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Ranger

R
ough and wild looking, a human stalks alone
through the shadows of trees, hunting the orcs Class Features
he knows are planning a raid on a nearby farm, As a ranger, you gain the following class features.
Clutching a shortsword in each hand, he
becomes a whirlwind of steel, cutting down Hit Points
one enemy after another. After tumbling away Hit Dice: 1d10 per ranger level
from a cone of freezing air, an elf finds her feet Hit Points at 1st Level: 10 + your Constitution modifier
and draws back her bow to loose an arrow at the white Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
dragon. Shrugging off the wave of fear that emanates from modifier per ranger level after 1st
the dragon like the cold of its breath, she sends one arrow
after another to find the gaps between the dragon's thick Proficiencies
scales. Holding his hand high, a half-elf whistles to the hawk Armor: light armor, medium armor, shields
that circles high above him, calling the bird back to his side. Weapons: simple weapons, martial weapons
Whispering instructions in Elvish, he points to the owlbear Tools: none
he's been tracking and sends the hawk to distract the Saving Throws: Strength, Dexterity
creature while he readies his bow. Skills: Choose three from Animal Handling, Athletics,
Far from the bustle of cities and towns, past the hedges Insight, Investigation, Nature, Perception, Stealth, and
lhat shelter the most distant farms fram the terrors of the Survival
wild, amid lhe dense-packed trees of trackJess forests and
across wide and empty plains, rangers keep their unending Equipment
watch. You start with the following equipment, in addition to the
equipment granted by your background:
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
(a) scale mail or (b) leather armor
A longbow and a quiver of 20 arrows
RANGER
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Ranger
Level Proficiency Bonus Features Hunter's Mark 1st 2nd 3rd 4th 5th
1st +2 Hunter's Mark, Natural Explorer 1d4 — — — — —
2nd +2 Fighting Style, Spellcasting 1d4 2 — — — —
3rd +2 Ranger Conclave, Wilderness Guide 1d4 3 — — — —
4th +2 Ability Score Improvement 1d4 3 — — — —
5th +3 Extra Attack 1d6 4 2 — — —
6th +3 Natural Explorer improvement, Vanish 1d6 4 2 — — —
7th +3 Ranger Conclave feature 1d6 4 3 — — —
8th +3 Ability Score Improvement, Land's Stride 1d6 4 3 — — —
9th +4 — 1d8 4 3 2 — —
10th +4 Hide in Plain Sight, Natural Explorer improvement 1d8 4 3 2 — —
11th +4 Ranger Conclave feature 1d8 4 3 3 — —
12th +4 Ability Score Improvement 1d8 4 3 3 — —
13th +5 — 1d10 4 3 3 1 —
14th +5 Natural Explorer improvement 1d10 4 3 3 1 —
15th +5 Ranger Conclave feature 1d10 4 3 3 2 —
16th +5 Ability Score Improvement 1d10 4 3 3 2 —
17th +6 — 1d12 4 3 3 3 1
18th +6 Feral Senses 1d12 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 4 3 3 3 2
20th +6 Foe Slayer 1d12 4 3 3 3 2

Hunter's Mark Natural Explorer


Beginning at 1st level, you can focus your senses onto a You have a natural talent to roam the world. You gain
creature, mystically marking it as your quarry. As a bonus proficiency in the Nature or Survival skill. If you are already
action, you can mark one creature you can see within 90 feet proficient in Nature or Survival, your proficiency bonus is
of you. Alternatively, you can mark a creature by studying its doubled for any ability check you make that uses it. When you
tracks for at least 1 minute. The target is marked as long as forage and succeed on the Wisdom (Survival) check, you find
it's on the same plane of existence as you and isn't protected twice as much food and water as you normally would. If you
from divination magic. The mark also vanishes if you finish a fail, you still find half as much food and water as you normally
short or long rest, are rendered unconscious, or use this would. While tracking other creatures, you also learn their
feature again to target another creature. While a creature is exact number, their sizes, and how long ago they passed
marked, you gain the following benefits: through the area.
You have advantage on any Wisdom (Perception) or Additionally, you are particularly familiar with one type of
Wisdom (Survival) check to find the target. environment and are adept at the skills unique to the region.
Once per turn when you hit the target with a weapon Choose one type of favored terrain listed below:
attack, you deal additional damage as shown in the Coast. Swimming no longer costs you extra movement.
Hunter's Mark column of the Ranger table. You can also hold your breath twice as long as you normally
can.
You can use this feature a number of times equal to your Desert. You are naturally adapted to hot climates as
Wisdom modifier (a minimum of once), and you regain all described in chapter 5 of the Dungeon Master's Guide. You
expended uses when you finish a short or long rest. also gain resistance against fire damage.
Forest. You gain proficiency in Perception and your
proficiency bonus is doubled for any ability check you make
that uses it.
Grassland. Your speed increases by 10 feet.

RANGER
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Mountain. Climbing no longer costs you extra movement. You prepare the list of ranger spells that are available for
Also, you are naturally adapted to high altitude as described you to cast, choosing from the ranger spell list. When you do
in chapter 5 of the Dungeon Master's Guide. so, choose a number of ranger spells equal to your Wisdom
Swamp. You gain resistance to poison damage and have modifier + half your ranger level, rounded down (minimum of
advantage on saving throws against disease. one spell). The spells must be of a level for which you have
Tundra. You are naturally adapted to cold climates as spell slots.
described in chapter 5 of the Dungeon Master's Guide. You For example, if you are a 5th-level ranger, you have four 1st-
also gain resistance against cold damage. level and two 2nd-level spell slots. With a Wisdom of 14, your
Underdark. You learn Undercommon. If you do not have list of prepared spells can include three spells of 1st or 2nd
darkvision, you gain it with a range of 30 feet. If you have level, in any combination. If you prepare the 1st-level spell
darkvision, you instead gain blindsight with a range of 5 feet. animal friendship, you can cast it using a 1st-level or a 2nd
Urban. You gain proficiency in Investigation and your level slot. Casting the spell doesn’t remove it from your list of
proficiency bonus is doubled for any ability check you make prepared spells.
that uses it. You also learn to speak, read, and write one You can change your list of prepared spells when you finish
humanoid language of your choice. a long rest. Preparing a new list of ranger spells requires
You choose an additional favored terrain type at 6th level, at time spent in prayer and meditation: at least 1 minute per
10th level and at 14th level. spell level for each spell on your list.
Spellcasting Ability
Fighting Style Wisdom is your spellcasting ability for your ranger spells,
At 2nd level, you adopt a particular style of fighting as your since your magic draws on your attunement to nature. You
specialty. Choose a fighting style from the list of optional use your Wisdom whenever a spell refers to your spellcasting
features. You can't take the same Fighting Style option more ability. In addition, you use your Wisdom modifier when
than once, even if you get to choose again. setting the saving throw DC for a ranger spell you cast and
when making an attack roll with one.
Archery Spell save DC = 8 + your proficiency bonus +
You gain a +2 bonus to attack rolls you make with ranged your Wisdom modifier
weapons.
Spell attack modifier = your proficiency bonus +
Defense your Wisdom modifier
While you are wearing armor, you gain a +1 bonus to AC.
Dueling Ritual Casting
When you are wielding a melee weapon in one hand and no You can cast a ranger spell as a ritual if that spell has the
other weapons, you gain a +2 bonus to damage rolls with that ritual tag and you have the spell prepared.
weapon.
Guerrilla
As long as you are not wearing heavy armor, your speed
increases by 10 feet. If you move at least 10 feet in your turn,
you gain +1 on damage rolls until the start of your next turn.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the secondary attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the
magical essence of nature to cast spells, much as a druid
does.
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to
cast your ranger spells. To cast one of your ranger spells of
1st level or higher, you must expend a slot of the spell’s level
or higher. You regain all expended spell slots when you finish
a long rest.

RANGER
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Wilderness Guide Ability Score Improvement
At 3rd level, your adeptness at traveling and surviving in the When you reach 4th level, and again at 8th,12th, 16th, and
rough and untamed regions of the world allows you to lead 19th level, you can increase one ability score of your choice
others more easily through any environment. While traveling by 2, or you can increase two ability scores of your choice by
for an hour or more in the wilderness, you gain the following 1. As normal, you can't increase an ability score above 20
benefits: using this feature. If your DM allows the use of feats, you may
Difficult terrain doesn’t slow your group’s travel. instead take a feat.
Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking), you Extra Attack
remain alert to danger. Beginning at 5th level, you can attack twice, instead of once,
You do not suffer the penalty to passive Wisdom whenever you take the Attack action on your turn.
(Perception) checks imposed by moving at a fast pace.
Your group can move stealthily at a normal pace. Vanish
Ranger Conclave Beginning at 6th level, your speed and stealth in combat
At 3rd level, you choose to emulate the ideals and training of make you hard to pin down. You can take the Hide action as a
a ranger conclave. Your choice grants you features at 3rd bonus action and you can’t be tracked by nonmagical means,
level and again at 5th, 7th, and 15th level. unless you choose to leave a trail.
Additionally, if you are hidden when you roll initiative,
Beast Master making an attack during the first round of combat does not
reveal your location if you otherwise fulfill the conditions
Fey Wanderer needed to hide.
Gloom Stalker
Horizon Walker Land's Stride
Hunter Starting at 8th level, moving through nonmagical difficult
terrain costs you no extra movement. You can also pass
Monster Slayer through nonmagical plants without being slowed by them
Primeval Guardian and without taking damage from them if they have thorns,
Vigilante spines, or a similar hazard.
In addition, you have advantage on saving throws against
Wind Runner plants that are magically created or manipulated to impede
movement, such those created by the entangle spell.

RANGER
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Hide in Plain Sight Foe Slayer
Starting at 10th level, you can use a bonus action to magically At 20th level, you become an unparalleled hunter of your
become invisible, along with any equipment you are wearing enemies. You can add your Wisdom modifier (minimum of
or carrying, until the start of your next turn. You can use an one) to the attack roll or the damage roll of an attack you
action on your turn to prolong the duration for another round, make against a creature. You can choose to use this feature
up to a maximum of 1 minute. before or after the roll, but before any effects of the roll are
Once you use this feature, you can’t use it again until you applied.
finish a short or long rest.
Feral Senses
At 18th level, you gain preternatural senses that help you fight
creatures you can’t see. When you attack a creature you can’t
see, your inability to see it doesn’t impose disadvantage on
your attack rolls against it.
You are also aware of the location of any invisible creature
within 30 feet of you, provided that the creature isn’t hidden
from you and you aren’t blinded or deafened.

RANGER
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Beast Master
The Beast Master archetype embodies a friendship between Ranger's Companion
the civilized races and the beasts of the world. United in Also at 3rd level, you gain a beast companion that
focus, beast and ranger work as one to fight the monstrous accompanies you on your adventures and is trained to fight
foes that threaten civilization and the wilderness alike. alongside you. A special type of beast awaits a Beast Master
Emulating the Beast Master archetype means committing in the wilds, a creature whose lineage stretches back to the
yourself to this ideal, working in partnership with an animal beginnings of the world: a primal beast known as a Beast of
as its companion and friend. the Air or a Beast of the Earth. Such a creature seeks out the
type of companionship that a Beast Master offers, ready for
Beast Master Features the two of them to battle the imbalances in the natural world.
Ranger Level Features The primal beast is a special creature that a Beast Master
can choose for the Ranger’s Companion feature. When
3rd Beast Magic, Ranger's Companion choosing such a creature, you decide whether it is a Beast of
7th Exceptional Training the Air or the Earth, and you determine its appearance.
11th Storm of Claw and Fangs
In combat, the beast companion shares your initiative
count, but it takes its turn immediately after yours. It can
15th Defensive Coordination move and use its reaction on its own, but the only action it
takes on its turn is the Dodge action, unless you take a bonus
Beast Magic action on your turn to command it to take one of the actions
Starting at 3rd level, you learn an additional spell when you in its stat block or the Hide, or Search action.
reach certain levels in this class, as shown in the Beast Magic If it has died within the last hour, you can use touch the
Spells table. The spell counts as a ranger spell for you, but it body as an action to revive it, provided you are within 5 feet of
doesn't count against the number of ranger spells you it and you expend a spell slot of 1st level or higher. The beast
prepare. companion returns to life after 1 minute with all its hit points
restored.
Beast Master Spells Your companion shares your alignment, and has a
Ranger Level Spells personality trait and a flaw that you can roll for or select from
3rd beast bond the tables below. Your companion shares your ideal, and its
bond is always, “The ranger who travels with me is a beloved
5th warding bond companion for whom I would gladly give my life.”
9th conjure animals
13th dominate beast
17th awaken

RANGER
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d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
Beast of the Air
Small beast, neutral
3 I stay on alert so others can rest.
Armor Class 12
4 People see an animal and underestimate me. I use that Hit Points equal the beast’s Constitution modifier +
to my advantage. your Wisdom modifier + five times your ranger
5 I have a knack for showing up in the nick of time. level (the beast has a number of Hit Dice [d6s]
equal to your ranger level)
6 I put my friends’ needs before my own in all things. Speed 10 ft., fly 60 ft.
d6 Flaw
STR DEX CON INT WIS CHA
1 If there’s food left unattended, I’ll eat it.
6 (-2) 15 (+2) 12 (+1) 4 (-3) 15 (+2) 11 (+0)
2 I growl at strangers, and all people except my ranger
are strangers to me.
Saving Throws Dex +4, Con +3, Wis +4
3 Anytime is a good time for a belly rub. Skills Perception +4, Stealth +4
4 I’m deathly afraid of water. Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love Flyby. The beast doesn’t provoke opportunity
them. attacks when it flies out of an enemy’s reach.
Animal Companion. The following numbers increase
Exceptional Training by 1 when your proficiency bonus increases by 1:
Beginning at 7th level, you can use a bonus action to the beast companion's skill and saving throw
command the beast to take the Dash, Disengage, or Help bonuses (above) and the bonuses the bonuses to
action on its turn. In addition, the beast's attacks now count hit and damage of its shred attack.
as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage. Actions
Shred. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Storm of Claw and Fangs one target. Hit: 1d4 + 2 slashing damage.
Starting at 11th level, you can use your bonus action to
command your beast companion to make a melee attack
against each creature of your choice within 5 feet of it, with a
separate attack roll for each target.
Defensive Coordination
Starting at 15th level, when an attacker that you can see hits
your beast companion with an attack, you can call out a
warning. If your beast companion can hear you, it can use its
reaction to halve the attack’s damage against it.

RANGER
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Beast of the Earth
Medium beast, neutral

Armor Class 13 (natural armor)


Hit Points equal the beast’s Constitution modifier +
your Wisdom modifier + five times your ranger
level (the beast has a number of Hit Dice [d8s]
equal to your ranger level)
Speed 40 ft., climb or swim 40 ft. (your choice
when you bond with the beast)

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 15 (+2) 4 (-3) 15 (+2) 11 (+0)

Saving Throws Dex +4, Con +4, Wis +4


Skills Perception +4, Stealth +4
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak

Aspect of the Wild. Choose one of the options


below for your beast companion:
Beast of Burden. The beast is considered to be
Large for the purposes of determining its
carrying capacity.
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 1d6 slashing damage. The DC equals your
spell save DC. If the target is a creature, it must
succeed on a Strength saving throw against your
spell save DC or be knocked prone.
Constrict. If the beast hit with a maul attack, the
target is grappled (escape equal to your spell
save DC).
Pack Tactics. The beast has advantage on an
attack roll against a creature if at least one of the
beast's allies is within 5 feet of the creature and
the ally isn't incapacitated.
Spider Climb. The beast can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
Animal Companion. The following numbers
increase by 1 when your proficiency bonus
increases by 1: the beast companion's skill and
saving throw bonuses (above) and the bonuses to
hit and damage of its maul attack

Actions
Maul. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 1d6 + 2 slashing or bludgeoning
damage (your choice when you bond with the
beast).

RANGER
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Fey Wanderer
As a Fey Wanderer, you guard the border between the Beguiling Twist
Feywild and the Material Plane, guiding the lost out of the Beginning at 11th level, you learn how to manipulate mind-
Feywild and preventing dangerous fey from damaging the altering magic, channeling it from your allies toward others.
Material Plane. Your experience with both domains makes Whenever a creature you can see within 120 feet of you
you an exceptional negotiator between inhabitants of these succeeds on a saving throw against being charmed or
worlds, as you understand both humanoid mindsets and the frightened, you can use your reaction to force a different
wiles of the fey courts. creature you can see within 120 feet of you to succeed on a
Wisdom saving throw against your spell save DC or suffer
Fey Wanderer Features your choice of one of the following effects:
Ranger The creature is charmed or frightened by you (your
Level Features choice) for 1 minute. The creature can repeat the saving
3rd Fey Wanderer Magic, Cunning Will, Dreadful throw at the end of each of its turns, ending the effect on
Strikes itself on a successful save.
7th Blessing of the Courts The creature takes 3d10 psychic damage.
11th Beguiling Twist Misty Presence
15th Misty Presence At 15th level, you can magically remove yourself from one
creature's perception: you gain a bonus action that you can
Fey Wanderer Magic use to force a creature you can see within 30 feet of you to
Staring at 3rd level, you learn an additional spell when you make a Wisdom saving throw against your spell save DC. On
reach certain levels in this class, as shown in the Fey a failed save, the target can't see or hear you for 24 hours.
Wanderer Spells table. The spell counts as a ranger spell for The target can repeat the saving throw at the end of any turn
you, but it doesn't count against the number of ranger spells during which you hit it with an attack roll, forced it to make a
you know. saving throw, or dealt damage to it. The effect ends early if
you use this bonus action again. On a successful save, the
Fey Wanderer Spells target is immune to this feature for 7 days.
Ranger Level Spells Once you've used this bonus action, you can't use it again
until you finish a long rest or until you expend a spell slot of
3rd charm person 4th level or higher to use it again.
5th phantasmal force
9th dispel magic
13th charm monster
17th mislead

Cunning Will
Also at 3rd level, your experience with the fey has guarded
your mind and sharpened your tongue. You have advantage
on saving throws against being charmed or frightened.
In addition, you gain proficiency in one of the following
skills of your choice: Deception, Performance, or Persuasion.
Dreadful Strikes
At 3rd level, you have learned eerie techniques from both the
Gloaming Court and the Summer Court of the Feywild. Once
during each of your turns, when you hit a creature with a
weapon attack, you can expend a spell slot to deal extra
psychic damage. The extra damage is 3d6 psychic damage
and the creature must succeed on a Wisdom saving throw
against your spell save DC or be charmed or frightened of
you (your choice) until the end of your next turn.
Blessings of the Courts
Starting at 7th level, you obtained the blessings of the
Feywilds, making your magic elusive and unpredictable.
Whenever you cast a ranger spell of 1st level or higher, you
can choose to teleport yourself in an unoccupated space
within 10 feet of you immediately after or before casting the
spell. In addition, whenever you make a Charisma check, you
gain a bonus to the check equal to your Wisdom modifier.
RANGER
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Gloom Stalker
Gloom Stalkers are at borne in the darkest places: deep Umbral Sight
under the earth, in gloomy alleyways, in primeval forests, and At 3rd level, you gain darkvision out to a range of 60 feet. If
wherever else the light dims. Most folk enter such places with you already have dark vision from your race, its range
trepidation, but a Gloom Stalker ventures boldly into the increases by 30 feet.
darkness, seeking to ambush threats before they can reach You are also adept at evading creatures that rely on
the broader world. Such rangers are often found in the darkvision. While in darkness, you are invisible to any
Underdark, but they will go any place where evil lurks in the creature that relies on darkvision to see you in that darkness.
shadows.
Iron Mind
Gloom Stalker Features By 7th level, you have honed your ability to resist the mind-
Ranger altering powers of your prey. You gain proficiency in Wisdom
Level Features saving throws. If you already have this proficiency, you
3rd Gloom Stalker Magic, Dread Ambusher, instead gain proficiency in Intelligence or Charisma saving
Umbral Sight throws (your choice).
7th Iron Mind
Stalker's Flurry
11th Stalker's Flurry At 11th level, you learn to attack with such unexpected speed
15th Stalker's Dodge that you can turn a miss into another strike.
Once on each of your turns when you miss with a weapon
Gloom Stalker Magic
attack, you can make another weapon attack as part of the
Starting at 3rd level, you learn an additional spell when you same action.
reach certain levels in this class, as shown in the Gloom Stalker’s Dodge
Stalker Spells table. The spell counts as a ranger spell for At 15th level, whenever a creature attacks you and does not
you, but it doesn't count against the number of ranger spells have advantage, you can use your reaction to impose
you prepare. disadvantage on the creature’s attack roll against you.
Gloom Stalker Spells You can use this feature before or after the attack roll is
Ranger Level Spells made, but it must be used before the outcome of the roll is
determined.
3rd disguise self
5th rope trick
9th fear
13th greater invisibility
17th seeming

Dread Ambusher
At 3rd level, you master the art of the ambush. You can give
yourself a bonus to your initiative rolls equal to your Wisdom
modifier. If you take the Attack action on that turn, you can
make one additional weapon attack as part of that action. If
that attack hits, the target takes an extra 1d8 damage of the
weapon's damage type.

RANGER
10
Horizon Walker
Horizon Walker Spells
Rangers of the Horizon Conclave guard the world against
threats that originate from other planes. They seek out planar Ranger Level Spells
portals and keep watch over them, venturing to the outer and 3rd protection from good and evil
inner planes as needed to defeat threats. 5th misty step
Horizon Walker Features 9th haste
Ranger 13th banishment
Level Features
17th teleportation circle
3rd Horizon Walker Magic, Detect Portal, Planar
Warrior
7th Ethereal Step
Detect Portal
At 3rd level, you gain the ability to magically sense the
11th Distant Strike presence of a planar portal. As an action, you detect the
15th Spectral Defense distance and direction to the closest planar portal within 1
mile of you.
Horizon Walker Magic
Once you use this feature, you can't use it again until you
Starting at 3rd level, you learn an additional spell when you finish a short or long rest.
reach certain levels in this class, as shown in the Horizon Planar Warrior
Walker Spells table. The spell counts as a ranger spell for At 3rd level, you learn to draw on the energy of the multiverse
you, but it doesn't count against the number of ranger spells to augment your attacks.
you prepare. As a bonus action, choose one creature you can see within
30 feet of you. The next time you hit that creature on this turn
with a weapon attack, all damage dealt by the attack becomes
force damage, and the creature takes an extra 1d8 force
damage from the attack. When you reach 11th level in this
class, the extra damage increases to 2d8.
Ethereal Step
At 7th 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.
Distant Strike
At 11th 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 on this turn.

RANGER
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Hunter
Some rangers seek to master weapons to better protect Defensive Tactics
civilization from the terrors of the wilderness. Members of At 7th level, you gain one of the following features of your
the Hunter Conclave learn specialized fighting techniques for choice: Escape the Horde, Multiattack Defense, or Steel Will.
use against the most dire threats, from rampaging ogres and Escape the Horde. Your movement does not provoke
hordes of orcs to towering giants and terrifying dragons. attacks of opportunity.
Multiattack Defense. Whether the attack hits or misses,
Hunter Features you gain a +4 bonus to AC against all subsequent attacks
Ranger Level Features made by that creature for the rest of the turn.
Steel Will: You are immune to being frightened.
3rd Hunter Magic, Hunter's Prey
7th Defensive Tactics Multiattack
11th Multiattack
At 11th level, you gain one of the following features of your
choice: Volley or Whirlwind Attack.
15th Superior Hunter's Defense Volley. You can use your action to make a ranged attack
against any number of creatures within 10 feet of a point you
Hunter Magic can see within your weapon's range. You must have
Starting at 3rd level, you learn an additional spell when you ammunition for each target, as normal, and you make a
reach certain levels in this class, as shown in the Hunter separate attack roll for each target.
Magic Spells table. The spell counts as a ranger spell for you, Whirlwind Attack. When attacking with a melee weapon,
but it doesn't count against the number of ranger spells you you may make an additional weapon attack when you use the
prepare. Attack action as long as each attack is against a different
target.
Hunter Spells
Ranger Level Spells Superior Hunter’s Defense
3rd snare At 15th level, you gain one of the following features of your
choice: Evasion, Stand Against the Tide, or Uncanny Dodge.
5th pass without trace Evasion. When you are subjected to an effect, such as a
9th nondetection red dragon’s fiery breath or a lightning bolt spell, that allows
13th locate creature
you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on a
17th scrying saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses
Hunter's Prey you with a melee attack, you can use your reaction to force
At 3rd level, you gain one of the following features of your that creature to repeat the same attack against another
choice: Colossus Slayer, Giant Killer, or Horde Breaker. creature (other than itself) of your choice.
Colossus Slayer. Your tenacity can wear down the most Uncanny Dodge. When an attacker that you can see hits
potent foes. When you hit a creature with a weapon attack, you with an attack, you can use your reaction to halve the
the creature takes an extra 1d8 damage if it's below its hit attack’s damage against you.
point maximum. You can deal this extra damage only once
per turn.
Giant Killer. When a Large or larger creature within 5 feet
of you hits or misses you with an attack, you deal an
additional 1d8 damage with weapon attacks against that
creature on your next 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.

RANGER
12
Monster Slayer
Rangers of the Slayer Conclave seek out vampires, dragons, Hunter's Sense
evil fey, fiends, and other powerful magical threats. Trained in At 3rd level, you gain the ability to peer at a creature and
a variety of arcane and divine techniques to overcome such magically discern how best to hurt it. As an action, choose
monsters, slayers are experts at unearthing and defeating one creature you can see within 60 feet of you. You
mighty foes. immediately learn whether the creature has any damage
immunities, resistances, or vulnerabilities and what they are.
Monster Slayer Features If the creature is hidden from divination magic, you sense
Ranger that it has no damage immunities, resistances, or
Level Features vulnerabilities.
You can use this feature a number of times equal to your
3rd Monster Slayer Magic, Hunter's Sense, Slayer's
Prey
Wisdom modifier (minimum of once). You regain all
expended uses of it when you finish a long rest.
7th Supernatural Defense
11th Magic-User's Nemesis Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe,
15th Slayer's Counter increasing the harm you inflict on it. As a bonus action, you
designate one creature you can see within 60 feet of you as
Monster Slayer Magic the target of this feature. Alternatively, when you attack a
Starting at 3rd level, you learn an additional spell when you creature, you can choose the target of the attack as
reach certain levels in this class, as shown in the Monster designated creature. The first time each turn that you hit that
Slayer Spells table. The spell counts as a ranger spell for you, target with a weapon attack, it takes an extra 1d6 damage
but it doesn't count against the number of ranger spells you from the weapon.
prepare. This benefit lasts until you finish a short or long rest. It
Monster Slayer Spells
ends early if you designate a different creature.
Ranger Level Spells Supernatural Defense
3rd protection from evil and good At 7th level, you gain extra resilience against your prey's
5th zone of truth
assaults on your mind and body. Whenever the target of your
Slayer's Prey forces you to make a saving throw and
9th magic circle whenever you make an ability check to escape that target's
13th banishment grapple, add 1d6 to your roll.
17th hold monster Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's
magic. When you see a creature casting a spell or teleporting
within 60 feet of you, you can use your reaction to try to
magically foil it. The creature must succeed on a Wisdom
saving throw against your spell save DC, or its spell or
teleport fails and is wasted.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Slayer’s Counter
At 15th level, you gain the ability to counterattack when your
prey tries to sabotage you. If the target of your Slayer's Prey
forces you to make a saving throw, you can use your reaction
to make one weapon attack against the quarry. You make this
attack immediately before making the saving throw. If your
attack hits, your save automatically succeeds, in addition to
the attack's normal effects.

RANGER
13
Primeval Guardian
Rangers of the Primeval Guardian Conclave follow an Ancient Fortitude
ancient tradition rooted in powerful druidic magic. These At 7th level, you gain the endurance of the ancient forests.
rangers learn to become one with nature, allowing them to While in guardian form, you have advantage on Constitution
channel the aspects of the ancient trees in order to overcome saving throws. In addition, you add your Constitution
their foes. These rangers dwell in the elder forests of the modifier to the number of temporary hit points you gain at
world, venturing out only rarely, as they consider it their the start of your turn while in guardian form.
sacred duty to protect the druidic groves and ancient forests
that saw the earliest days of the world. Rooted Defense
At 11th level, you gain the ability to twist and turn the ground
Primeval Guardian Features beneath you. While you are in your guardian form, the ground
Ranger Level Features within 30 feet of you is difficult terrain for your enemies.
3rd Primeval Guardian Magic, Guardian Soul
Guardian Aura
7th Ancient Fortitude Starting at 15th level, your guardian form emanates a
11th Rooted Defense magical aura that fortifies your injured allies. When any ally
starts their turn within 30 feet of your guardian form, that ally
15th Guardian Aura regains a number of hit points equal to half your ranger level
(rounded up). This aura has no effect on a creature that has
Primeval Guardian Magic half or more of its hit points, and it has no effect on undead
Starting at 3rd level, you learn an additional spell when you and constructs.
reach certain levels in this class, as shown in the Primeval
Guardian Spells table. The spell counts as a ranger spell for
you, and it doesn’t count against the number of ranger spells
you prepare.
Primeval Guardian Spells
Ranger Level Spells
3rd entangle
5th enhance ability
9th speaks with plants
13th guardian of nature
17th tree stride

Guardian Soul
Starting at 3rd level, you gain the ability to temporarily take
on the appearance of a treelike person, covered with leaves,
thorns and bark. As a bonus action, you assume this guardian
form, which lasts until you end it on your turn, you dismiss it
(no action required) or until you are incapacitated. You
undergo the following changes while in your guardian form:
You halve your base moviment speed (minimum of 5 feet).
Your reach increases by 5 feet, unless your reach was
already increased in another way.
You gain a number of temporary hit points at the start of
each of your turns. The number equals half your ranger
level (rounded up). If a creature hits you with a melee
attack while you have these hit points, the creature takes
1d6 piercing damage. When the form ends, you lose any
temporary hit points you have from it.
Once you have used this feature, you must finish a short or
long rest before you can use it again.

RANGER
14
Vigilante
Vigilantes are at home in tight places, making their living as City Dweller
urban bounty hunters or guiding magical search crews Starting at 3rd level, you are quick to adapt to any city you
through dangerous ruins. Dark slums and ruined cities, currently find yourself in, while all cultures are different,
choked with thirsty weeds and decorated with crumbling most streets do breath in a similar fashion. The price for any
remnants of once-thriving communities, become gathering meal and accommodations you negotiate is halved.
points for desperate innocents—and for sneak-thieves and Furthermore, you gain proficiency in one game set of your
bandits who prey on the helpless. choice. Your proficiency bonus is doubled for any checks you
Vigilantes toe the line between the natural forest and make using this game set.
cityscapes, fending off unnatural horrors that reach Back Alley Fighting
covetously toward the darkest, deepest, plots of land. Also at 3rd level, when you hit a creature with a weapon
Vigilante Features attack, the creature takes an extra 2d4 damage if the target is
Ranger adjacent to at least one creature, excluding yourself. You can
Level Features deal this extra damage only once per turn.
Additionally, whenever you are attacking a creature that is
3rd Vigilante Magic, City Dweller, Back Alley
Fighting
adjacent to at least two solid structures or objects such as
walls, trees or similar, you have advantage on the attack roll.
7th Watchful Eyes
11th Streetwise Watchful Eyes
Starting at 7th level, you know better than to mistake
15th Close Quarters civilization as a guarantee for safety, maintaining a watchful
presence and analyzing every situation you currently find
Vigilante Magic yourself in. You can give yourself a bonus to your initiative
Starting at 3rd level, you learn an additional spell with you rolls equal to your Wisdom modifier.
reach certain levels in this class, as shown in the Vigilante
Spells table. The spell counts as a ranger spell for you, but it Streetwise
doesn’t count against the number of ranger spells you At 11th level, you have grown adept at weaving through
prepare. crowds and quickly dodging around people. Spaces occupied
Vigilante Spells
by nonhostile creatures are not difficult terrain to you, and
you can move through spaces occupied by hostile creatures,
Ranger Level Spells treating such spaces as difficult terrain.
3rd disguise self Additionally, you have advantage on ability checks related
5th blur
to chases and you ignore half cover when you make an attack
against another creature.
9th tongues
13th freedom of movement Close Quarters
At 15th level, you gain the benefits of half cover whenever one
17th passwall or more creatures are within 5 feet of you. As a bonus action,
you can grant half cover to adjacent creatures of your choice
within 5 feet of you until the start of your next turn.

RANGER
15
Hurricane Shout. You take a deep breath, preparing to
Wind Runner unleash the tempest. When a creature takes damage from an
The sky calls to the earth below, beckoning to the land. The attack during your turn, you can use your reaction to let loose
wind whispers, screaming in the highest peaks and a buffeting yell. One creature of your choosing within 30 feet
whispering in the quiet valleys below. You hear the voice of you must make a Strength saving throw against your
hidden within the breeze, and it has become your constant ranger spell save DC. If it fails, it takes 1d6 force damage and
companion. The soft caress of the air can be pleasant, but the is pushed back 10 feet or knocked prone (creature’s choice).
furious tempest also carries the maddening sounds of the Sky Dance. You enter a defensive stance, exhaling to call
darkest places and the cries of the nightmares that dwell the wind to your back. When a creature misses you with an
within. Rangers who follow your path reject the cruel grasp of attack roll, as a reaction you can move up to 10 feet without
the world beneath them, fighting against the wicked beasts provoking opportunity attacks.
and hellish things that lurk below. Your voice carries like the Eye of the Tempest
shout of a hurricane and your blades and arrows hiss as they At 7th level, you can control the air around you, making easier
cut the sky itself. You’ve chosen to embrace the breeze, to repel missile and arrows. As a bonus action, the attack
calling upon it in your quest to venture beyond the earth. rolls of ranged weapon attacks againts you have disadvantage
You’ve chosen to ascend, triumphant, to the sky. until the start of your next turn.
Wind Runner Features
Ranger Voice of the Whirlwind
Level Features Starting at 11th level, you speak plainly with the wind itself,
and it answers in earnest. The options granted to you by your
3rd Wind Runner Magic, Feather Grace, Whisper of
the Breeze
Whisper of the Breeze feature improve in the following ways.
Arcing Gust. The ranged attack against the new target has
7th Eye of the Tempest advantage.
11th Voice of the Whilrwind Hurricane Shout. If the creature fails the saving throw, it
is pushed back 20 feet or are knocked prone (creature’s
15th Skyward Ascension choice). If the creature is knocked prone or impacts a surface
due to this movement, it takes an additional 2d6 force
Wind Runner Magic damage.
Starting at 3rd level, you learn an additional spell with you Sky Dance. When you move due to this stance, your spirit
reach certain levels in this class, as shown in the Wind charges with power, causing your next attack to deal an extra
Runner Spells table. The spell counts as a ranger spell for 2d8 lightning damage.
you, but it doesn’t count against the number of ranger spells
you prepare. Skyward Ascension
Wind Runner Spells
Beginning at 15th level, you are no longer bound to the earth
that once hindered you. You can take the Dash action as a
Ranger Level Spells bonus action. When you take the Dash action, you gain a
3rd fog cloud flying speed equal to your walking speed until the start of
5th gust of wind
your next turn. You must end your movement on a solid
object or the ground. If you do not, you fall but you take no
9th wind wall falling damage and can land on your feet.
13th storm sphere
17th control winds

Feather Grace
Also at 3rd level, your dedication to this path has make you
light as a feather. Falling damage you take is reduced by an
amount equal to five times your ranger level, to a minimum of
0.
Whisper of the Breeze
At 3rd level, your affinity to the primal element of air allows
you to speak to the wind, calling it to serve your purpose. You
can choose to guide the wind in different ways.
Arcing Gust. When a ranged attack misses you, you can
use your reaction to whistle, guiding the projectile towards a
new target. Reroll the attack roll against a different target
within 30 feet of the original target.

RANGER
16
Changelog from RAW Artworks Credits
Core Class: Added the Guerrila Fighting Style at 2nd level, Hasty Stroke by Lius Lasahido
Replaced the Favored Enemy with Hunter's Mark and
Primeval Awareness with Wilderness Guide class feature. The last arrow by Surimy
Changed Natural Explorer, Vanish (now at 6th level and Grisly Salvage by Dave Kendall
buffed), Hide in Plain Sight and Foe Slayer class features.
Forest of liars by Sylvain Sarrailh
Beast Master: Guess what? Pretty much everything! (But
heavily ispired by UA Class Variant). Panther Rider by Jee-Hyung Lee

Added Fey Wanderer subclass. Modified the UA original Sunset on the wood bridge by Sylvain Sarrailh
version. Changed and Swapped the Dreadful Strikes and
Blessings of the Courts class features.
Drow ranger in the snow by Nat Vitchayed
Untitled by Thomas Stoop
Hunter: Added the Hunter Magic class feature. Changed
the "Giant Killer" in the Hunter's Prey, “Steel Will”, "Escape Archer by DSL
the Horde" and "Multiattack Defense" in the Defensive
Tactics and the “Whirlwind Attack” in the Multiattack class Demon Hunter by Raph Lomotan (Raph04art)
features.
Slyvari by Thefirstcolor
Added Primeval Guardian subclass. Modified the UA original
Dark Alley by Nele-Diel
version. Changed the Guardian Magic, Ancient Fortitude
and Guardian Soul and Guardian Aura class features.

Added Vigilante subclass. Fusion between Mike Mearls


Happy Hour's Vigilante and Urban Ranger from Xanathar's
Lost Notes, also modified.

Added Wind Runner subclass. Modified the Compendium


of Forgotten Secrets: Awakening original version. Changed
the Wind Running Magic, Whisper of the Breeze and Voice
of the Wirlwind class features.

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