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your spellcasting ability for it.

You can use it a


Ranger certain number of times without expending a
A ranger has access to the following features. spell slot and without requiring concentration—
a number of times equal to your Wisdom
Deft Explorer modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
1st-level ranger feature (replaces Natural When you gain the Spellcasting feature at 2nd
Explorer) level, hunter’s mark doesn’t count against the
You are an unsurpassed explorer and survivor. number of ranger spells you know.
Choose one of the following benefits, and then
choose another one at 6th and 10th level. Fighting Style Options
2nd-level ranger feature (enhances Fighting Style)
Canny
Choose one skill: Animal Handling, Athletics, When you gain the Fighting Style feature, you get
History, Insight, Investigation, Medicine, Nature, access to the variants in the “Fighting Styles”
Perception, Stealth, or Survival. You gain section (see page 12).
proficiency in the chosen skill if you don’t The Druidic Warrior style is also added to the
already have it, and you can add double your list of style options available to you.
proficiency bonus to ability checks using that
skill. Druidic Warrior
In addition, thanks to your extensive You learn two cantrips of your choice from the
wandering, you are able to speak, read, and druid spell list. They count as druid spells for
write two languages of your choice. you, and Wisdom is your spellcasting ability for
them. Whenever you gain a level in this class,
Roving you can replace one of these cantrips with
Your walking speed increases by 5, and you gain another cantrip from the druid spell list.
a climbing speed and a swimming speed equal to
your walking speed. Ranger Spells
Tireless 2nd-level ranger feature (enhances Spellcasting)
As an action, you can give yourself a number of The following spells expand the ranger spell list.
temporary hit points equal to 1d10 + your
Wisdom modifier. You can use this special action 1st Level
a number of times equal to your Wisdom Aid
modifier (a minimum of once), and you regain all Entangle
expended uses when you finish a long rest. Searing smite
In addition, whenever you finish a short rest,
your exhaustion level, if any, is decreased by 1. 2nd Level
Gust of wind
Magic weapon
Rule Tip: Temporary Hit Points Don’t Enhance ability
Stack Warding bond
If you have temporary hit points and receive more of
them, you don’t add them together, unless a rule says 3rd Level
you can. Instead, you decide which temporary hit points Blinding smite
to keep. See chapter 9 of the Player’s Handbook for Meld into stone
more information on temporary hit points. Revivify
Tongues
Favored Foe
1st-level ranger feature (replaces Favored Enemy) 4th Level
Death ward
You can call on your bond with nature to mark a Dominate beast
creature as your favored enemy for a time: you
know the hunter’s mark spell, and Wisdom is

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5th Level wearing or carrying, until the start of your next
Awaken turn.
Greater restoration Once you use this feature, you can’t use it again
until you finish a short or long rest.
Spell Versatility
2nd-level ranger feature (enhances Spellcasting)
Ranger Companion Options
3rd-level Beast Master feature (enhances Ranger’s
Whenever you finish a long rest, you can replace Companion)
one spell you learned from this Spellcasting
feature with another spell from the ranger spell While wandering the wilds, a ranger encounters
list. The new spell must be the same level as the many sorts of animals, some of which the ranger
spell you replace. might befriend. This friendship can arise from
successful use of the Animal Handling skill or the
animal friendship spell. If the resulting bond is
Spellcasting Focus strong enough, the animal might join the ranger
2nd-level ranger feature (enhances Spellcasting) on adventures.
A ranger who has the Beast Master archetype
You can use a druidic focus as a spellcasting
can form an even stronger bond, feeling almost
focus for your ranger spells. See chapter 5,
like a sibling to an animal. A special type of beast
“Equipment,” of the Player’s Handbook for a list
awaits a Beast Master in the wilds, a creature
of things that count as druidic focuses.
whose lineage stretches back to the beginnings
of the world: a primal beast known as a Beast of
Primal Awareness the Air or a Beast of the Earth. Such a creature
3rd-level ranger feature (replaces Primeval seeks out the type of companionship that a Beast
Awareness) Master offers, ready for the two of them to battle
the imbalances in the natural world.
You can focus your awareness through the The primal beast is a special creature that a
interconnections of nature: you learn additional Beast Master can choose for the Ranger’s
spells when you reach certain levels in this class Companion feature. When choosing such a
if you don’t already know them, as shown in the creature, you decide whether it is a Beast of the
Primal Awareness Spells table. These spells don’t Air or the Earth, and you determine its
count against the number of ranger spells you appearance. Stories describe primal beasts that
know. mystically change form to align with the spirit of
their companion.
Primal Awareness Spells When a primal beast is met apart from a Beast
Ranger
Master, the creature takes the form a regular
Level Spell
beast of challenge rating 1/4 or lower, as
3rd detect magic, speak with animals
5th beast sense, locate animals or plants
determined by the DM.
9th speak with plants
13th locate creature Beast of the Air
17th commune with nature Small beast, neutral

You can cast each of these spells once without Armor Class 13
expending a spell slot. Once you cast a spell in Hit Points equal the beast’s Constitution modifier + your
Wisdom modifier + five times your ranger level (the
this way, you can’t do so again until you finish a
beast has a number of Hit Dice [d6s] equal to your
long rest.
ranger level)
Speed 10 ft., fly 60 ft.
Fade Away
STR DEX CON INT WIS CHA
10th-level ranger feature (replaces Hide in Plain
6 (−2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0)
Sight)
You can use a bonus action to magically become Saving Throws Dex +5, Con +3, Wis +4
invisible, along with any equipment you are Skills Perception +4, Stealth +5

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Senses darkvision 60 ft., passive Perception 14
Languages understands the languages you speak Rogue
A rogue has access to the following feature.
Flyby. The beast doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach. Cunning Action: Aim
Primal Rebirth. If the beast has died within the last 2nd-level rogue feature (enhances Cunning
hour, you can use your action to touch it and expend a Action)
spell slot of 1st level or higher. The beast returns to life
after 1 minute with all its hit points restored. You gain an additional way to use your Cunning
Action: carefully aiming your next attack. As a
Ready Companion. As a bonus action, you can
bonus action, you give yourself advantage on
command the beast to make its shred attack or to Hide.
your next attack roll on the current turn. You can
Actions use this bonus action only if you haven’t moved
during this turn, and after you use the bonus
Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one action, your speed is 0 until the end of the
target. Hit: 1d6 + 3 slashing damage.
current turn.
Beast of the Earth
Medium beast, neutral Sorcerer
A sorcerer has access to the following features.
Armor Class 12
Hit Points equal the beast’s Constitution modifier + your
Wisdom modifier + five times your ranger level (the Sorcerer Spells
beast has a number of Hit Dice [d8s] equal to your
ranger level)
1st-level sorcerer feature (enhances Spellcasting)
Speed 40 ft., climb or swim 40 ft. (your choice when you The following spells expand the sorcerer spell
bond with the beast) list.

STR DEX CON INT WIS CHA Cantrips (0 Level)


14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0) Primal savagery (Xanathar’s Guide)

Saving Throws Dex +4, Con +4, Wis +4 1st Level


Skills Perception +4, Stealth +4 Grease
Senses darkvision 60 ft., passive Perception 14 Protection from evil and good
Languages understands the languages you speak
2nd Level
Flame blade
Charge. If the beast moves at least 20 feet straight
Flaming sphere
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 3rd Level
is a creature, it must succeed on a Strength saving throw Vampiric touch
against your spell save DC or be knocked prone.
4th Level
Primal Rebirth. If the beast has died within the last
Fire shield
hour, you can use your action to touch it and expend a
spell slot of 1st level or higher. The beast returns to life
after 1 minute with all its hit points restored.
6th Level
Flesh to stone
Ready Companion. As a bonus action, you can
command the beast to make its maul attack or to Hide. 8th Level
Demiplane
Actions
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one 9th Level
target. Hit: 1d6 + 2 slashing damage. Foresight

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