Professional Documents
Culture Documents
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild. The artwork contained herein, may not be used for any other works without the
owner’s express written consent.
All other original material in this work is copyright ©2016 by Raven Siegfried and published under the Community Content Agreement for
Dungeon Masters Guild. Any reproduction or unauthorized use of the original material herein is strictly prohibited without the author’s express
written consent.
WE START WALKING DEEPER INTO THE TWILIT FOREST.
The night gets shadier and shadier after every passing moment and
we only occasionally catch glimpses of moonlight.
LETHAL SKIRMISHERS
Rangers are the guardians of the wilderness; they specialize
in hunting the threats outside of civilization, hordes of
raiders, rampaging giants, wild monstrosities and even
terrible dragons. They are predators of the wild, using stealth
and specialized techniques to hunt down their marks.
Rangers focus their combat training on techniques that are
particularly useful against their specific favored foes.
Attunement to the wilds allows the ranger to harness
magical powers from nature as a druid does. Their spells,
like their combat abilities, emphasize speed, stealth, and the
hunt. The talents and abilities of the ranger come from the
grim desire to protect the borderlands.
LONE WANDERERS
Oftentimes rangers might make a living as hunters, guides or
trackers but their true life is in defending the edges of
civilization from the threats that lurk in the wilds. In some
places, rangers gather in secretive orders or join forces with
druidic circles. Many rangers, however, quest and travel destruction these monsters cause and commit yourself to
alone, knowing that when the time the threat comes, they are reining in their depredations? Is your adventuring career a
the finest at eliminating their targets, be it bands of orcs or continuation of your work in protecting the borderlands, or a
dragons. significant change?
This fierce independence makes rangers well suited to What made you join up with a band of adventurers?
adventuring, since they are accustomed to life far from the Do you find it challenging to teach new allies the ways of
comforts of a dry bed and a hot bath. Rangers don’t often the wild, or do you welcome the relief from solitude that
fancy adventurers accustomed to city life; whining about the they offer?
difficulties of the wild and always longing for the
comfortable life within civilization. But every now and then
Quick Build
they find their selves adventurers who can handle their own
You can make a ranger quickly by following these
in a fight, some who are worth the extra affliction. City folk
suggestions. First, make Dexterity your highest ability score,
might not know ways of the wild but they certainly make up
followed by Wisdom. (Some rangers who tend to focus on
for it with their own talents.
two-weapon fighting make Strength higher than Dexterity.)
Second, choose the outlander background.
CREATING A RANGER
As you create your ranger character, consider the nature of CLASS FEATURES
the training that gave you your particular capabilities. Did
As a ranger, you gain the following class features:
you train with a single mentor, wandering the wilds together
until you mastered the ranger's ways? Did you leave your
apprenticeship, or was your mentor slain perhaps by the HIT POINTS
same kind of monster that became your favored enemy? Or Hit Dice: 2d6 per ranger level
perhaps you learned your skills as part of a band of rangers Hit Points at 1st level: 12 + your Constitution modifier
affiliated with a druidic circle, trained in mystic paths as Hit Points at Higher Levels: 2d6 (or 7) + your Constitution
well as wilderness lore. You might be self-taught, a recluse modifier per ranger level after 1st
who learned combat skills, tracking, and even a magical
connection to nature through the necessity of surviving in PROFICIENCIES
the wilds. Armor: Light armor, shields
What's the source of your particular hatred of a certain Weapons: Simple weapons, martial weapons
kind of enemy? Did a monster kill someone you loved or Tools: Herbalism kit
destroy your home village? Or did you see too much of the
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, When you forage, you find twice as much food as you
Insight, Investigation, Nature, Perception, Stealth and normally would.
Survival While tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed
EQUIPMENT through the area.
You start with the following equipment, in addition to the You choose additional favored terrain types at 6th and 10th
equipment provided by your background. level.
At 18th level, you gain preternatural senses that help you Multiattack Defense. When a creature hits you with an
fight creatures you can’t see. When you attack a creature attack, you gain a +4 bonus to AC against all subsequent
you can’t see, your inability to see it doesn’t impose attacks made by that creature for the rest of the turn.
disadvantage on your attack rolls against it. Steel Will. You have advantage on saving throws against
You are also aware of the location of any invisible being frightened.
creature within 30 feet of you, provided that the creature
isn’t hidden from you and you aren’t blinded or deafened. MULTIATTACK
At 11th level, you gain one of the following features of your
choice.
FOE SLAYER Volley. You can use your action to make a ranged attack
At 20th level, you become an unparalleled hunter of your against any number of creatures within 10 feet of a point you
enemies. Once on each of your turns, you can add your can see within your weapon's range. You must have
Wisdom modifier to the attack roll or the damage roll of an ammunition for each target, as normal, and you make a
separate attack roll for each target.
Whirlwind. You can use your action to make a melee Once you use this feature, you can’t use it again until
attack against any number of creatures within range of your you finish a long rest.
weapon, with a separate attack roll for each target.
SPIRIT LINK
SUPERIOR HUNTER’S DEFENSE Beginning at 3rd level, you gain the ability to harness the
At 15th level, you gain one of the following features of your magical power of the spirit of nature. As a bonus action, you
choice. can invoke the enchantment of your spirit path to gain its
Evasion. You can nimbly dodge out of the way of certain features.
area effects, such as a red dragon's fiery breath or a lightning Guardian. You can choose yourself or a creature that you
bolt spell. When you are subjected to an effect that allows can see within 30 feet of you. The chosen creature gains
you to make a Dexterity saving throw to take only half temporary hit points equal to 2d6 + your Wisdom modifier.
damage, you instead take no damage if you succeed on the This lasts until the temporary hit points are depleted or you
saving throw, and only half damage if you fail. finish a short or long rest.
Stand Against the Tide. When a hostile creature misses Seeker. You invoke your spirit and choose a creature that
you with a melee attack, you can use your reaction to force you can see within 60 feet of you. Until the end of your next
that creature to repeat the same attack against another turn, all attacks made against the creature have advantage.
creature (other than itself) of your choice. Predator. Choose yourself or a creature you can see within
Uncanny Dodge. When an attacker that you can see hits 30 feet of you. The next time the chosen creature hits with a
you with an attack, you can use your reaction to halve the weapon attack, the target of the attack takes extra slashing
attack's damage against you. damage equal to 2d6 + your Wisdom modifier. This feature
can only affect one creature at a time.
SENTINEL Once you use this feature, you can’t use it again until
you finish a short or long rest.
The Sentinel archetype embodies a connection between you
and the spirit of nature – an ideal forged by your link to the
MYSTICAL FURY
wild. Your bond with nature grants you abilities that you can
At 7th level, your attacks and the attacks of your spirit
use to fight the monstrous foes that threaten civilization and
companion count as magical for the purpose of overcoming
the wilderness alike. Emulating the Sentinel archetype
resistance and immunity to nonmagical attacks and damage.
means committing yourself to this ideal, working in
partnership with the spirit of nature and its magic.
IMBUED SOUL
Starting at 11th level, you become more attuned to your
SPIRIT COMPANION
spirit companion. As a bonus action, you can fuse your
At 3rd level, you choose a path that determines the ideals
animal companion to your weapon or piece of ammunition,
you personify. The path you choose shapes your spirit
if it is material and it is within 60 feet of you. You gain extra
companion. As a bonus action, you can command your spirit
damage to your next weapon attack equal to your Wisdom
companion to materialize as a living creature. Your spirit
modifier (minimum of 1) and an additional effect depending
companion manifests as an animal for 1 minute or until its
on your spirit path.
hit points drop to 0. You can also dismiss it as a bonus
action. Guardian. On a hit, the creature must make a Constitution
saving throw against your ranger spell save DC. On a failed
The manifested creature gains a bonus to attack rolls,
save, the target is stunned until the end of your next turn.
damage rolls, AC and saving throws equal to your Wisdom
modifier. Its hit point maximum equals half its normal Seeker. You have a +10 bonus to the attack roll and on a
maximum plus half your hit point maximum. hit, the creature must succeed on a Constitution saving
throw against your ranger spell save DC or have
The manifested creature takes its turn on your
disadvantage on its attack rolls until the end of your next
initiative and acts simultaneously with you. You control its
turn.
actions, even if you are unconscious or otherwise unable to
act. You cannot change your choice of spirit path. Predator. Your attack scores a critical on a roll of 18-20.
On a hit, the creature must succeed on a Constitution saving
Guardian. By following the path of the Guardian, you
throw against your ranger spell save DC. On a failed save,
protect the natural world from creatures that would despoil
the target cannot attack you or your spirit companion until
it. Your spirit companion takes the form of a brown bear.
the end of your next turn.
Seeker. By taking up the Seeker path, you are drawn into
Once the attack hits, your spirit companion emerges
the unknown wilds far from civilization in search of lost
from the weapon or ammunition and can take its turn, it
treasures, forgotten evil and sites of primal magic. Your
appears on the nearest unoccupied space next to the target.
spirit companion takes the form of a giant eagle.
You must then finish a long rest to use this feature again.
Predator. As a ranger of the Predator path, you prowl the
wilderness in search of vile creatures that must be slain
before they wreak havoc on the natural world. Your spirit
companion takes the form of a dire wolf.
SPIRITUAL ASPECT MASTER OF PURSUIT
Beginning at 15th level, you gain qualities from your spirit At 7th level, your movements become unfailing and beckon
path. fear into your quarry. You can take the Dash action as a
Guardian. Your hit point maximum increases by an bonus action on your turn. Additionally, a creature under the
amount equal to 5 + your ranger level. effect of Sentience cannot make opportunity attacks against
you.
Seeker. You gain the ability to sprout a pair of ethereal
wings from your back, gaining a flying speed equal to your
current walking speed. You can create these wings as a
CRIPPLING STRIKE
Starting at 11th level, you become an expert at lethal
bonus action on your turn. They last until you dismiss them
as a bonus action on your turn. disabling. When you attack and hit a creature, you can cause
it to be immobile. The target must make a Strength saving
Predator. Your speed increases by 20 feet and your jump throw (DC 8 + your Dexterity modifier + your proficiency
distance is doubled. bonus). On a failed save, the target’s speed becomes 0, and
it can’t benefit from any bonus to its speed, this lasts for 1d6
STALKER rounds and if it is Large or smaller it falls prone. In addition,
when you hit a creature that is surprised, it has disadvantage
The Stalker archetype means focus on stealth and the hunt. on its saving throw.
As expert seekers and prowlers against your prey, you learn Once you use this feature, you can’t use it again until
how to be a master pursuer and predator. Preferring to know you finish a short or long rest.
and use stealth against your target than taking it head on. A
student of pursuit and master of strategic combat is what you AMBUSCADE
embody. Following the Stalker archetype means being a
Beginning at 15th level, you learn to strike first and strike
ranger of refined predation.
hard. When you roll initiative, you gain a special turn that
takes place before other creatures can act. On this turn, you
SENTIENCE can use your action to take either the Attack or Hide action.
When you adopt this archetype at 3rd level, you become You can make your movement and take a bonus action as
more conscious of your quarry. As a bonus action, you can normal.
study a creature and its mannerisms in order to gain
If more than one creature in an encounter has this
temporary advantage against it. Make a Wisdom (Insight)
feature, they all act first in order of initiative, then the
check contested by the creature’s Charisma (Deception)
regular initiative order begins.
check, provided that you can see the creature. You have
advantage on creatures that are your favored enemies. If you If you would normally be surprised at the start of an
succeed, you may choose an ability to gain against that encounter, you are not surprised but you do not gain this
creature. extra turn. Additionally, if you would surprise creatures, this
turn occurs after the round of surprise.
Awareness. You become discerning of their condition.
You always know their current hit points and you ignore the
creature’s resistance and immunity to bludgeoning, piercing
and slashing damage.
Exposed. You find a weakness in their defenses. You
know their AC and you gain advantage on your attack rolls
against the creature.
Pattern. You notice a pattern in their actions. You discern
one Action of your enemy (DM’s discretion) and they have
disadvantage on their attack rolls to you.
Vulnerability. You find a vulnerable spot on their body.
You gain knowledge on one of their saving throw
bonus of your choice, if they have one. Additionally,
they have disadvantage on saving throws against you.
You can only have one target under the effect
of this feature at a time. This lasts for a number of
rounds equal to your Wisdom modifier (minimum
of 1) or until the creature drops to 0 hit points. The
effect against the creature also ends if you use
this feature again, if you dismiss Sentience
(no action required) or if you become unconscious.
In addition, you cannot use this ability on the same
creature more than once per day, regardless if
you succeed or fail on the ability check.
EDITOR’S NOTE: