You are on page 1of 41

Ranger Remastered

By Wanderers

1
Table of Contents
Ranger .......................................................................................... 3 Primal Mystic ..................................................................................31
Ravager ............................................................................................ 33
Non-Spellcasting .........................................................................33
Ranger Non-Spellcasting Features ............... 7 Spellcasting ................................................................................. 33
Seafarer ........................................................................................... 34
Non-Spellcasting .........................................................................34
Ranger Spellcasting Features ..............................8 Spellcasting ................................................................................. 34
Slayer ................................................................................................35
Non-Spellcasting .........................................................................35
Conclaves ...............................................................................10 Spellcasting ................................................................................. 35
Beast Master ...................................................................................10 Wayfinder .........................................................................................36
Non-Spellcasting ........................................................................ 10 Non-Spellcasting .........................................................................36
Spellcasting ................................................................................. 11 Spellcasting ................................................................................. 36
Blood Rite ........................................................................................14
Non-Spellcasting ........................................................................ 14
Bounty Hunter ................................................................................16
Non-Spellcasting ........................................................................ 16
Spellcasting ................................................................................. 16 Spells Added to Ranger Spell List ................. 37
Dark Moon .......................................................................................17
Non-Spellcasting ........................................................................ 17
Deep Stalker ................................................................................... 19 New Spells ...............................................................................37
Non-Spellcasting ........................................................................ 19
Spellcasting ................................................................................. 20
Dragon Blood ..................................................................................21 Tools ........................................................................................... 39
Non-Spellcasting ........................................................................ 21 Herbalism Kit ..................................................................................39
Spellcasting ................................................................................. 22 Trapper's kit .....................................................................................40
Ghost ................................................................................................ 23
Non-Spellcasting ........................................................................ 23
Spellcasting ................................................................................. 23 Multiclassing Proficiencies ................................40
Gloom Stalker ................................................................................ 24
Non-Spellcasting ........................................................................ 24
Spellcasting ................................................................................. 24 Adventuring .........................................................................40
Hell's Fire ........................................................................................ 25 Camouflage ..................................................................................... 40
Non-Spellcasting ........................................................................ 25
Spellcasting ................................................................................. 25
Horizon Walker .............................................................................. 26 Two Weapon Fighting Change .......................... 40
Non-Spellcasting ........................................................................ 26
Spellcasting ................................................................................. 26
Hunter .............................................................................................. 27 Alternate features ........................................................41
Non-Spellcasting ........................................................................ 27
Spellcasting ................................................................................. 27
Monster Slayer ............................................................................... 28
Non-Spellcasting ........................................................................ 28
Spellcasting ................................................................................. 28
Mystic Hunter ....................................................................................2
Non-Spellcasting ........................................................................ 29
Spellcasting ................................................................................. 29
Planes Walker .................................................................................30
Non-Spellcasting ........................................................................ 30
Spellcasting ................................................................................. 30

2
Ranger

R
ough and wild looking, a human stalks alone But they quickly learn that other adventurers who can carry
through the shadows of
trees, hunting the ores their own weight in a fight against civilization’s foes are worth
he knows are planning a raid on a nearby farm. any extra burden. Coddled city folk might not know how to
Clutching shortsword in each hand, he feed themselves or find fresh water in the wild, but they make
becomes a whirlwind of steel, cutting down up for it in other ways.
one enemy after another.
After tumbling away from a cone of freezing
air, an elf finds her feet and draws back her b ow to loose an Creating a Ranger
arrow at the white dragon. Shrugging off the wave of fear that As you create your ranger character, consider the nature of
emanates from the dragon like the cold of its breath, she the training that gave you your particular capabilities. Did you
sends one arrow after another to find the gaps between the train with a single mentor, wandering the wilds together until
dragon’s thick scales. you mastered the ranger’s ways? Did you leave your
Holding his hand high, a half-elf whistles to the hawk that apprenticeship, or was your mentor slain? Or perhaps you
circles high above him, calling the bird back to his side. learned your skills as part of a band of rangers affiliated with
Whispering instructions in Elvish, he points to the owlbear a druidic circle, trained in mystic paths as well as wilderness
he’s been tracking and sends the hawk to distract the lore. You might be self-taught, a recluse who learned combat
creature while he readies his bow. Far from the bustle of skills, tracking, and even a magical connection to nature
cities and towns, past the hedges that shelter the most distant through the necessity of surviving in the wilds.
farms from the terrors of the wild, amid the dense-packed Is your adventuring career a continuation of your work in
trees of trackless forests and across wide and empty plains, protecting the borderlands, or a significant change? What
rangers keep their unending watch. 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
Deadly Hunters welcome the relief from solitude that they offer?
Warriors of the wilderness, rangers specialize in hunting the
monsters that threaten the edges of civilization—humanoid Quick Build
raiders, rampaging beasts and monstrosities, terrible giants, You can make a ranger quickly by following these
and deadly dragons. They
learn to track their quarry as a suggestions. First, make Dexterity your highest ability score,
predator does, moving stealthily through the wilds and hiding followed by Wisdom. (Some rangers who focus on two-
themselves in brush and rubble. Rangers focus their combat weapon fighting make Strength higher than
Dexterity.)
training on techniques that are particularly useful against Second, choose the outlander background.
their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire
the ability to cast spells that harness nature’s power, much as
a druid does. Their spells, like their combat abilities,
emphasize speed, stealth, and the hunt. A ranger’s talents and
abilities are honed with deadly focus on the grim task of
protecting the borderlands.

Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or
a tracker, a ranger’s true calling is to defend the outskirts of
civilization from the ravages of monsters and humanoid
hordes that press in from the wild. In some places, rangers
gather in secretive orders or join forces with druidic circles.
Many rangers, though, are independent almost to a fault,
knowing that, when a dragon or a band of orcs attacks, a
ranger might be the first and possibly the last—line of
defense.
This fierce independence makes rangers well suited to
adventuring, since they are accustomed to life far from the
comforts of a dry bed and a hot bath. Faced with city-bred
adventurers who grouse and whine about
the hardships of
the wild, rangers respond with some mixture of amusement,
frustration, and compassion.

3
Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Natural Explorer, Scout — — — — —
2nd +2 Fighting Style, Hunter's Eye, Nature's Blessing 2 — — — —
3rd +2 Perceptive Eye, Ranger Conclave feature 3 ─ ─ — —
4th +2 Ability Score Improvement 3 ─ ─ — —
5th +3 Ranger Conclave feature 4 2 ─ — —
6th +3 Alacrity 4 2 ─ — —
7th +3 Ranger Conclave feature 4 3 ─ — —
8th +3 Ability Score Improvement, Land's Stride 4 3 ─ — —
9th +4 4 3 2 — —
10th +4 Hide in Plain Sight, Natural Explorer Improvement 4 3 2 — —
11th +4 Ranger Conclave feature 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 4 3 3 1 —
14th +5 Cover of Darkness 4 3 3 1 —
15th +5 Ranger Conclave feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 4 3 3 3 1
18th +6 Feral Senses 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Master Hunter 4 3 3 3 2

Class Features
As a Ranger, you gain the following class features
Hit Points Equipment
Hit Dice: 1d10 per ranger level You start with the following equipment, in addition to the
Hit Points at 1st Level: 10 + your Constitution modifier equipment granted by your background:
Hit Points at Higher Levels: 1d10 ( 6 ) + your Constitution (a) scale mail or (b) leather armor
modifier per ranger level after 1st (a) two short swords or (b) a long sword and a short sword
(a) a dungeoneer's pack or (b) an explorer's pack
Proficiencies A longbow and a quiver of 20 arrows
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose one from Artisan tool, Herbalism kit,
Navigator's tool, Trapper's kit, or Vehicles
Saving Throws: Dexterity, Strength
Skills: Choose three from Acrobatics, Animal Handling,
Athletics, Insight, Investigation, Nature, Perception,
Stealth, and Survival

4
Natural Explorer
Starting at 1st level, you are a master of navigating and Great Weapon Fighting
surviving in the natural environment. While traveling for an When you roll a 1 or a 2 on a damage die for an attack you
hour or more, you gain the following benefits: make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even
Difficult terrain does not slow your group’s travel. if the new roll is a 1 or a 2. The weapon must have the two-
If you are traveling alone, you can move stealthily at a handed or versatile property for you to gain this benefit.
normal pace.
Even when you are engaged in another activity while Thrown Weapon Fighting
traveling (such as foraging, navigating, or tracking), you You can draw a weapon that has the thrown property as part
remain alert to danger. of the attack you make with the weapon.
In addition, when
In addition, you learn to read, write, and speak two you hit with a ranged attack using a thrown weapon, you gain
languages of your choice. a +2 bonus to the
damage roll.
Two-Weapon Fighting
Scout When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Starting at 1st level, if you are proficient in the Survival skill, While you are not wearing heavy armor, your additional
your proficiency bonus is doubled for any ability check you attack does not cost you your bonus action.
make that uses the Survival skill.
In addition, you can choose a tool or one skill from the
following that you are already proficient in: Animal Handling,
Investigation, Nature, or Perception. Your proficiency bonus Two-Weapon Fighting Style
is doubled for any ability check you make that uses the This change is applicable to any class that has this
selected tool or skill. fighting style.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can’t take Unarmed Fighting
a Fighting Style option more than once, even if you later get Your unarmed strikes can deal bludgeoning damage equal to
to choose again. ld6 + your Strength modifier on a hit. If you aren't wielding
Whenever you reach a level in this class that grants the any weapons or a shield when you make the attack roll, the
Ability Score Improvement feature, you can replace a fighting d6 becomes a d8.
style you know with another fighting style available to At the start of each of your turns, you can deal ld4
rangers. This replacement represents a shift of focus in your bludgeoning damage to one creature grappled by you.
martial practice.
Archery
You gain a +2 bonus to attack rolls you make with ranged Nature's Blessing
weapons. At 2nd level, you can choose to either retain the Spellcasting
feature or forgo spells and choose the Non-spellcasting
Blind Fighting feature which includes compensatory abilities. Each feature
You have blind sight with a range of 10 feet. Within that is detailed on ppgs 7 through 9.
range, you can effectively see anything that isn't
behind total
cover, even if you're blinded or in darkness. Moreover, you can
see an invisible creature
within that range, unless the Hunter's Eye
creature successfully hides from you. At 2nd level, your vision has sharpened from traveling in
Druidic Warrior variable amounts of light. You gain one of the following
You learn two cantrips of your choice from the druid spell list. features of your choice:
They count as ranger spells for you, and
Wisdom is your You gain darkvision up to 60 feet. If you already have
spellcasting ability for them. Whenever you gain a level in this darkvision, the distance increases by 30 feet.
class, you can replace
one of these cantrips with another You don't suffer penalties from Sunlight Sensitivity.
cantrip from the druid spell list.
Dueling Perceptive Eye
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that At 3rd level, your keen eyes allow you to ignore effects that
weapon. compromise vision. You don't suffer penalties on your
Wisdom (Perception) checks when you are moving at a fast
pace. Additionally, you can track creatures while traveling at a
fast pace.
5
Ranger Conclave Cover of Darkness
At 3rd level, you choose between the conclaves detailed at the Beginning at 14th level, you have learned how to evade your
end of the class description. Your choice grants you features pursuers. You can use the Hide action as a bonus action on
at 3rd level and again at 5th, 7th, 11th, and 15th level. your turn and you cannot be tracked by nonmagical means,
unless you choose to leave a trail.
In addition, your movement speed increases 10 feet. The
Ability Score Improvement increase also applies to your climbing and swimming speed.
When you reach 4th, 8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can Feral Senses
increase two ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this feature. 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
Alacrity your attack rolls against it.
Starting at 6th level, you possess innate instincts that enable Also, if you are able to hear or see, you are also aware of
you to react with swift and decisive action. You add your the location of any invisible or hidden creatures within 30
proficiency bonus to your Initiative checks. feet of you.
In addition, you have advantage on attack rolls against
creatures that have not yet acted. Master Hunter
At 20th level, rangers strike first and strike hard. When you
Land's Stride roll initiative, you gain a special turn that takes place before
Starting at 8th level, moving through nonmagical difficult other creatures can act. On this turn, you can use your action
terrain costs you no extra movement. You can also pass to take either the Attack, Dash, or Hide action. If more than
through nonmagical plants without being slowed by them one creature in an encounter has this feature, they all act first
and without taking damage from them if they have thorns, in order of initiative, then the regular initiative order begins.
spines, or a similar hazard. If you would normally be surprised at the start of an
In addition, you have advantage on saving throws against encounter, you are not surprised but you do not gain this
plants that are magically created or manipulated to impede extra turn.
movement, such as those created by the Entangle spell. In addition, you have become an unparalleled hunter. Once
on each of your turns you can add your Wisdom modifier
(minimum 1) to the attack roll or the damage roll. You can
Hide in Plain Sight choose to use this feature before or after the roll, but before
any effects of the roll are applied.
Starting at 10th level, using your Wisdom (Survival) skill to
hide, you can spend 1 minute using mud, dirt, plants, soot,
animal excrement, and other naturally occurring materials to
camouflage yourself.
Once you are camouflaged this way, you can try to hide
yourself by pressing against a solid surface. You gain a + 10
bonus to your Wisdom (Survival) checks to avoid being
detected as long as you remain there without moving or
taking actions. Once you move or take an action or a reaction,
you must camouflage yourself again to gain this benefit.

Natural Explorer Improvement


At 10th level, you are adept in moving through various types
of terrains and using them to your advantage. You can use the
Dash action as a bonus action on your turn.
In addition, your climbing and swimming speed are equal
to your walking speed.

6
Ranger Non-Spellcasting
Features
Animal Empathy
At 2nd level, using your action, you make a successful
Wisdom (Animal Handling) check to communicate with
The Ranger animals and convince them that your intentions are harmless.
Proficiency
You learn its emotional state, whether it is affected by magic
Level Bonus Features of any sort, its short term needs (such as food or safety), and
actions you can take (if any) to persuade it to not attack.
1st +2 Natural Explorer, Scout The beast must be within 30 feet of you and within line of
Animal Empathy, Hunter's Eye, sight. If the beast's Intelligence is 4 or greater, you are
2nd +2
Fighting Style ignored. You have advantage on your check when attempting
to communicate with domesticated beasts. You can affect a
3rd +2
Perceptive Eye, Ranger Conclave group of similar beasts. The number of beasts influenced is
feature equal to half of your ranger level, rounded down.
4th +2 Ability Score Improvement You cannot use this ability against a creature that you have
5th +3 Ranger Conclave feature
attacked within the past 10 minutes. The effect lasts for 24
hours or ends earlier if you or your allies attempt to cause it
6th +3 Alacrity any harm.
7th +3 Ranger Conclave feature

8th +3
Ability Score Improvement, Land's Evasion
Stride
Beginning at 9th level, you can nimbly dodge out of the way of
9th +4 Evasion certain area effects, such as a red dragon’s fiery breath or a
Hide in Plain Sight, Natural Explorer lightning bolt spell. When you are subjected to an effect that
10th +4
Improvement allows you to make Dexterity saving throw for only half
damage, you instead take no damage if you succeed on the
11th +4 Ranger Conclave feature saving throw. You take only half damage if you fail.
12th +4 Ability Score Improvement
13th +5 Nature's Stamina Nature's Stamina
14th +5 Cover of Darkness Your encounters with aberrations, beasts, celestials, dragons,
15th +5 Ranger Conclave feature elementals, fey, fiends, giants, monstrosities, oozes, plants,
16th +5 Ability Score Improvement
and undead have strengthened your physical and mental
fortitude. At 13th level, you gain proficiency in either
17th +6 Ambush Master Constitution or Wisdom saving throws, your choice.
18th +6 Feral Senses
19th +6 Ability Score Improvement Ambush Master
20th +6 Master Hunter Starting at 17th level, you excel at leading ambushes. You can
use a bonus action on your turn in the first round of the
combat to grant each ally within 30 feet of you a bonus to
their initiative roll that lasts until the end of their next turn.
The bonus is equal to your Wisdom modifier, minimum 1.
Each ally also receives a + 10 increase to their speed that
lasts until the beginning of the their next turn.

7
Ranger Spellcasting
Features

Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Natural Explorer, Scout — — — — —
2nd +2 Fighting Style, Hunter's Eye, Spellcasting 2 — — — —
3rd +2 Perceptive Eye, Ranger Conclave feature 3 ─ ─ — —
4th +2 Ability Score Improvement 3 ─ ─ — —
5th +3 Ranger Conclave feature 4 2 ─ — —
6th +3 Alacrity 4 2 ─ — —
7th +3 Ranger Conclave feature 4 3 ─ — —
8th +3 Ability Score Improvement, Land's Stride 4 3 ─ — —
9th +4 4 3 2 — —
10th +4 Hide in Plain Sight, Natural Explorer Improvement 4 3 2 — —
11th +4 Ranger Conclave feature 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 4 3 3 1 —
14th +5 Cover of Darkness 4 3 3 1 —
15th +5 Ranger Conclave feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 4 3 3 3 1
18th +6 Feral Senses 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Master Hunter 4 3 3 3 2

8
Spellcasting
At 2nd level, you have learned to use the magical essence of
nature to cast spells, much as a druid does. See chapter 10
for the general rules of spell casting and chapter 11 for the
ranger spell list in the PHB.

Preparing and Casting Spells


The Ranger table shows how many spell slots you have to
cast your 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.
You prepare the list of Ranger spells that are available for
you to cast, choosing from the Ranger spell list. When you do
so, choose a number of Ranger spells equal to your Wisdom
modifier + half your Ranger level, rounded down (minimum of
one spell). The spells must be of a level for which you have
spell slots.
For example, if you are a 5th-level Ranger, you have four
1st-level and two 2nd-level spell slots. With Wisdom of 14,
your list of prepared spells can include four spells of 1st or
2nd level, in any combination. If you prepare the 1st-level
spell cure wounds, you can cast it using a 1st-level or a 2nd-
level slot. Casting the spell doesn’t remove it from your list of
prepared spells.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of Ranger spells requires
time spent in meditation: at least 1 minute per spell level for
each spell on your list.

Spellcasting Ability
Wisdom is your spell casting ability for your ranger spells,
since your magic draws on your attunement to nature. You
use your Wisdom whenever a spell refers to your spell
casting ability. In addition, you use your Wisdom modifier
when setting the saving throw DC for a ranger spell you cast
and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Wisdom modifier

Spell Attack modifier = your proficiency bonus +


your Wisdom modifier

Conclave Spells
Beginning at 3rd level, each conclave has a list of associated
spells. You gain access to these spells at the levels specified
in the conclave description. Once you gain access to a
conclave spell, you always have it prepared. Conclave spells
don’t count against the number of spells you can prepare
each day.
If you gain a conclave spell that doesn’t appear on the
ranger spell list, the spell is nonetheless a ranger spell for
you.

9
Beast Master - Non-Spellcasting
The Beast Master archetype embodies a friendship between Extra Attack
the civilized races and the beasts of the world. United in Starting at 5th level, you can attack twice, instead of once,
focus, beast and ranger work as one to fight the monstrous whenever you take the Attack action on your turn.
foes that threaten civilization and the wilderness alike. In addition, your companion's attacks are considered
Emulating the Beast Master archetype means committing magical for the purpose of overcoming resistance and
yourself to this ideal, working in partnership with an animal immunity to non-magical attacks and damage.
as its companion and friend.
Exceptional training
Ranger's Companion At 7th level, your training together has strengthened your
At 3rd level, you create a powerful bond with one beast of the bond. You gain one of the following features of your choice.
air, earth, sea, or horse to serve as your faithful companion. Beast's Defense. Your companion has advantage on all
You determine its appearance. It is superior to similar beasts saving throws while you are in line of it's sight.
and it gains additional benefits while it is bonded to you. It Keen Senses. You and your companion have advantage on
obeys your commands as best it can, communicating using saving throws against Enchantments and Illusions.
words, sounds, touch, hand gestures, body language and the
like. Your animal companion has the following:
Storm of Claws and Fangs
It shares your initiative roll. At 11th level, it is a free action to command your companion
After a short rest, it can spend Hit Dice to regain hit to take the attack action.
points. After a long rest, it recovers all lost hit points and In addition, when you command your companion to take
regains spent Hit Dice, up to a number of dice equal to the Attack action,
it can make two attacks.
half of it’s total number.
When it starts a turn with 0 hit points, it must make a
death saving throw. Superior Defense
You can try to magically restore it's life if it dies. Or you At 15th level, when both of you are within 30 feet of one
can obtain another one by spending up to 24 hours to another, attackers rarely gain the upper hand. No attack roll
locate and bond with another animal companion that is has advantage against either one of you if neither of you are
not hostile to you. incapacitated.
Your companion has a personality trait and a flaw that you
can roll for or select from the tables below. It shares your
ideal, and its bond is always, “The ranger who travels with me
is a beloved companion for whom I would gladly give my life.”
Beast Master - Spellcasting
d6 Trait
Beast Master Spells
1 I’m dauntless in the face of adversity. You gain bonus spells at the ranger levels listed.
2 Threaten my friends, threaten me.
Ranger Level Spells
3 I stay on alert so others can rest.
3rd Animal Friendship, Calm Beast
People see an animal and underestimate me. I use that
4 5th Beast Sense, Revivify Beast
to my advantage.
5 I have a knack for showing up in the nick of time. 9th Conjure Animals, Fly
6 I put my friends’ needs before my own in all things. 13th Mordenkainen’s Faithful Hound, Polymorph
17th Awaken, Insect Plague
d6 Flaw
Storm of Claws and Fangs - Change
1 If there’s food left unattended, I’ll eat it. At 11th level, it is a free action to command your companion
I growl at strangers, and all people except my ranger to take the attack action.
2
are strangers to me.
Share Spells - Replaces Superior Defense
3 Any time is a good time for a belly rub. At 15th level, when you cast a spell targeting yourself, you
4 I’m deathly afraid of water. can also affect your companion with the spell if it is within
5 My idea of hello is a flurry of licks to the face.
30 feet of you.
I jump on creatures to tell them how much I love
6
them.

10
Beast of the Air Beast of the Earth
Small beast, neutral Medium beast, neutral

Armor Class 13 + your proficiency bonus Armor Class 13 + your proficiency bonus
Hit Points equal the beast’s Constitution modifier Hit Points equal the beast’s Constitution modifier
times your ranger level + four times your ranger times your ranger level + five times your ranger
level (the beast has a number of Hit Dice [d6s] level (the beast has a number of Hit Dice [d8s]
equal to your ranger level) equal to your ranger level)
Speed 10 ft., fly 60 ft. Speed 40 ft., climb or swim 40 ft. (your choice)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0) 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

Ability Improvement Add your proficiency bonus Ability Improvement Add your proficiency bonus
modifier to any saving throws and ability checks modifier to any saving throws and ability checks
your companion makes. your companion makes.
Senses darkvision 60 ft., passive Perception 12 + Senses darkvision 60 ft., passive Perception 12 +
your proficiency bonus your proficiency bonus
Languages understands the languages you speak Languages understands the languages you speak

Traits. Select one from the Trait Options below. Traits. Select one from the Trait Options below.
Keen Senses. It has advantage on Wisdom Keen Senses. It has advantage on Wisdom
(Perception) checks that rely on hearing or sight (Perception) checks that rely on hearing or smell,
(your choice). your choice.

Kinship. As a free action, you can command the Kinship. As a free action, you can command the
beast to dash, disengage, dodge, help, or hide. It beast to dash, disengage, dodge, help, or hide. It
never requires a command to take a reaction, such never requires a command to take a reaction, such
as an opportunity attack. The beast acts freely if you as an opportunity attack. The beast acts freely if you
are absent and will protect you or take you away are absent and will protect you or take you away
from harm if you are incapacitated. from harm if you are incapacitated.
Ready Companion. As a bonus action, you can Ready Companion. As a bonus action, you can
command the beast to attack. command the beast to attack.
Traveler. The beast doesn't suffer a penalty to its Traveler. The beast doesn't suffer a penalty to its
passive Wisdom (Perception) checks while moving passive Wisdom (Perception) checks while moving
at a fast pace. And if traveling alone or only with you, at a fast pace. If traveling alone or only with you, it
it can move stealthily at a normal pace. can move stealthily at a normal pace. In addition, it
shares the Hide in Plain Sight feature.
Actions
Shred. Melee Weapon Attack: your proficiency
Actions
bonus + 2 to hit, reach 5 ft., one target. Hit: 1d6 + 3 Maul. Melee Weapon Attack: your proficiency bonus
+ your proficiency bonus slashing damage. + 2 to hit, reach 5 ft., one target. Hit: 1d8 + 2 + your
proficiency bonus slashing damage.

11
Beast of the Sea Horse
Medium beast, neutral Large beast, neutral

Armor Class 13 + your proficiency bonus Armor Class 13 + your proficiency bonus
Hit Points equal the beast’s Constitution modifier Hit Points equal the beast’s Constitution modifier
times your ranger level + five times your ranger times your ranger level + five times your ranger
level (the beast has a number of Hit Dice [d8s] level (the beast has a number of Hit Dice [d10s]
equal to your ranger level) equal to your ranger level)
Speed 0 ft., swim 40 ft. Speed 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 8 (-1) 14 (+2) 11 (+0) 16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

Ability Improvement Add your proficiency bonus Ability Improvement Add your proficiency bonus
modifier to any saving throws and ability checks modifier to any saving throws and ability checks
your companion makes. your companion makes.
Senses blindsight 30 ft ., passive Perception 12 + Senses darkvision 60 ft., passive Perception 12 +
your proficiency bonus your proficiency bonus
Languages understands the languages you speak Languages understands the languages you speak

Charge. If the beast moves at least 20 feet straight Charge. If the horse moves at least 20 feet straight
toward a target and then hits it with a maul attack toward a creature and then hits it with a hooves
on the same turn, the target takes an extra 1d6 attack on the same turn, the target takes an extra
slashing damage. If the target is a creature, it must 1d8 bludgeoning damage. If the target is a creature,
succeed on a Strength saving throw against a DC it must succeed on a Strength saving throw against
equal to 8 + your proficiency bonus + the beast's a DC equal to 8 + your proficiency bonus + the
Strength modifier or be knocked prone. beast's Strength modifier or be knocked prone.

Kinship. As a free action, you can command the Kinship. As a free action, you can command the
beast to dash, disengage, dodge, help, or hide. It beast to dash, disengage, dodge, help, or hide. It
never requires a command to take a reaction, such never requires a command to take a reaction, such
as an opportunity attack. The beast acts freely if you as an opportunity attack. The beast acts freely if you
are absent and will protect you or take you away are absent and will protect you or take you away
from harm if you are incapacitated. from harm if you are incapacitated.
Ready Companion. As a bonus action, you can Ready Companion. As a bonus action, you can
command the beast to attack. command the beast to attack.
Traveler. The beast doesn't suffer a penalty to its Traveler. The beast doesn't suffer a penalty to its
passive Wisdom (Perception) checks while moving passive Wisdom (Perception) checks while moving
at a fast pace. at a fast pace. And if traveling alone or only with you,
it can move stealthily at a normal pace.
Waterbreathing. Your companion can breathe only
underwater. Actions
Actions Hooves. Melee Weapon Attack: your proficiency
bonus + 3 to hit, reach 5 ft., one target. Hit: 2d4 + 3
Maul. Melee Weapon Attack: your proficiency bonus
+ your proficiency bonus bludgeoning damage.
+ 2 to hit, reach 5 ft., one target. Hit: 1d8 + 2 + your
proficiency bonus piercing damage.

12
Trait Options

Beast of the Air Traits Simean.


Your companion gains proficiency with throwing
Echolocation. If your companion is not deafened, it has rocks (ranged weapon 25/50 ft.) 1d6 + 2 + your proficiency
blindsight up to 60 feet. bonus bludgeoning damage.
Flyby. Your companion doesn't provoke opportunity attacks Topple. If your companion makes a successful melee attack
when it flies out of an enemy's reach. against a creature, the creature must succeed on a Strength
saving throw against a DC equal to 8 + your proficiency
Mimicry. Your companion can mimic simple sounds it has bonus + the companion's Strength modifier or be knocked
heard, such as a person whispering, a baby crying, or an prone.
animal chittering. A creature that hears the sounds can tell Web Crawler. Must have a climbing speed. Your companion
they are imitations with a successful Wisdom (Insight) check can climb difficult surfaces, including upside down on
against a DC equal to 8 + your proficiency bonus + the beast's ceilings, without needing to make an ability check.
Wisdom modifier. Additionally, it ignores movement restrictions caused by
Pack Tactics. Once per turn, your companion has advantage webbing and while in contact with a web, it knows the exact
on an attack roll against a creature if you are within 5 feet of location of any other creature in contact with the same web.
the creature and you are not incapacitated.

Beast of the Land Traits


Amphibious. Your companion can breathe both air and
water. It's land speed is reduced to 5 ft and it gains the
Pounce feature.
Charge/Pounce. If your companion 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.
If the target is a creature, it must succeed on a Strength
saving throw against a DC equal to 8 + your proficiency
bonus + the companion's Strength modifier or be knocked
prone.
Constrict.
Your companion can choose to use it's action to
attempt to constrict its target by making a melee attack. On a
successful attack, the creature takes a 1d8 + 2 + your
proficience bonus bludgeoning damage and it must succeed
on a Strength (Athletics) or Dexterity (Acrobatics) check
contested by the companion's DC equal to 8 + your
proficiency bonus + the companion's Strength modifier or be
grappled. A grappled creature can use its action to escape.
Until the grapple ends, At the start of the companion's turn,
the grappled creature takes 1d8 + 2 + your proficience bonus
bludgeoning damage and your companion cannot attack or
constrict another target.
Pack Tactics. Once per turn, your companion has advantage
on an attack roll against a creature if you are within 5 feet of
the creature and you are not incapacitated.
Poisonous.
Your companion's damage type changes to
piercing. Additionally, if your companion makes a successful
melee attack against a creature, the creature must succeed
on a Constitution saving throw against a DC equal to 8 + your
proficiency bonus + the companion's Constitution modifier or
take poison damage equal to 1d8 + your Ranger level on a
failed save, or half as much damage on a successful one.

13
Blood Rite - Non-Spellcasting
These rangers were created by the unholy union of a druid Blood Lust
and a vampire. The most common explanation is that a Your heritage has blessed you with many unworldly abilities,
vampire and druid inhabited the same lands and a mutual but it has also cursed you.
respect and attraction developed between the two. This At 3rd level, when your hit points have decreased to half of
unholy union resulted in the unexpected birth of a Blood Rite your total number of hit points or lower, you must succeed a
Ranger. DC 13 Wisdom saving throw or begin to immediately attack
These rangers were raised by their druid parent to avoid the closest creature. At the end of your turn, you can make
being destroyed by those of the world of the living and of the another Wisdom saving throw. Once you succeed, you regain
dead who would see their existence as an abomination. Being control of yourself.
raised in nature, these rangers learned to be as one with the If you begin another combat and you sustain more damage
land and be at peace with the animals. However, that peace while you are at or below half of your total hit points, you will
would be challenged many times due to the encroachment of need to make a DC 13 Wisdom saving throw or enter into a
civilization and the invasion of many creatures that wish to Blood Lust.
destroy or control the land. Actions: When in blood lust, or if you wish to use as your
normal attack action, you can make 2 attacks, only one of
Heritage which can be a bite, or you can make attacks in
When you select this archetype, you can roll or select what combination with your weapon attacks:
aspects your lineage has left you with. Unarmed Strike. Reach 5 feet, one target, 1d8 +
d10 Trait your Dexterity or Strength modifier, your choice,
bludgeoning damage.
Instead of damage, you can
1 Porcelain-like skin and red eyes. opt to grapple the target instead.
You fidget and are irritable when you are in a place of
2
worship.
Bite: Reach 5 feet, one target who is grappled,
incapacitated, or restrained, 1d6 + your Strength
3 Youthful appearance. modifier slashing damage + 1d4 necrotic damage
Sensitivity to daylight. You have disadvantage on for every 5 ranger levels, rounded down.
attack rolls and on Intelligence (Investigation) and The target’s hit point maximum is reduced by an
4 Wisdom (Perception) checks that rely on sight when amount equal to the necrotic damage taken, and
you, your target, or whatever you are trying to you regain hit points equal to that amount. If you
perceive is in direct sunlight. use this feature when not in Blood Lust, you must
5 You are icy cold to the touch.
immediately roll your Blood Lust saving throws at
disadvantage.
6 You undergo no physical change.
7 You do not eat or drink, but require blood. Extra Attack
8
You cannot enter a residence without an invitation Starting at 5th level, you can attack twice, instead of once,
from one of the occupants. whenever you take the Attack action on your turn.
You fidget and are irritable when you are in the
9
sunlight.
Controlled Blood Lust
You don’t need to sleep. Instead you meditate deeply, At 7th level, you are better able to control your blood lust.
10 remaining semiconscious, for 4 hours a day. You gain When your hit points have decreased to half your total hit
the same benefit as from 8 hours of sleep. points or lower, you must succeed a DC 8 Wisdom saving
throw or begin to immediately attack the closest creature. At
In addition, your very existence elicits contempt from other the end of your turn, you can make another Wisdom saving
vampires. When you encounter vampires, they will prefer to throw. Once you succeed, you regain control of yourself.
attack you above anyone else. If you begin another combat and your total hit points are
less than one quarter of your total hit points, you will need
make a DC 8 Wisdom saving throw or enter into a Blood
Limited Regeneration Lust. At the end of your turn, you can make another Wisdom
At 3rd level, your heritage grants a limited form of healing. saving throw. Once you succeed, you regain control of
During a short rest, you regain hit points equal to 10 + your yourself.
ranger level.

Primordial Strike
Starting at 3rd level, the unarmed attacks you make count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.

14
Heightended Agility Vampire's Lifeblood
Your heritage grants you capabilities that enhance your At 15th level, you have reached the pinnacle of corporeal
nimbleness. harmony. You age more slowly and suffer none of the fragility
At 7th level, you can climb up, down, and across vertical of old age. You forever remain youthful in appearance. For
walls, even difficult surfaces, without needing to make an every 10 years that pass, your body ages only 1 year.
ability check if you are not wearing heavy armor. In addition, you are immune to disease, exhaustion, and
You are also able to climb along the ceiling if you are not the poison condition.
wearing medium (excluding chain shirt) or heavy armor. You
make a Strength (Athletics) check when climbing along the
ceiling.

Emissary of Destruction
Starting at 11th level, you have learned to control the
monster that dwells deep inside your soul. However, in times
of need, you have learned how to unleash the monster within.
For brief moments, you can tap into the very power of your
heritage and call forth the strength and speed of your blood
line.
Using this feature weakens you as it draws this power from
your very essence. You expend a d10 hit dice from your total
Hit Dice. This reduction can only be restored after a long
rest. If your Hit Dice is reduced to 0, you are dead.
Beginning at 11th level, using a bonus action you have the
following capabilities for 1 minute.
You have a flying speed equal to your current walking
speed. This benefit works only in short bursts; you fall if
you end your turn in the air and nothing else is holding
you aloft.
You have resistance to all damage except radiant damage.
You gain advantage on Dexterity and Strength ability
checks.
Your Dexterity and Strength ability scores increase to 18
if your scores are not already higher.
After you take the Attack action on your turn, you can
either:
Make two unarmed attacks as a bonus action or
Make a single weapon attack as a bonus action. If
you are already able to make a single weapon
attack as a bonus action, you can now make two
weapon attacks as a bonus action.
This ability immediately ends if you are unconscious for
more than one turn. You can also end this feature on your
turn as a bonus action.
The maximum number of times you can use this feature is
once for every 4 levels you have in this class, rounded up. You
regain expended uses after a short or long rest.

15
Bounty Hunter - Non-Spellcasting
Whether you have been hired or whether you are seeking a Defensive Tactics
reward, it doesn’t matter as long as the end result is that your At 7th level, you gain one of the following features of your
target is apprehended, dead or alive. Bounty Hunters are choice.
usually solitary figures who track and study their mark to Escape the Horde. Opportunity attacks against you are
learn its strength and weakness. Or when the target is made with disadvantage.
unknown, they investigate the crime scene and interrogate Multiattack Defense. When a creature hits you with an
and follow the suspects to determine the identity of the attack, you gain a +4 bonus to AC against all subsequent
perpetrator. Whether studying from afar or using a disguise attacks made by that creature for the rest of the turn.
and infiltrating its gang or its hangouts, you always formulate
a plan before making the final move. Bounty Hunters may
have contacts who offer information, but friends are both a Focused Strike
burden and a liability in this profession. Starting at 11th level, your in depth study of your target has
imparted knowledge to you about your target’s defenses.
Once per turn, you have advantage on the first weapon attack
Hunter's Quarry you make against the creature marked with your Hunter's
Starting at 3rd level, using a bonus action, you can choose a Quarry.
creature you can see within 90 feet and mark it as your
quarry. You have advantage on any Wisdom (Perception) or
Wisdom (Survival) checks you make to find it. You can have Innate Resistance
no more than one quarry at a time. It lasts for as many hours Beginning at 15th level, you have advantage on saving throws
equal to half your ranger level. You can dismiss this effect at and skill checks against spells, abilities, and other magical
any time as a free action. effects from the creature marked with your Hunter's Quarry
Additionally, once per turn, whenever you hit your quarry feature.
with a weapon attack, it takes an extra 1d8 damage. Furthermore, you have resistance against the damage of
When you reach 11th level in this class, the extra damage spells and the special abilities from the creature marked with
increases to 2d6. your Hunter's Quarry feature.

Urban Explorer
Beginning at 3rd level, you are an expert in the civilized world
and are adept at communicating and blending in with the
local society as well as its underbelly. Choose one creature
that you have spent at least 1 minute interacting with outside Bounty Hunter - Spellcasting
of combat. When you make an Wisdom (Insight) or Charisma
(Deception, Intimidation, or Persuasion) check with that Bounty Hunter Spells
creature, you have advantage on the ability check if you are You gain bonus spells at the ranger levels listed.
using a skill that you are proficient in. Ranger Level Spells
In addition, you gain the following benefits:
3rd Fog Cloud, Sleep
You can use a bonus action to make a Wisdom
(Perception) check to spot a hidden creature or object. 5th Blindness or Deafness, Web
You can use a bonus action to make an Intelligence 9th Clairvoyance, Nondetection
(Investigation) check to uncover or decipher clues.
When you can make a running jump, the distance you 13th Arcane Eye, Fabricate
cover increases by a number of feet equal to your 17th Circle of Power, Creation
Dexterity or Strength modifier, your choice.
Hunter's Quarry - Change
Extra Attack Starting at 3rd level, using a bonus action, you can choose a
Starting at 5th level, you can attack twice, instead of once, creature you can see within 90 feet and mark it as your
whenever you take the Attack action on your turn. quarry. You have advantage on any Wisdom (Perception) or
Wisdom (Survival) checks you make to find it. You can have
no more than one quarry at a time. It lasts for as many hours
equal to half your ranger level. You can dismiss this effect at
any time as a free action.
Additionally, once per turn, whenever you hit your quarry
with a weapon attack, it takes an extra 1d8 damage.

16
Dark Moon - Non-Spellcasting
Dark Moon Rangers are those who have undergone a ritual Your ability to speak or take any action that requires
to join with the animal spirits from The Beastlands plane to hands is limited to the capabilities of your beast form.
better serve and protect the lands and those that dwell there. You retain the benefit of any features from your class,
This mutual connection allows the Dark Moon Rangers to race, or other source and can use them if the new form is
call upon whatever animal spirit they need to come and aid physically capable of doing so. However, you can’t use any
them, combining both spirits into one more powerful being to of your special senses, such as darkvision, unless your
overcome challenges. Having a friend always makes you new form also has that sense.
stronger. You choose whether your equipment falls to the ground in
your space, merges into your new form, or is worn by it.
Worn equipment functions as normal, but the DM decides
Beast Speech whether it is practical for the new form to wear a piece of
Beginning at 3rd level, you know the spell Speak with equipment, based on the creature’s shape and size. Your
Animals, you always have it prepared, and it doesn'y count equipment doesn’t change size or shape to match the new
against the number of spells you can prepare each day. In form, and any equipment that the new form can’t wear
addition, you can cast this spell at will, without expending a must either fall to the ground or merge with it. Equipment
spell slot. that merges with the form has no effect until you leave the
form.
Wild Shape
At 3rd level, you can use your bonus action to magically Extra Attack
assume the shape of a beast type you have seen before. You Starting at 5th level, you can attack twice, instead of once,
can use this feature twice. You regain expended uses when whenever you take the Attack action on your turn.
you finish a short or long rest.
You can remain in beast shape for as many hours equal to Primal Strike
half your ranger level, rounded down. You can revert earlier Starting at 7th level, the attacks you make in beast form count
by using a bonus action on your turn. You automatically as magical for the purpose of overcoming resistance and
revert if you fall unconscious, drop to 0 hit points, or die. immunity to nonmagical attacks and damage.
You can transform into a beast with a maximum CR as
high as half your Ranger level, rounded down.
Lycanthropic Wild Shape
Beast Shapes At 11th level, you can expend two uses of Wild Shape at the
same time to transform into a lycanthrope.
You retain all of
Level Limitation your game statistics and are able to cast spells, with the
3rd No flying or swimming speed
following changes:
6th No flying speed Werebear. Your Strength becomes 19 if your score isn’t
already higher. Attack and damage rolls for the natural
8th none weapons are based on your Strength modifier. Add a bonus
+1 to AC while in hybrid form. The +1 AC bonus applies
whenever you take the bear form.
Your game statistics are replaced by the statistics of the
beast, but you retain your alignment, personality, and Wereboar. Your Strength becomes 17 if your score isn’t
Intelligence, Wisdom, and Charisma scores. You also already higher. Attack and damage rolls for the natural
retain all of your skill and saving throw proficiencies, in weapons are based on your Strength modifier. Add a bonus
addition to gaining those of the creature. If the creature +1 to AC while in hybrid form. The +1 AC bonus applies
has the same proficiency as you and the bonus in its stat whenever you take the boar form.
block is higher than yours, use the creature’s bonus Charge. (Boar or Hybrid form) Refer to Monster Manual
instead of yours. If the creature has any legendary or lair Save DC + 8 + your proficiency bonus + Strength modifier.
actions, you can't use them.
When you transform, you assume the beast’s hit points Wererat (Wereferret). Your Dexterity becomes 15 if your
and Hit Dice. When you revert to your normal form, you score isn’t already higher. Attack and damage rolls for the
return to the number of hit points you had before you natural weapons are based on your Dexterity modifier.
transformed. However, if you revert as a result of dropping
to 0 hit points, any excess damage carries over to your
normal form. For example, if you take 10
damage in
animal form and have only 1 hit point left, you revert and
take 9 damage. As long as the excess damage doesn’t
reduce your normal form to 0 hit points, you aren’t
knocked unconscious.

17
Weretiger. Your Strength becomes 17 if your score isn’t
already higher. Attack and damage rolls for the natural
weapons are based on your Strength modifier. For the
Pounce trait (refer to Monster Manual), the save DC is 8 +
your proficiency bonus + Strength modifier.
Werewolf. Your Strength becomes 15 if your score isn’t
already higher. Attack and damage rolls for the natural
weapons are based on your Strength modifier. Add a bonus
+1 to AC while in hybrid form. The +1 AC bonus applies
whenever you take the wolf form.
Wereeagle (Werehawk). Your Dexterity becomes 16 if your
score isn’t already higher. Attack and damage rolls for the
natural weapons are based on your Dexterity modifier.
You
transform into an eagle (hawk). When falling in hybrid form,
your falling rate decreases to 60 feet per round and you take
no damage, as the Feather Fall spell. You are restricted to
wearing only light armor for this benefit.
Actions: In hybrid form, you can use your weapons and/or
one of the following in combination:
Beak. (Eagle or Hybrid Form only): Reach 5 feet,
one target, 1d6 + your Dexterity modifier piercing
damage
Talons. (Eagle or Hybrid only): Reach 5 feet, one
target, 1d8 + your Dexterity modifier slashing
damage
When in lycanthropic form, you have resistance to
bludgeoning, piercing, and slashing damage from nonmagical
weapons.
You retain the benefit of any feature of your class, race, or
other source and can use them if the new form is physically
capable of doing so. You can retain and use your equipment,
armor, and weapons. You can use special senses, such as
darkvision.
If you are reduced to 0 hit points while in lycanthropic
form, you revert to your normal form and are unconscious at
0 hit points.
Additionally, Dark Moon Rangers are not cursed.
Therefore, you cannot transmit lycanthropy to others.

Beast Shapes
Beginning at 15th level, you can use Wild Shape a number of
times equal to your Ranger level.

18
Deep Stalker - Non-Spellcasting
Adventurers descending into the depths on desperate quests
or in response to the promise of vast riches quickly come face
to face with the evil that festers beneath the earth. Though Deep Stalker
many such characters are only too happy to escape back to
the surface world again, rangers with the Deep Stalker Level Stalker's Strike
archetype welcome each foray into the world below, striving 1st -
to uncover and defeat the threats of the Underdark before
those threats can reach the surface. 2nd -
Many Deep Stalkers are elves, as those folk know all too 3rd 1d6
well the threat posed by the drow. Deep Stalkers scout for
new passages into the Underdark, carefully mapping them 4th 1d6
and working to ensure they remain watched at all times. They 5th 2d6
venture into the depths on long, dangerous patrols,
disappearing for months at a time. Many of them never 6th 2d6
return. 7th 2d6
Deep Stalkers are masters in navigating the Underdark, 8th 2d6
and their combat tactics focus on ambush, surprise, and
stealth. They fight alone or in small groups in hostile 9th 3d6
territory, relying on clever tactics to carry the day. 10th 3d6
11th 3d6
Hell's Vision 12th 3d6
At 3rd level, you can see normally in darkness, both magical
and non-magical darkness, to a distance of 60 feet. 13th 4d6
14th 4d6
Stalker's Strike 15th 4d6
Beginning at 3rd level, you are a master in the art of ambush. 16th 4d6
You know how to strike subtly and exploit a foe’s weaknesses.
You prefer to attack alone and strike from the shadows before 17th 5d6
your target realizes you are there. 18th 5d6
Once per turn, you can deal an extra 1d6 damage to one
creature you hit with a weapon attack if you have advantage 19th 5d6
on the attack roll. The attack must use a finesse, light, 20th 5d6
versatile, or ranged weapon.
You don’t need advantage on the attack roll to use Stalker’s
Strike if you don’t have disadvantage on the attack roll and
That enemy is incapacitated.
No other creature is within 20 feet of the target.
Another enemy of the target is within 5 feet of it
No creature other than you is within 5 feet of your target. Defensive Tactics
The amount of the extra damage increases as you gain Beginning at 7th level, you gain one of the following features
levels in this class, as shown in the Stalker’s Strike column of of your choice.
the Deep Stalker table. Escape the Horde: Opportunity attacks against you are
made with disadvantage.
Multiattack Defense: When a creature hits you with an
Extra Attack attack, you gain a +4 bonus to AC against all subsequent
Starting at 5th level, you can attack twice, instead of once, attacks made by that creature for the rest of the turn.
whenever you take the Attack action on your turn.

19
Stalker's Reiteration
At 11th level, you can strike with deadly speed. If you take the
attack action on your turn, your extra attack can benefit from Deep Stalker - Spellcasting
your Stalker' Strike even if have already used it this turn, but
you can't use your Stalker's Strike against the same target Deep Stalker Spells
more than once in a turn. You gain bonus spells at the ranger levels listed.
Ranger Level Spells
Stalker's Dodge 3rd Disguise Self, Hunter's Mark
Starting at 15th level, you can dodge in unforeseen ways, with
wisps of supernatural shadow around you. Whenever a 5th Pass Without Trace, Rope Trick
creature makes an attack roll against you, you can use your 9th Glyph of Warding, Meld into Stone
reaction to halve the attack's damage against you.
13th Freedom of Movement, Greater Invisibility
17th Passwall, Swift Attack

Underdark Scout - Replaces Stalker's


Strike
At 3rd level, you master the art of the ambush. On your first
turn during combat, you gain a +10 bonus to your speed, and
if you take the Attack action, you can make one additional
attack.
You deal an extra 2d6 damage to one creature you hit with
a weapon attack once per turn if you have advantage on the
attack roll. The attack must use a finesse, light, versatile, or
ranged weapon. You don't need advantage if you don't have
disadvantage on the attack roll and
The target is incapacitated.
No friendly creature is within 10 feet of the target.
No creature other than you is within 5 feet of your target
In addition, any hit you score against a creature that is
surprised is a critical hit.
Stalker's Flurry - Replaces Stalker's
Reiteration
At 11th level, you learn to attack with such unexpected
speed that you can turn a miss into another strike. Once on
each of your turns when you miss with a weapon attack, you
can make another weapon attack as part of the same action.

20
Dragon Blood - Non-Spellcasting
When humaniods first began walking the land, some dragons Extra Attack
saw the frailty of these creatures and offered protection and Starting at 5th level, you can attack twice, instead of once,
tutelage. In return, through a blood pledge, these humanoids whenever you take the Attack action on your turn.
vowed to serve them and swore to also protect other
creatures who were unable to do so. Through the blood
pledge, these humanoids gained various abilities. Under the Resist Elements
dragons guidance, they learned to control these new found Starting at 7th level, the blood of dragons magically
abilities and utilize them to better their cause in helping the strengthens your body and soul. You are immune to a
weak and oppressed. They eventually formed the Dragon dragon's Frightful Presence.
Blood Rangers. To become a Dragon Blood Ranger, you must In addition, when you take acid, cold, fire, lightning, poison,
be a descendant of those original humaniods. or thunder damage, you can use your reaction to gain
resistance to that instance of damage.
Draconic Lineage
At 3rd level, when you select this conclave, you can select Dragon's Talon
which transformation has occurred to your body due to your Starting at 11th level, when you hit a creature with a weapon
lineage. attack, in addition to the weapon's damage, you can deal an
extra 4d8 acid, cold, fire, lightning, poison, or thunder damage
d6 Trait to the target. If you are under the affect of the Dragon
1 Pupils of a dragon. Warrior feature, you must use the damage type you selected.
You can use this feature a number of times equal to half of
2
Parts of your skin are covered by a thin layer of dragon- your proficiency bonus modifier, rounded up. You regain all
like scale expended uses after a short or long rest.
When interacting with dragons, they can sense the
3
dragon blood within you.
Dragon Wings
4 Your teeth are prominent and sharp.
At 15th level, you gain the ability to sprout a pair of dragon
5 You retain your physical appearance. wings from your back, gaining a flying speed equal to your
You physically transform into a Dragonborn, though
current speed. You can create these wings as a bonus action
6
you are of another race. on your turn. They last until you dismiss them as a bonus
action on your turn.
You can speak, read, and write Draconic. You can’t manifest your wings while wearing armor unless
Additionally, you have the ability to project the fearsome the armor is made to accommodate them, and clothing not
presence of a dragon. As an action, you can cause each made to accommodate your wings might be destroyed when
creature in a 10-ft-cube originating from you to make a you manifest them.
Wisdom saving throw. The creatures that fail their saving
throw are all frightened by you until the end of your next turn.
You can use this feature a number of times equal to your
Wisdom modifier, minimum 1. You regain all expended uses
after a long rest.

Dragon Warrior
All dragons posses innate magic that bestows them longevity,
elemental breath weapons, and legendary powers. Though
minor in comparison, you posses some of that magic.
Beginning at 3rd level, using a bonus action you imbue power
behind your weapon attacks. Choose one damage type: acid,
cold, fire, lightning, poison, or thunder. Once per turn, the
target takes an extra 1d6 of that damage type from the attack.
You can use a bonus action to change the damage type.
This ability lasts until you dismiss it as a bonus action or after
1 minute, whichever occurs first.
When you reach 11th level in this class, the extra damage
increases to 1d8 and can be applied to each weapon attack
you make.

21
Dragon Blood - Spellcasting
Dragon Blood Spells
You gain bonus spells at the ranger levels listed.
Ranger Level Spells
3rd Chromatic Orb, Feather Fall
5th Alter Self, Dragon's Breath
9th Fly, Tongues
13th Confusion, Elemental Bane
17th Circle of Power, Destructive Wave

Dragon Warrior - Change


All dragons posses innate magic. This magic bestows them
longevity, elemental breath weapons, and legendary powers.
Though minor in comparison, you posses some of that
magic. Beginning at 3rd level, using a bonus action you
imbue power behind your weapon attacks. Choose one
damage type: acid, cold, fire, lightning, poison, or thunder.
Once per turn, the target takes an extra 1d6 of that damage
type from the attack.
You can use a bonus action to change the damage type.
This ability lasts until you dismiss it as a bonus action.
Dragon's Talon - Change
Starting at 11th level, when you hit a creature with a
weapon attack, in addition to the weapon's damage, you can
expend one spell slot to deal acid, cold, fire, lightning,
poison, or thunder damage to the target. If you are under the
affect of the Dragon Warrior feature, you must use the
damage type you selected. The extra damage is 2d8 for a
1st-level spell slot, plus 1d8 for each spell level higher than
1st, to a maximum of 5d8.

22
Ghost Ranger - Non-Spellcasting
When a covert operation is necessary to ensure success,
these specialized rangers are called in. Ghost Rangers are Elusive
highly specialized soldiers who are trained to remain Beginning at 15th level, you are so evasive that attackers
unnoticed while carrying out their orders. When a mission rarely gain the upper hand against you. No attack roll has
requires secrecy and a quick resolution, Ghost Rangers are advantage against you while you aren't incapacitated.
the ones called into action. There is no mission that is
impossible.

Phantom
Beginning at 3rd level, you gain proficiency in the Dexterity
(Stealth) skill. Your proficiency bonus is doubled when you Ghost - Spellcasting
use this skill.
In addition, you can try to hide when you are lightly Ghost Ranger Path Spells
obscured or in dim light. When you are hidden and miss a You gain conclave spells at the ranger levels listed.
creature with a weapon attack, making the attack doesn't
reveal your position. Ranger Level Spells
3rd Disguise Self, Faerie Fire
Sure Strike 5th Invisibility, Shadow Blade
At 3rd level, you learn to take advantage of your stealth to
make your attacks more effective. Once per turn, when you 9th Blink, Nondetection
make a successful weapon attack against a target, the target 13th Dimension Door, Greater Invisibility
takes an additional 1d8 damage from the attack. 17th Far Step, Mislead
When you reach 11th level in this class, the extra damage
can be applied more than once per turn.
Sure Strike - Change
At 3rd level, you learn to take advantage of your stealth to
Extra Attack make your attacks more effective. Once per turn, when you
Starting at 5th level, you can attack twice, instead of once, make a successful weapon attack against a target, the target
whenever you take the Attack action on your turn. takes an additional 1d8 damage from the attack.

Evasive
Beginning at 7th level, you learn how to evade your enemies
and escape dire situations. You gain the following abilities:
You can use the bonus action to use your trapper's kit or
thieves' tools to disarm a trap or open a lock.
You can take the Disengage action as a bonus action.
You can take the Dodge action as a bonus action. You can
use this feature a number of times equal to one quarter of
your level in this class, rounded up. You regain expended
uses after a short or long rest.

Phantasmal Strike
Starting at 11th level, you gain the ability to step from one
shadow into another. When you are in dim light or darkness,
as a bonus action you can teleport up to 60 feet to an
unoccupied space you can see that is also in dim light or
darkness.
In addition, when you score a critical hit with a weapon
attack, you can roll an additional 2d6 and add them to the
extra damage of the critical hit.

23
Gloom Stalker - Non-Spellcasting
Gloom Stalkers are at borne 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 Gloom Stalker - Spellcasting
trepidation, but a Gloom Stalker ventures boldly into the
darkness, seeking to ambush threats before they can reach Gloom Stalker Spells
the broader world. Such rangers are often found in the You gain bonus spells at the ranger levels listed.
Underdark, but they will go any place where evil lurks in the
shadows. Ranger Level Spells
3rd Disguise Self, Dissonant Whispers
Dread Ambusher 5th Rope Trick, Shadow Blade
At 3rd level, you master the art of the ambush. At the start of 9th Fear, Nondetection
your first turn of each combat, your walking speed increases
by 10 feet, which lasts until the end of that turn. If you take 13th Freedom of Movement, Greater Invisibility
the Attack action on that turn, you can make one additional 17th Contagion, Seeming
weapon attack as part of that action.
Additionally, when you take the attack action, the target Dread Ambusher - Change
takes an extra ld8 damage of the weapon's damage type. At 3rd level, you master the art of the ambush. At the start of
When you reach 11th level in this class, the extra damage your first turn of each combat, your walking speed increases
can be applied with each attack roll you make. by 10 feet, which lasts until the end of that turn. If you take
the Attack action on that turn, you can make one additional
Umbral Sight weapon attack as part of that action.
At 3rd level, nonmagical darkness doesn't impede your sight. Additionally, when you take the attack action, the target
You are also adept at evading creatures that rely on takes an extra ld8 damage of the weapon's damage type.
darkvision. While in darkness, you are invisible to any
creature that relies on darkvision to see you in that darkness.

Extra Attack
Starting at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

Iron Mind
By 7th level, you have honed your ability to resist the mind-
altering powers of your prey. You gain proficiency in Wisdom
saving throws. If you already have this proficiency, you
instead gain proficiency in Inte!ligence or Charisma saving
throws (your choice).

Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed
that you can turn a miss into another strike. Once on each of
your turns when you miss with a weapon attack, you can
make another weapon attack as part of the same action.

Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with
wisps of supernatural shadow around you. Whenever a
creature makes an attack roll against you and doesn't have
advantage on the roll, you can use your reaction to impose
disadvantage on it. You can choose to use this feature after
the creatures makes it's attack roll, but before the outcome is
determined.

24
Hell's Fire - Non-Spellcasting
Many have ventured into the Abyss, but few have survived Hellish Touch
and fewer still have returned. Hell's Fire Rangers have been Starting at 11th level, the flames created from Warrior of the
trained specifically for these missions. Knowing the risks of Flames ignores immunity to fire damage. In addition, the
their profession, rangers who wish to pursue this vocation flames enable your unarmed and weapon attacks to be
must undergo intense training and participate in a ritual. considered magical for the purpose of overcoming resistance
Those who survive the ritual are granted extraordinary and immunity to non-magical attacks and damage.
abilities, but the experience may change their physical
appearance. Once you join the Hell's Fire, there is no turning
back. Demonic Wings
At 15th level, you gain the ability to sprout a pair of demonic
wings from your back, gaining a flying speed equal to your
Lineage of the Abyss current speed. You can create these wings as a bonus action
At 3rd level, when you select this conclave, you can select on your turn. They last until you dismiss them as a bonus
which transformation has occurred to your body. action on your turn.
d6 Trait You can’t manifest your wings while wearing armor unless
the armor is made to accommodate them, and clothing not
1
When others stare into your eyes, they see flames in made to accommodate your wings might be destroyed when
your eyes. you manifest them.
Parts of your skin become thick and hardened as
2
leather.
When interacting with demons & devils, they can
3
sense their blood within you.
4 You grow horns on your head.
Hell's Fire - Spellcasting
5 You retain your physical appearance.
You physically transform into a Tiefling, though you are Hell's Fire Spells
6
of another race. You gain bonus spells at the ranger levels listed.
Ranger Level Spells
You can speak, read, and write Abyssal and Infernal.
Additionally, magical and nonmagical darkness doesn't 3rd Burning Hands, Faerie Fire
impede your sight. 5th Scorching Ray, See Invisibility
9th Fireball, Fly
Warrior of the Flames 13th Fire Shield, Wall of Fire
Through the ritual, you can sense the flames of the Abyss
flow through your body. Beginning at 3rd level, you can use a 17th Dispel Evil and Good, Flame Strike
bonus action to call forth flames, equivalent in brightness to a
torch, to spring forth from your hands or objects that you Warrior of the Flames - Change
touch. The flames can be covered or hidden but not Through the ritual, you can sense the flames of the Abyss
smothered or quenched. flow through your body. Beginning at 3rd level, you can use a
When you make an unarmed or weapon attack, the target bonus action to call forth flames, equivalent in brightness to
takes an extra 1d4 fire damage. The extra fire damage a torch, to spring forth from your hands or objects that you
ignores resistance to fire damage. This ability lasts until you touch. The flames can be covered or hidden but not
dismiss it as a bonus action. smothered or quenched.
When you reach 11th level in this class, the extra damage When you make an unarmed or weapon attack, the target
increases to 1d8. takes an extra 1d4 fire damage. The extra fire damage
ignores resistance to fire damage. This ability lasts until you
dismiss it as a bonus action.
Extra Attack
Starting at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

Demonic Resistance
Starting at 7th level, you gain resistance to fire and poison
damage.

25
Horizon Walker - Non-
Spellcasting Spectral Vision
Horizon Walker Rangers of the Horizon Conclave guard the Creatures from other planes can alter their forms to
world against threats that originate from other planes. They impersonate others while others can influence the minds of
seek out planar portals and keep watch over them, venturing creatures and compel them to follow their every command.
to the outer and inner planes as needed to defeat threats. At 15th level, you can see the true form of any shape
changer or creature concealed by illusion or transmutation
magic while the creature is within 60 feet of you and within
Portal Lore line of sight.
At 3rd level, you gain the ability to magically sense the In additional, you are able to determine if creatures are
presence of planar portals. As an action, you detect the controlled or charmed by magic or magic-like ability. The
distance and direction to the closest planar portals within 1 creature's eyes appear to glow and when the creature speaks,
mile of you. You also sense which plane of existence each the words and mouth movement are out of sync.
portal leads to.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
See the “Planar Travel” section in chapter 2 of the
Dungeon Master’s Guide for examples of planar portals.
Horizon Walker - Spellcasting
Planar Warrior Horizon Walker Spells
At 3rd level, you learn to draw on the energy of the multiverse You gain bonus spells at the ranger levels listed.
to augment your attacks. Once per turn, when you make a
weapon attack against a target, the target takes an extra 1d6 Ranger
force damage from the attack. Level Spells
When you reach 11th level in this class, the extra damage Absorb Elements, Protection from Evil and
increases to 1d8 force damage and can be applied more than 3rd
Good
once per turn.
5th Misty Step, Rope Trick
9th Blink, Haste
Extra Attack
Starting at 5th level, you can attack twice, instead of once, 13th Banishment, Freedom of Movement
whenever you take the Attack action on your turn. 17th Banishing Smite, Teleportation Circle

Spectral Defense Planar Warrior - Change


At 7th level, your ability to move between planes enables you At 3rd level, you learn to draw on the energy of the
to slip through planar boundaries to lessen the harm done to multiverse to augment your attacks. Your attacks ignore a
you during battle. When you take damage from an attack, you creature’s damage resistance.
can use your reaction to halve the attack’s damage against Once per turn, when you make a weapon attack against a
you. target, the target takes an extra 1d6 force damage from the
attack.
Distant Strike
At 11th level, you gain the ability to step between the planes
in a blink of an eye. When you use 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.

26
Hunter - Non-Spellcasting
Emulating the Hunter archetype means accepting your place Multiattack
as a bulwark between civilization and the terrors of the At 11th level, you excel in fighting against a horde of
wilderness. As you walk the Hunter’s path, you learn creatures. You can use your action to make a melee or a
specialized techniques for fighting the threats you face, from ranged weapon attack against any number of creatures
rampaging ogres and hordes of orcs to towering giants and within 10 feet of a point or in a 20-foot-line centered on a
terrifying dragons. point you can see within your movement speed or weapon
range. You make a separate attack roll for each target. You
must have ammunition for each target, as normal, for your
Hunter's Prey ranged attacks.
Beginning at 3rd level, your tenacity can wear down the most
powerful of foes, regardless of their number. Superior Hunter's Defense
Whenever you hit a target with a weapon attack, it takes an At 15th level, you gain one of the following features of your
extra 1d6 damage, but you can't use this extra damage choice.
against the same target more than once per turn. Elusive. You are so evasive that attackers rarely gain the
When you reach 11th level in this class, the extra damage upper hand against you. No attack roll has advantage against
increases to 2d4 and can be applied to the same target more you while you aren’t incapacitated.
than once per turn. Evasion. You can nimbly dodge out of the way of certain
area effects, such as a red dragon’s fiery breath or a lightning
bolt spell. When you are subjected to an effect that allows you
Tactician to make Dexterity saving throw for only half damage, you
Beginning at 3rd level, your tenacity can wear down the most instead take no damage if you succeed on the saving throw.
powerful of foes. You gain one of the following features of You take only half damage if you fail.
your choice. Stand Against the Tide. When a hostile creature misses
Art of War. Your skill in combat with hordes allows you to you with a melee attack, you can use your reaction to force
move through numbers without fear of reprisal. During your that creature to repeat the same attack against another
turn, when you make a melee attack against a creature, you creature (other than itself) of your choice.
don’t provoke opportunity attacks from that creature for the Uncanny Dodge. When an attacker that you can see hits
rest of the turn, whether you hit or not. you with an attack, you can use your reaction to halve the
Giant Killer. When a Large or larger creature within 5 feet attack’s damage against you.
of you hits or misses you with an attack, you can use your
reaction to attack that creature immediately after its attack,
provided that you can see the creature.
Horde Breaker. Once on each of your turns when you
make a weapon attack, you can make another attack with the Hunter - Spellcasting
same weapon against a different creature that is within 5 feet
of the original target and within range of your weapon. Hunter Spells
Marksman. Being within 5 feet of a hostile creature You gain bonus spells at the ranger levels listed.
doesn't impose disadvantage on your ranged attack rolls. Ranger
Also, when a hostile creature's movement provokes an Level Spells
opportunity attack from you, you can use your reaction to
make a ranged weapon attack as opposed to a melee weapon 3rd Hunter's Mark, Protection from Evil and Good
attack. 5th Locate Animals or Plants, Misty Step
9th Haste, Leomund's Tiny Hut
Extra Attack Freedom of Movement, Mordenkainen’s
Starting at 5th level, you can attack twice, instead of once, 13th
Faithful Hound
whenever you take the Attack action on your turn.
17th Destructive Wave, Swift Attack

Defensive Tactics Hunter's Prey -Change


At 7th level, you gain one of the following features of your Beginning at 3rd level, your tenacity can wear down the
choice. most powerful of foes, regardless of their number.
Escape the Horde. Opportunity attacks against you are Whenever you hit a target with a weapon attack, it takes
made with disadvantage. an extra 1d8 damage. You can deal this extra damage only
Multiattack Defense. When a creature hits you with an once per turn.
attack, you gain a +4 bonus to AC against all subsequent When you reach 11th level in this class, the extra damage
attacks made by that creature for the rest of the turn. can be applied more than once per turn if it is against a
Steel Will. You have advantage on saving throws against different target.
being charmed or frightened.

27
Monster Slayer - Non-Spellcasting
You have dedicated yourself to hunting down creatures of the Slayer's Counter
night and wielders of grim magic. A Monster Slayer seeks out At 15th level , you gain the ability to counter attack when your
vampires, dragons, evil fey, fiends, and other magical threats. prey tries to sabotage you. If the target of your Slayer's Prey
Trained in supernatural techniques to over come such forces you to make a saving throw, you can use your reaction
monsters, slayers are experts at unearthing and defeating to make one weapon attack against the quarry. You make this
mighty, mystical foes. attack immediately before making the saving throw. If your
attack hits, your save automatically succeeds, in addition to
the attack's normal effects.
Hunter's Sense
At 3rd level , you gain the ability to peer at a creature and
magically discern how best to hurt it. As an action, choose
one creature you can see within 60 feet of you. You
immediately learn whether the creature has any damage
immunities, resistances, or vulnerabilities and what they are.
If the creature is hidden from divination magic, you sense Monster Slayer - Spellcasting
that it has no damage immunities, resistances, or
vulnerabilities. Monster Slayer Spells
You can use this feature once. You regain all expended uses You gain bonus spells at the ranger levels listed.
when you finish a long rest. You gain an additional use for Ranger Level Spells
every 5 levels you have in this class, rounded down.
3rd Protection from Evil and Good, Shield
5th Misty Step, Zone of Truth
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, 9th Dispel Magic, Magic Circle
increasing the harm you inflict on it. As a bonus action, you 13th Banishment, Staggering Smite
designate one creature you can see within 60 feet of you as
the target of this feature. The first time each turn that you hit 17th Destructive Wave, Hold Monster
that target with a weapon attack, it takes an
extra 1d8
damage from the weapon. It lasts until you designate a
different creature. Slayer's Prey - Change
When you reach 11th level in this class, the extra damage Starting at 3rd level, you can focus your ire on one foe,
can be applied to each attack you make. increasing the harm you inflict on it. As a bonus action, you
designate one creature you can see within 60 feet of you as
the target of this feature. The first time each turn that you
Extra Attack hit that target with a weapon attack, it takes an
extra 1d8
Starting at 5th level, you can attack twice, instead of once, damage from the weapon. It lasts until you designate a
whenever you take the Attack action on your turn. different creature.

Supernatural Defense
At 7th level, you gain extra resilience against your prey's
assaults on your mind and body. Whenever the target of your
Slayer's Prey forces you to make a saving throw or an ability
check, add 1d6 to your roll.

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.

28
Mystic Hunter - Non-Spellcasting
Rangers have been trained for the sole purpose to hunt and Mystic Sight
defeat creatures with magical abilities. Very few have the At 15th level, your constant battles with those who wield
innate ability to circumvent spells and powers that creatures magic have made your senses keener than others without the
use to control and lay waste to the lands that are meant for all aid of magic or a gods’ blessing. Your vision adjusts to the
living creatures. These rangers are not made, but born into magical world around you, letting you see what very few are
this area of expertise. They are the first and best line of able to see. You gain a limited and variant form of True Sight.
defense against those who wield powers, whether from the Your Eldritch Sight increases to 60 feet.
prime material plane, or from heaven or hell. You can see the true form of any shapechanger or creature
concealed by illusion or transmutation magic while the
Eldritch Sight creature is within 60 feet of you and within line of sight.
At 3rd level, while concentrating for 1 minute, you can sense You notice secret doors and objects hidden by magic to a
the presence of magic within 30 feet of you. You can use your range of 60 feet.
action to see a faint aura around any visible creature or object You can use this feature a number of times equal to 1 +
in the area that bears magic, and you learn its school of your Wisdom modifier (minimum 1). You regain all expended
magic, if any. uses after a short or long rest.
You can do this a number of times equal to your Wisdom
modifier (minimum 1). You regain expended uses after a
short or long rest.

Unhindered Assault
At 3rd level, when a creature within 60 feet and in line of Mystic Hunter - Spellcasting
sight casts a spell, you can use your reaction to make a
weapon attack against that creature. Mystic Hunter Spells
Additionally, once per turn when you successfully make a You gain bonus spells at the ranger levels listed.
weapon attack against a target, you deal an extra 1d6 psychic
damage. Ranger Level Spells
When you reach 11th level in this class, the extra damage 3rd Identify, Magic Missile
increases to 1d8 psychic damage and is applied to each
weapon attack you make. 5th Misty Step, Shadow Blade
9th Counter Spell, Magic Circle
Extra Attack 13th Arcane Eye, Otiluke's Resilient Sphere
Starting at 5th level, you can attack twice, instead of once, 17th Circle of Power, Teleportation Circle
whenever you take the Attack action on your turn.
Unhindered Assault - Change
Mystic Slayer At 3rd level, when a creature within 60 feet and in line of
Your training against spell casters has allowed you to learn sight casts a spell, you can use your reaction to make a
how to pierce through weaves of magic. weapon attack against that creature.
At 7th level, when you make a weapon attack against a Additionally, once per turn when you successfully make a
target that is protected with a magical barrier such as the weapon attack against a target, you deal an extra 1d6
Shield spell or Otiluke’s Resilient Sphere spell, your weapon psychic damage.
attacks ignore the bonus to AC or any other benefits it grants.

Spell Resistance
At 11th level, you have advantage on saving throws against
spells and spell attacks have disadvantage against you.

29
Planes Walker - Non-Spellcasting
Planes Walkers Rangers explore the inner and outer planes.
They seek to gain knowledge and to understand those
creatures who live in those worlds. They realize that all life is Planes Walker - Spellcasting
important and not to judge others based on appearance or
their origin. However, they will engage in combat if necessary. Planes Walker Spells
You gain bonus spells at the ranger levels listed.
Adaptation Ranger
At 3rd level, your body has changed to survive in hostile Level Spells
environments. You no longer require air to breathe. Comprehend Languages, Protection from Evil
In addition, you can speak, read, and write Deep Speech 3rd
and Good
and Primordial..
5th Enhance Ability, See Invisibility
9th Blink, Protection from Energy
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse 13th Dimension Door, Fabricate
to augment your attacks. Once per turn, when you make a 17th Circle of Power, Teleportation Circle
weapon attack against a target, the target takes an extra 1d6
force damage from the attack. Planar Warrior - Change
When you reach 11th level in this class, the extra damage At 3rd level, you learn to draw on the energy of the
increases to 1d8 force damage and can be applied more than multiverse to augment your attacks. Once per turn, when
once per turn. you make a weapon attack against a target, the target takes
an extra 1d6 force damage from the attack.
Extra Attack
Starting at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

Inhospitable Worlds
You have learned to survive in hostile environments.
Starting at 7th level, when you have take cold, fire, necrotic,
psychic, or radiant damage, you can use your reaction to gain
resistance to that instance of damage.

Ethereal Strike
Your movements seem to phase in and out of existence,
allowing you to temporarily sever a creature's connection to
planar travel.
Beginning at 11th level, when you make a successful
weapon attack against a creature, you can use a bonus action
to prevent that creature from shifting or teleporting,
magically or nonmagically, until the beginning of your next
turn.
You can use this feature a number of times equal to your
proficiency bonus modifier. You regain all expended uses
after a long rest.

Planar Defense
Through your travels, you have strengthened your fortitude
against creatures who have attempted to manipulate you.
Beginning at 15th level, you cannot be charmed, frightened, or
possessed.

30
Primal Mystic
Primal Mystics are a hybrid type of Ranger. They originally Nature’s Sanctuary
lacked magical powers but later were infused with gifts to When you reach 7th level, creatures of the natural world
further aid them in their endeavors. These Rangers revere sense your connection to nature and become hesitant to
nature above all, gaining their spells and other magical attack you. When a beast or plant creature attacks you, that
powers from the force of nature itself. Many rangers pursue a creature must make a Wisdom saving throw against your
mystic spirituality of transcendent union with nature. Ranger ranger spell save DC. On a failed save, the creature must
spells are oriented toward nature and animals. Drawing on choose a different target, or the attack automatically misses.
the divine essence of nature itself, you can cast spells to On a successful save, the creature
is immune to this effect for
shape that essence to your will. 24 hours.
The creature is aware of this effect before it makes its
attack against you.
Spell Casting
At 2nd level, you have learned to use the magical essence of
nature to cast spells, much as a druid does. Refer to page 8 Evasion
regarding spell casting. Beginning at 9th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath or a
lightning bolt spell. When you are subjected to an effect that
Primal Mystic Path Spells allows you to make Dexterity saving throw for only half
You gain bonus spells at the ranger levels listed. damage, you instead take no damage if you succeed on the
saving throw. You take only half damage if you fail.
Ranger level Spells
3rd Find Familiar, Purify Food and Drink
Summon Spiritual Companion
5th Enhance Ability, Misty Step At 11th level, as a bonus action you can summon one of three
9th Create Food and Water, Haste spiritual beasts to aid you for 1 minute. The animal spirit
appears silhouetting your form and mimicking your
13th Control Water, Find Greater Steed movements. Your attacks or cries are accompanied by the
17th Greater Restoration, Passwall echoes of the beast’s roar or sounds of the winds. The
summoned spirits cannot be dispelled. You can use this
feature a number of times equal to your Wisdom modifier,
Instinctive minimum 1. You regain any expended uses when you finish a
Beginning at 3rd level, when you can cast the Hunter’s Mark short or long rest.
spell using a spell slot, you can choose to cast it without the Bear.
The bear spirit charges towards the creatures with
concentration requirement. The duration of the spell is 1 teeth bared and heated breath escaping its mouth as it roars.
minute. You can use this feature a number of times equal to You can use your action to make a melee attack against any
half of your level in this class, rounded down. You regain all number of creatures with a separate attack roll for each
expended uses when you finish a long rest. target. Using half of your movement speed, you attack each
creature that is in your path. Each creature you attack must
not be more than 10 feet from the next creature you attack.
Nature's Recovery In addition, you have resistance to all damage except force
At 3rd level, you are able to regain some of your magical and psychic damage.
energy. Once per day when you finish a short rest, you can Eagle.
As you draw your bow and let the arrow fly, the
choose expended spell slots to recover. The spell slots can eagle spirit stands tall and flaps its wings, shooting its
have a combined level that is equal to or less than a third of feathers towards the creatures.
your level in this class (rounded up) and none of the slots can You can use your action to make a ranged weapon attack
be of 4th level or higher. against any number of creatures within 15 feet of a point you
For example, if you are a 6th-level ranger, you can recover can see within your weapon’s range. You must have
up to two levels worth of spell slots. You can recover either a ammunition for each target, as normal, and make a separate
2nd-level spell slot or two 1st-level spell slots. attack roll for each target.
In addition, you have a flying speed equal to your current
walking speed.
Extra Attack Wolf.
A Dire Wolf silhouettes your form, rushing towards
Starting at 5th level, you can attack twice, instead of once, and lunges at the creature. Your movement speed is doubled.
whenever you take the Attack action on your turn. You have advantage on all weapon attack rolls against a
creature if at least one ally is within 5 feet of the creature.
In addition, on a successful hit with a weapon attack, you
can use a bonus action to force a Large or smaller creature to
make s Strength saving throw against your DC spell saving
throw. If the creature fails, it is knocked prone.

31
Nature's Stamina
Your encounters with aberrations, beasts, celestials, dragons,
elementals, fey, fiends, giants, monstrosities, oozes, plants,
and undead have strengthened your physical and mental
fortitude. At 13th level, you gain proficiency in either
Constitution or Wisdom saving throws, your choice.

Battle Master
At 15th level, having cast spells in the midst of combat, you
have learned techniques to maintain your focus. While you
are concentrating on a spell, your concentration cannot be
broken as a result of taking damage.

Ambush Master
Starting at 17th level, you excel at leading ambushes. You can
use a bonus action on your turn in the first round of the
combat to grant each ally within 30 feet of you a bonus to
their initiative roll that lasts until the end of their next turn.
The bonus is equal to your Wisdom modifier, minimum 1.
Each ally also receives a + 10 increase to thier speed that
lasts until the beginning of the their next turn.

32
Ravager - Non-Spellcasting
Ravagers are rangers who isolate themselves from
civilization. They are the true survivalist of the natural world
through training their bodies, pushing their limits to become Ravager - Spellcasting
the strongest in the jungle. Civilization is a sign of weakness.
Ravagers thrive in the wilds; tundra, desert, or the Ravager Bonus Spells
Underdark. Combat drives them, allowing them to embrace You gain bonus spells at the ranger levels listed.
their primal physicality. Those who are weak become the
prey. Ravagers will always be the hunter. Ranger Level Spells
3rd Compelled Duel, Hunter's Mark
Endurance training 5th Enhance Ability, Enlarge/Reduce
Your hard training and exposure to the elements have 9th Haste, Protection from Energy
strengthened your body. Starting at 3rd level, you have
advantage on ability checks and saving throws against 13th Fire Shield, Freedom of Movement
exhaustion. 17th Steel Wind Strike, Swift Attack
In addition, if you are proficient in the Acrobatics or
Athletics skills, your proficiency bonus is doubled when you Nature's Fury - Change
are using either of these skills. Beginning at 3rd level, the first creature you hit on each of
your turns with a melee weapon attack takes extra damage
Nature's Fury equal to half of your ranger level, rounded up.
Beginning at 3rd level, the first creature you hit on each of
your turns with a melee weapon attack takes extra damage
equal to 1d4 + half of your ranger level, rounded down.
When you reach 11th level in this class, the extra damage
die increases to 1d6 + half your ranger level, rounded down.

Extra Attack
Starting at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

Battle Awareness
You do not hesitate in battle. You face your enemies directly,
focusing on their movements to effectively counter their
strikes. Starting at 7th level, while you are not incapacitated,
any critical hits against you become normal hits.

Whirling Blades
At 11th level, you learn to attack with unexpected speed. You
gain one of the following features of your choice.
Stalker's Flurry. Once on each of your turns when you
miss with a weapon attack, you can make another weapon
attack as part of the same action.
Whirlwind Attack. You can use your action to make a
melee attack against any number of creatures within 5 feet of
you, with a separate attack roll for each target.

Hardened Warrior
You can hardened your body to withstand the constant
onslaught of battle. Starting at 15th level, using a bonus
action, you gain resistance to all damage except psychic
damage for 1 minute. You can use this feature a number of
times equal to your proficiency bonus modifier. You regain all
expended uses when you finish a long rest.

33
Seafarer - Non-Spellcasting
Seafarers are Rangers who thrive sailing the seven seas.
These rangers make the dangers of the ocean into their
home. Seafarers make their living exploring, transporting Seafarer - Spellcasting
people and supplies, piracy, or a little of everything. There is
no fixed route or destination. Life is where the wind takes Seafarer Spells
their sails. You gain bonus spells at the ranger levels listed.
Ranger Level Spells
Bravado 3rd Create or Destroy Water, Thunderwave
Starting at 3rd level, your boldness in your attacks takes your
opponents by surprise, allowing you to strike more accurately 5th Gust of Wind, Warding Wind
at your opponents weak spots. Once per turn, when you hit a 9th Tidal Wave, Wall of Water
target with a weapon attack, you can deal an extra 1d8
damage. 13th Control Water, Watery Sphere
When you reach 11th level in this class, the extra damage 17th Control Winds, Maelstrom
can be applied to each weapon attack.
Bravado - Change
Art of Piracy Starting at 3rd level, your boldness in your attacks takes
You gain proficiency in the Navigator's Tools, Thieves' Tools, your opponents by surprise, allowing you strike more
Vehicles (water), and 1 gaming set of your choice. accurately at your opponents weak spots. Once per turn,
Select one tool. Your proficiency bonus is doubled for any when you hit a target with a weapon attack, you can deal an
ability check you make with the chosen tool. extra 1d8 damage.

Sea Legs
Starting at 7th level, you have learned to keep your balance
and maneuverability in the roughest of seas. You cannot be
knocked prone and you have advantage against being
grappled.

Pirate's Retribution
Starting at 11th level, when a creature makes a successful
weapon attack against you or an ally within 5 feet of you, you
can use your reaction to immediately make a weapon attack
against the attacking creature. If the attack is successful, in
addition to the damage, the creature's movement becomes 0
for the rest of its turn. You can make this attack even if the
attacking creature has a feature or ability to avoid the attack,
such as Disengage, Fancy Footwork, or the Mobile feat.

Weatherbeaten
Beginning at 15th level, your exposure to the elements have
hardened your body. You gain resistance to cold and fire
damage.
In addition, whenever you finish a short rest, your
exhaustion level, if any, is decreased by 1.

34
Slayer - Non-Spellcasting
Warriors of the wilderness, Slayers specialize in hunting Slayer's Strike
specific creatures. They are experts in tracking their quarry Beginning at 11th level, you become an unparalleled hunter
as a predator does, moving stealthily through the wilds and of your favored enemies. Using a bonus action, when you take
hiding themselves in brush and rubble. Slayers focus their the Attack action, you can make a single weapon attack with
combat training on techniques that are particularly useful advantage against your favored enemy.
against their specific favored enemies. On a successful hit, the target takes an extra 6d6 damage.
Whether you hit or not, your movement speed is 0 until the
end of your turn.
Favored Enemy
Beginning at 3rd level, you have significant experience
studying, tracking, hunting, and talking to certain creature Innate Resistance
types. Beginning at 15th level, you have advantage on saving throws
Choose a group of creatures from the list below. You have and skill checks against spells, abilities, and other magical
advantage on Wisdom (Survival) checks to track these effects from your favored enemy.
creatures, as well as on Intelligence checks to recall Furthermore, you have resistance against the damage of
information about them. spells and the special abilities from your favored enemy.
When you gain this feature, you also learn one language of
your choice that is spoken by each creature, if they speak one
at all.
Colossus. Giants and Dragons
Otherwordly. Aberrations, Oozes, and Undead
Terran. Fey and Humanoids. Slayer - Spellcasting
Terrestrial. Beasts, Constructs, Monstrosities, and Plants
Unearthly. Celestials, Elementals, and Fiends Slayer Spells
You gain bonus spells at the ranger levels listed.
Foe Slayer Ranger
At 3rd level, whenever you hit your favored enemy with a Level Spells
weapon attack, it takes an extra 1d6 damage. Hunter’s Mark, Protection from Evil and
When you reach 11th level, the extra damage increases to 3rd
Good
2d4.
5th Enlarge/Reduce, Misty Step
9th Fly, Magic Circle
Extra Attack
Starting at 5th level, you can attack twice, instead of once, 13th Banishment, Freedom of Movement
whenever you take the Attack action on your turn. 17th Destructive Wave, Greater Restoration

Defensive Tactics Foe Slayer - Change


At 7th level, you gain one of the following features. At 3rd level, when you hit a favored enemy with a weapon
Escape the Horde. Opportunity attacks against you are attack, the favored enemy takes an extra 1d8 damage. You
made with disadvantage. can deal this extra damage only once per turn.
Evasion. You can nimbly dodge out of the way of certain Defensive Tactics - Add
area effects, such as a red dragon’s fiery breath or a lightning Steel Will. You gain proficiency in Wisdom saving throws.
bolt spell. When you are subjected to an effect that allows you Cast-Iron Body. You gain proficiency in Constitution saving
to make Dexterity saving throw for only half damage, you throws.
instead take no damage if you succeed on the saving throw.
You take only half damage if you fail.
Multiattack Defense. When a creature hits you with an
attack, you gain a +4 bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.

35
Wayfinder - Non-Spellcasting
Unlike other rangers who travel alone, Wayfinders welcome
the company of others. Wayfinders usually serve as guides for Guide
explorations, scouts for caravans, or reconnaissance for the You are able to convey information to help your allies.
military. Their skills and talents focus on defending, inspiring, Beginning at 15th level, you and allies within 30 feet of you
and strengthening their comrades. gain a bonus to saving throws and ability checks against
illusions equal to your Wisdom modifier, minimum 1. You
must be conscious to grant this bonus.
Eagle Eye In addition, after traveling for an hour or more, you and
Beginning at 3rd level, you excel in being a scout. You no your allies within 30 feet of you gain the following benefits if
longer suffer disadvantage on your Wisdom (Perception) you are conscious:
checks imposed by lightly obscured areas (such as dim light,
patchy fog, or moderate foliage). You and your party can move stealthily at a normal pace.
In addition, you have advantage when you take the Wisdom You and your allies gain a bonus on saving throws and
(Perception) action if you move no more that half your speed ability checks to identify and avoid natural hazards (such
on the same turn. as Quicksand or Thin Ice) equal to your Wisdom modifier,
minimum 1.
You and your allies gain a bonus to saving throws and
Retribution ability checks made to avoid or resist traps equal to your
Starting at 3rd level, when a creature within your weapons Wisdom modifier, minimum 1.
reach makes an attack against an ally, you can use your
reaction to make a weapon attack against that creature. If
your attack hits, you deal normal damage plus an extra 1d6
damage in addition to causing the attacking creature to have
disadvantage on its first attack roll against your ally.
When you reach 11th level, the extra damage increases to
1d8. Wayfinder - Spellcasting
Wayfinder Spells
Extra Attack You gain bonus spells at the ranger levels listed.
Starting at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Ranger
Level Spells
Comprehend Languages, Create or Destroy
Reliable Talent 3rd
Water
By 7th level, you have refined your chosen skills until they 5th Enhance Ability, Pass without Trace
approach perfection. Whenever you make an ability check
that lets you add your proficiency bonus, you can treat a d20 9th Crusader's Mantle, Leomund's Tiny Hut
roll of 9 or lower as a 10. 13th Control Water, Stone Shape
17th Control Winds, Passwall
Ally's Strike
Starting at 11th level, when you make a successful weapon Retribution - Change
attack against a creature during the first round of combat, Starting at 3rd level, when a creature within your weapons
you make it easier for you and others to attack it. You and reach makes an attack against an ally, you can use your
your allies attack rolls against that creature have advantage reaction to make a weapon attack against that creature. If
until the start of your next turn. your attack hits, you deal normal damage plus an extra 1d6
damage in addition to causing the attacking creature to have
disadvantage on its first attack roll against your ally.

36
Spells Added to Ranger Spell List Spells

1st Level Beast Sense


Calm Beasts (new spell) 2nd-level divination (ritual)
Comprehend Languages Casting Time: 1 action
Primeval Awareness (new spell) Range: Touch. 3 miles if Beast Companion.
Protection from Evil and Good Components: S
2nd Level Duration: Concentration, up to 1 hour
Dayvision (new spell) You touch a willing beast. You can cast this spell on your
Revivify Beast (new spell) Beast Companion if you are both within 3 miles of one
See Invisibility another.
Warding Bond For the duration of the spell, you can use your action to see
through the beast’s eyes and hear what it hears, and continue
3rd Level to do so until you use your action to return to your normal
Dispel Magic senses.
Elemental Weapon While perceiving through the beast’s senses, you gain the
Leomund's Tiny Hut benefits of any special senses possessed by that creature,
though you are blinded and deafened to your own
5th Level surroundings.
Swift Attack (replaces Swift Quiver) Also on Druids spell list.

Calm Beast
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of beasts.
Each beast in a 20-foot-radius sphere centered on a point you
choose within range must make a Charisma saving throw; a
beast can choose to fail this saving throw if it wishes. If a
beast fails its saving throw, choose one of the following two
effects.
You can suppress any effect causing a target to be charmed
or frightened. When this spell ends, any suppressed effect
resumes, provided that its duration has not expired in the
meantime.
Alternatively, you can make a target indifferent about
creatures of your choice that it is hostile toward. This
indifference ends if the target is attacked or harmed by a spell
or if it witnesses any of its friends being harmed. When the
spell ends, the beast becomes hostile again, unless the DM
rules otherwise.
Also on Druid's spell list.

Dayvision
2nd-level transmutation
Casting Time: 1 actionCasting Time
Range: Touch
Components: V, S, M (either a pinch of dried carrot or any
black gem or pearl)
Duration: 8 hours
You touch a willing creature to grant it the ability to ignore
the penalties of Sunlight Sensitivity. For the duration, that
creature can see in the sunlight out to a range of 60 feet.
Also on Druid's and Sorcerer's spell list

37
Primeval Awareness
1st-level divination
Casting Time: 1 minute
Range: Self
Components: V, S M (diamonds worth 100 gp)
Duration: Instantaneous
You can attune your senses to determine if any of your
enemies lurk nearby. By spending 1 uninterrupted minute in
concentration, you can sense whether the following types of
creatures are present within 1 mile of you: aberrations,
celestials, dragons, elementals, fiends, and undead.
This feature reveals which of the enemies are present, the
general direction, and approximate distance from you. If
there are multiple groups of your enemies within range, you
learn this information for each group.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the range increases by 1 mile for
each slot above 1st.

Revivify Beast
2nd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S M (diamonds worth 100 gp, which the
spell consumes)
Duration: Instantaneous
You touch a beast that has died within the last 10 minute.
That beast returns to life with 1 hit point. This spell can’t
return to life a beast that has died of old age, nor can it
restore any missing body parts.
Also on Druid's spell list.

Swift Attack
5th-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a quiver containing at least one piece
of ammunition or a melee weapon)
Duration: Concentration, up to 1 minute
There are two forms of transformations that can occur.
Swift Quiver: You may transmute your quiver so it
produces an endless supply of non-magical ammunition,
which seems to leap into your hand when you reach for it. On
each of your turns until the spell ends, you can use a bonus
action to make two attacks with a weapon that uses
ammunition from the quiver. Each time you make such a
ranged attack, your quiver magically replaces the piece of
ammunition you used with a similar piece of non-magical
ammunition. Any pieces of ammunition created by this spell
disintegrate when the spell ends. If the quiver leaves your
possession, the spell ends.
Whirling Blades: Your magic flows through your body and
into your melee weapon(s), becoming as one. As long as the
melee weapon(s) remains in your hand(s), on each of your
turns until the spell ends, you can use a bonus action to make
two attacks.

38
Tools
Cure Wounds Poultice. If you spend 1 minute applying one
Herbalism Kit of your bandages treated with one of your poultices to a
You can create special herbal liquids, poultices, and salves wounded creature, thereby expending its use, that creature
that have power comparable to some potions and spells. You regains 1d6 hit points for every two Ranger levels you have,
are assumed to be carrying or able to forage sufficient rounded down. Once used, a creature cannot benefit from
ingredients to prepare your mixtures. Using your Survival this poultice until after a short or long rest.
skill (Foraging, PHB ppg183), you can spend 1 hour
gathering herbs and prepare herbal mixtures to create a Cure Wounds Elixir. You can spend an action to imbibe one
maximum number of mixtures equal to your Wisdom of your liquids, thereby expending its usage, that creature
modifier (minimum 1). For example, if your Wisdom modifier regains 1d6 hit points for every four Ranger levels you have,
is 2, you could have one Cure Wounds poultice and one rounded down.
Goodberry Gruel.
These mixtures you create cannot be applied by anyone but Detect Magic. If you spend 1 minute applying this liquid to
yourself. After 24 hours, any mixtures that you have not used an object, thereby expending its usage, the effect that occurs
lose their potency. helps determine if the object is magical. Each vial has five
uses.
Mixtures Known
Detect Poison and Disease. You can spend an action
applying this liquid to a creature or object, thereby expending
The table below shows the types of mixtures you can create its usage, the effect that occurs can help you determine if the
and at what Ranger level they become available. Choose your creature or object is poisoned or diseased. You have
known mixtures from the table below. You can refer to advantage on Wisdom (nature) check to identify the poison or
Herbalism Kit on ppg 33 for details. disease if it is found in nature. If not natural, you can roll a
Wisdom (medicine) check to attempt to identify it.
Ranger level
Dispel Magic. You can spend an action applying this liquid to
2nd level 5th level 9th level a creature, object, or person, thereby expending its usage, the
Dispel
effect is to dispel a spell or magical effect. Make an ability
Cure Wounds Elixir Beast Sense
Magic
check using your Wisdom modifier. The DC equals 10 + the
spell’s level. On a successful check, the effect ends for 1
Cure Wounds Poultice
Blindness or minute for each level in this class.
Deafness
Fog Cloud. You can spend an action to throw this vial up to
Detect Magic Lesser Restoration 60 feet from you containing liquids that, when exposed to air,
Detect Poison and will release a 20 foot radius sphere of fog. This fog spreads
Disease
See Invisibility around corners and the area is heavily obscured. It lasts for 1
Fog Cloud Spider Climb
hour or until a wind of moderate or greater speed (at least 10
mph) disperses it.
Goodberry Gruel Web
Goodberry Gruel. You can spend an action to imbibe this
Sleep gruel. It provides enough nourishment to sustain a creature
for 1 day. It also heals 1 hit point for every ranger level you
have. The number of creatures that can benefit from the gruel
Beast Sense. If you spend 1 minute to imbibe one of your is equal to your Proficiency modifier. Once used, a creature
liquids, thereby expending its usage, you can see through needs a long rest before able to gain this benefit again.
your beast’s eyes and hear what it hears for up to one hour. Lesser Restoration. You can spend an action to apply one of
You and your Beast Companion must be within one mile of your poultices to a blinded, deafened, diseased, or poisoned
one another. While perceiving through the beast’s senses, you creature, thereby expending its use. That creature gains
gain the benefits of any special senses possessed by that advantage on its’ saving throws.
creature, though you are blinded and deafened to your own
surroundings. See Invisibility. You can spend 1 action applying one of your
poultices to your eyes or your beasts eyes, thereby expending
Blindness or Deafness. You can spend an action to throw its use, you or your beast can see invisible creatures and
this vial up to 30 feet from you containing liquids that, when objects as if they were visible for 1 hour.
exposed to air, will explode in a 5 foot radius affecting one
creature. This explosion will cause the target to be either Sleep. You can spend an action to throw this vial up to 60
blind or deaf for 1 minute unless it succeeds on a feet from you containing liquids that, when exposed to air,
Constitution saving throw vs DC 8 + your proficiency bonus + will release a 10 foot radius sphere of sleeping gas. It can
your Wisdom modifier. At the end of each turn, the creature also be placed into a drink or with food. The total number of
can make a constitution saving throw to end the effect. hit points of creatures it affects is 2d8 plus 2d8 for every five
Ranger levels, rounded down. It lasts for 1 minute.

39
Spider Climb. You can spend an action applying this poultice Adventuring
to your hands and feet or your beasts’ paws, thereby
expending its use. You or your beast can move up, down, and
across vertical surfaces and upside down along ceilings. The Camouflage
climbing speed is equal to the walking speed. It lasts for 1 If you are proficient in the Wisdom (Survival) skill, you can
hour. You are unable to attack and it takes 1 action to remove spend 30 minutes to use fresh mud, dirt, plants, soot, animal
the poultice from your hands and feet. excrement, and other naturally occurring materials to
Web. You can spend an action to throw this vial up to 60 feet camouflage an area for up to 8 medium size creatures to
from you containing liquids that, when successfully rolling an evade detection by creatures. Once someone moves or takes
attack roll against a creature, explodes into a mass of thick, an action or a reaction, you must camouflage the area again
sticking webbing. The creature is restrained for 1 minute to gain this benefit.
unless it succeeds on a Strength saving throw DC 8 + your If you have expertise in the Wisdom (Survival) skill, you
proficiency bonus + your Wisdom modifier. Creatures whose have advantage on your Wisdom (Survival) check to avoid
size is larger or larger automatically succeed on its saving detection.
throw. The creature can use its action using a Strength check
to break free. It lasts for 1 minute.
Two-Weapon Fighting
Trapper's Kit When you take the Attack action and attack with a melee
This set of tools is used to help set up or disarm traps. Being weapon that you’re holding in one hand, you can use a bonus
a hunter requires you to be proficient in traps that not only action to attack with a light melee weapon that you’re holding
deal with beasts but also sophisticated creatures such as in the other hand. You don’t add your ability modifier to the
humanoids. This set of tools includes a small file, 5 ft silken damage of the bonus attack, unless that modifier is negative.
rope, a small mirror mounted on a metal handle, a set of If either weapon has the thrown property, you can throw
narrow-bladed scissors, hunting knife, and a pair of pliers. the weapon, instead of making a melee attack with it.
You use your Wisdom modifier when using this tool.
Proficiency with these tools lets you add your proficiency
bonus to any ability checks you make to set up or disarm
traps.

Multiclassing Proficiencies
Class Proficiencies Gained
Light armor, medium armor, shields, simple
Ranger weapons, martial weapons, one skill from the
class's skill list

40
Alternate features

Marked (Replaces Animal Empathy) Favored Foe (Replaces Alacrity)


Beginning at 2nd level, you can use a bonus action to choose Beginning at 6th level, you know the Hunter's Mark spell and
a creature within 90 feet that you can see and mark it. For 1 it doesn't count against the number of spells known to you.
hour you deal an extra 1d6 damage to the target whenever You use a bonus action to activate Hunter's Mark. The
you hit it with a weapon attack, and you have advantage on duration is for 1 hour and it does not require concentration.
any Wisdom (Perception) or Wisdom (Survival) checks you You can use this feature twice. You regain any expended uses
make to find it. If the target drops to 0 hit points before the when you finish a short or long rest.
time ends, you can use a bonus action to mark a new You gain an additional use at 10th level and another at 15th
creature. You can use this feature once per long rest. level in this class.
You gain an additional use for every 5 levels you have in
this class, rounded down. You regain all expended uses after
a long rest. Master Scout (Replaces Master Hunter)
The extra damage increases to 1d8 at 9th level and to 1d10 At 20th level, you are an expert with all types of natural
at 16th level. environments and are adept at traveling and surviving in
regions which include the arctic, coast, desert, forest,
grassland, mountain, swamp, or the Underdark. When you
Nature's Gift (Replaces Animal make an Intelligence or Wisdom check while traveling in
natural terrains, your proficiency bonus is doubled if you are
Empathy) using a skill that you are proficient in, excluding skills that
At 2nd level, you gain the Herbalism kit as a tool. You can already include double proficiency.
create special herbal liquids, poultices, and salves that have In addition, rangers strike first and strike hard. When you
power comparable to some potions and spells. You are roll initiative, you gain a special turn that takes place before
assumed to be carrying or able to forage sufficient other creatures can act. On this turn, you can use your action
ingredients to prepare your mixtures. Using your Survival to take either the Attack, Dash, or Hide action. If more than
skill (Foraging PHB ppg183), you can spend 1 hour gathering one creature in an encounter has this feature, they all act first
herbs and prepare herbal mixtures to create a maximum in order of initiative, then the regular initiative order begins.
number of mixtures equal to your Wisdom modifier If you would normally be surprised at the start of an
(minimum 1) + your proficiency bonus modifier. encounter, you are not surprised but you do not gain this
These mixtures you create cannot be applied by anyone but extra turn.
yourself. After 24 hours, any mixtures that you have not used
lose their potency.

Mixtures Known
The table below shows the types of mixtures you can create
and at what Ranger level they become available. Choose your
known mixtures from the table below. You can refer to
Herbalism Kit on ppg 37 for details.
Ranger level
2nd level 5th level 9th level
Dispel
Cure Wounds Elixir Beast Sense
Magic
Blindness or
Cure Wounds Poultice
Deafness
Detect Magic Lesser Restoration
Detect Poison and
Revivify Beast
Disease
Fog Cloud See Invisibility
Goodberry Gruel Spider Climb
Sleep Web

You might also like