level specified in the Swarmkeeper Spells table, you thereafter always have the listed spells prepared.
| Unchained Ranger Level | Spell |
|---|---|
| 3rd | Ray of Sickness, Toxic Surge (MCoC) |
| 5th | Spider Climb, Web |
| 9th | Gaseous Form, Stinking Cloud |
| 15th | Giant Insect, Sickening Radiance (XGE) |
| 17th | Contagion, Insect Plague |
Swarmkeeper's Grasp
At 1st level, 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.
You also learn the Infestation (XGE) Cantrip if you don't already know it.
Gathered Swarm
At 1st level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance.
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.
Writhing Tide
At 5th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a fly speed equal to your speed 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 Wisdom modifier (minimum once), and you regain all expended uses when you finish a long rest.
Mighty Swarm
Starting at 10th level, your Gathered Swarm grows mightier in the following ways:
- The damage of Gathered Swarm increases to 2d6.
- If a creature fails its saving throw against being moved by 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.
Swarming Dispersal
At 15th level, 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 Wisdom modifier (minimum once), and you regain all expended uses when you finish a long rest.
Winter Walker
Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. Rimed with ice, these ruthless Unchained Rangers hunt the monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves.
More so than any other Unchained 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 an Unchained Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.
| Unchained Ranger Level | Spell |
|---|---|
| 3rd | Armor of Agathys, Frost Fingers (MCoC) |
| 5th | Freezing Ray (MCoC), Rime's Binding Ice (FTD) |
| 9th | Ice Arrows (SCoC), Ice Ball (MCoC) |
| 15th | Fire Shield (Chill Only), Ice Storm |
| 17th | Cone of Cold, Hold Monster |
Frigid Explorer
At 1st level, You gain the following benefits.
Biting Cold. Any Cold Damage you deal ignores Resistance and Immunity to Cold Damage.
Frost Resistance. You have Resistance to Cold damage.
Polar Strikes. When you hit a creature with a weapon, you can deal an extra 1d6 Cold damage to the target. This Damage increases to 1d8 at Unchained Ranger Level 5, 1d10 at Unchained Ranger Level 10, and 1d12 at Unchained Ranger Level 15. A creature can only take this damage Once per Round.
Hunter's Rime
At 1st level, ice rimes you and your prey, protecting you and slowing them. When you use your Hunter's Mark, you gain Temporary Hit Points equal to 1d10 plus your Unchained Ranger level.
Additionally, while a creature is marked by your Hunter's Mark, it can't take the Disengage action.
Fortifying Soul
At 5th level, Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic Action, 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 Unchained 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 10th 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 Stunned (UCR) condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.
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.
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 2d6 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.
Appendix A: Unchained Ranger Spell List
Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.
Level 1 Unchained Ranger Spells
Absorb Elements (XGE)
Alarm
Animal Friendship
Armor of Agathys
Beast Bond (XGE)
Burning Hands
Cause Fear (XGE)
Chilling Rebuke (MCoC)
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Earth Tremor (XGE)
Ensnaring Strike
Entangle
Faerie Fire
Feather Fall
Fire Knife (MCoC)
Fog Cloud
Frost Fingers (MCoC)
Goodberry
Hellish Rebuke
Hail of Thorns
Ice Knife
Jump
Lightning Knife (MCoC)
Longstrider
Purify Food and Drink
Shocking Rebuke (MCoC)
Shower of Sparks (MCoC)
Silent Image
Snare (XGE)
Speak with Animals
Toxic Knife (MCoC)
Toxic Rebuke (MCoC)
Toxic Surge (MCoC)
Wardaway (FRHoF)
Zephyr Strike (XGE)
Level 2 Unchained Ranger Spells
Aganazzar's Scorcher (XGE)
Aid
Air Bubble (AAG)
Alter Self
Animal Messenger
Barkskin
Beast Sense
Borrowed Knowledge (SCC)
Cordon of Arrows
Darkness
Darkvision
Dust Devil (XGE)
Earthbind (XGE)
Enhance Ability
Find Traps
Flame Blade
Freezing Ray (MCoC)
Frozen Blade (MCoC)
Gust of Wind
Heat Metal
Invisibility
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Weapon
Maximilian's Earthen Grasp (XGE)
Nathair's Mischief (FTD)
Pass without Trace
Protection from Poison
Rime's Binding Ice (FTD)
Scorching Ray
See Invisibility
Silence
Skywrite (XGE)
Sparking Blade (MCoC)
Sparking Ray (MCoC)
Snilloc's Snowball Swarm (XGE)
Spider Climb
Spike Growth
Summon Beast
Toxic Blade (MCoC)
Toxic Ray (MCoC)
Web
Wither and Bloom (SCC)
Level 3 Unchained Ranger Spells
Ashardalon's Stride (FTD)
Conjure Animals
Conjure Barrage
Create Food and Water
Daylight
Dispel Magic
Elemental Weapon
Erupting Earth (XGE)
Fireball (MCoC)
Flame Arrows (XGE)
Freedom of the Waves (TDCSR)
Glyph of Warding (SCoC)
Ice Arrows (SCoC)
Ice Ball (MCoC)
Leomund's Tiny Hut
Lightning Arrow
Lightning Bolt
Lightning Sphere (MCoC)
Mass Healing Word
Meld into Stone
Nondetection
Plant Growth
Protection from Energy
Revivify
Syluné's Viper (FRHoF)
Sleet Storm
Speak with Plants
Sudden Chill (SCoC)
Summon Fey
Tidal Wave (XGE)
Tongues
Toxic Sphere (MCoC)
Wall of Water (XGE)
Water Breathing
Water Walk
Wind Wall
Level 4 Unchained Ranger Spells
Banishment
Conjure Woodland Beings
Control Water
Dominate Beast
Elemental Bane (XGE)
Fire Shield
Freedom of Movement
Giant Insect
Grasping Vine
Greater Invisibility
Guardian of Nature (XGE)
Ice Storm
Locate Creature
Mordenkainen's Faithful Hound
Polymorph
Stoneskin
Stone Shape
Storm Shield (MCoC)
Storm Sphere (XGE)
Summon Elemental
Toxic Shield (MCoC)
Venomous Stinger (SCoC)
Wall of Fire
Watery Sphere (XGE)
Level 5 Unchained Ranger Spells
Alustriel's Mooncloak (FRHoF)
Awaken
Commune with Nature
Cone of Flames (MCoC)
Cone of Sparks (MCoC)
Cone of Toxins (MCoC)
Conjure Elemental
Conjure Volley
Control Winds (XGE)
Dawn (XGE)
Dispel Evil and Good
Electrocution (SCoC)
Freedom of the Winds (TDCSR)
Greater Restoration
Hallow
Immolation
Insect Plague
Maelstrom (XGE)
Mass Cure Wounds
Mislead
Modify memory
Reincarnate (MCoC)
Scrying
Seeming
Steel Wind Strike
Swift Quiver (MCoC)
Transmute Rock (XGE)
Tree Stride
Wall of Stone
Wrath of Nature (XGE)
Credits
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Changes: Me, SmugCoffeeMan
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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Changelog
1.0
- Created the document.
1.1
- Updated Source list
- Updated the sources for any XUA25P Spells to XUA25PU.
1.2
- Updated Winter Walker to better reflect the final version printed in FRHoF.
- Added some spells from FRHoF.
1.3
- Hunter's Mark now works on Unarmed Strikes. This was always RAI, but now it's RAW.