Table Of Contents
- 1 Cover Page
- 1.1 Ranger
- 1.2 Class Features
- 1.2.1 Hunter's Quarry
- 1.2.2 Favoured Enemy
- 1.2.3 Fighting Style
- 1.2.4 Spellcasting
- 1.2.5 Natural Explorer
- 1.2.6 Ranger Conclave
- 1.2.7 Skirmisher’s Stealth
- 1.2.8 Ability Score Improvement
- 1.2.9 Extra Attack
- 1.2.10 Ambuscade
- 1.2.11 Untraceable
- 1.2.12 Hide in Plain Sight
- 1.2.13 Land's Stride
- 1.2.14 Feral Sense
- 1.2.15 Improved Ambuscade
- 1.2.16 Endless Hunt
- 1.3 Ranger Conclave
- 1.4 Multiclassing
Ranger
Rough and wild looking, the human stalked alone through the shadows of trees, hunting the ores he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.
Holding his hand high, the half-elf whistles to the hawk that circles high above him; calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across w ide and empty plains, rangers keep their unending watch.
Deadly Hunters
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favoured 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 orc s attacks, a ranger might be the first—and possibly the last—line of defence.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts o f 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. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain— perhaps by the same kind of monster that became your favoured enemy? Or perhaps you learned your skills as part o f a band of rangers affiliated with a druidic circle, trained in mystic conclaves as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.
What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.
The Ranger
Level | Proficiency Bonus | Features | Hunter's Quarry Damage | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Hunter's Quarry, Favoured Enemy | 1d4 | — | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting, Natural Explorer | 1d4 | 2 | 2 | — | — | — | — |
3rd | +2 | Skirmisher’s Stealth, Ranger Conclave | 1d4 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 1d4 | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack, Ambuscade | 1d6 | 4 | 4 | 2 | — | — | — |
6th | +3 | Untraceable | 1d6 | 4 | 4 | 2 | — | — | — |
7th | +3 | Ranger Conclave Feature | 1d6 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 1d6 | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 1d8 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Hide in Plain Sight, Land’s Stride | 1d8 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Ranger Conclave Feature | 1d8 | 7 | 4 | 3 | 2 | — | — |
12th | +4 | Ability Score Improvement | 1d8 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 1d10 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Feral Senses | 1d10 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Conclave Feature | 1d10 | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 1d10 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 1d12 | 10 | 4 | 3 | 3 | 2 | 1 |
18th | +6 | Improved Ambuscade | 1d12 | 10 | 4 | 3 | 3 | 2 | 1 |
19th | +6 | Ability Score Improvement | 1d12 | 11 | 4 | 3 | 3 | 2 | 2 |
20th | +6 | Endless Hunt | 1d12 | 11 | 4 | 3 | 3 | 2 | 2 |
Class Features
As an ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Armour: Light armour, medium armour, bucklers, round shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail, or (b) leather armour
- (a) two shortswords, or (b) two simple melee weapons
- (a) a dungeoneer's pack, or (b) an explorer's pack
- a longbow and a quiver of 20 arrows
Alternatively, you can purchase your starting equipment with a starting wealth of 4d4 x 10gp.
Hunter's Quarry
At 1st level, you know the perfect method of tracking and striking at your foes. As a bonus action on your turn, you can mark a creature that you can see within 120 feet of you as your quarry. Once per turn, when you hit your quarry with a weapon attack, you can choose to deal an additional 1d6 damage to them, the type of which is the same as that dealt by your weapon. A creature remains as your quarry until it falls to 0 hit points, you mark another creature as your quarry, or after a number of hours equal to your ranger level (minimum of 1).
The damage dealt by this feature increases as you gain ranger levels. This increase is shown on the Hunter's Quarry Damage column of the ranger table.
Additionally, you have advantage on Wisdom (Survival) checks made to track your quarry, as well as Wisdom (Perception) checks made to detect them.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses after you complete a long rest.
Favoured Enemy
Additionally, at 1st level, you have significant experience studying, tracking, hunting, and even speaking to a certain type of enemy.
Choose a type of favoured enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favoured enemies.
You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favoured enemies, if they speak one at all.
You choose one additional favoured enemy, as well as an associated language, at 6th and 10th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
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 a Fighting Style option more than once, even if you later get to choose again through the use of multiclassing.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defence
While you are wearing armour, you gain a +1 bonus to AC.
Duelling
When you are wielding a weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to the spirits of nature. You use your Wisdom whenever a spell refers to your spellcasting 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
Natural Explorer
Additionally at 2nd level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favoured terrain: arctic, coast, desert, forest, grassland, mountain, settlement, swamp, or underground. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favoured terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favoured terrain types at 6th and 12th level.
Terrain Magic
Your expertise in the land has granted you power over its very essence. Based on the favored terrain you chose, you gain access to a special list of spells only available to rangers who chose that particular terrain. When you complete a long rest, you can prepare a number of spells from the terrain spells available to you equal to one third your ranger level (minimum of 1). You may only prepare spells from terrains you have chosen as your favored terrain.
Any terrain spell you have access to that is not on the ranger spell list is nonetheless considered a ranger spell when you prepare it this way.
Arctic Spells
Ranger Level | Terrain Spells |
---|---|
2nd | blisterwind, ice knife |
5th | creeping cold, hold person |
9th | frigid strike, sleet storm |
13th | ice storm, winter's fang |
17th | cone of cold, white ice |
Coast Spells
Ranger Level | Terrain Spells |
---|---|
2nd | riptide, swim |
5th | air bubble, deluge |
9th | wall of water, waterbreathing |
13th | control water, undertow |
17th | maelstrom, red tide |
Desert Spells
Ranger Level | Terrain Spells |
---|---|
2nd | gust burst, stone bolt |
5th | blur, dust devil |
9th | sand prison, wall of sand |
13th | blight, hallucinatory terrain |
17th | antilife shell, insect plague |
Forest Spells
Ranger Level | Terrain Spells |
---|---|
2nd | ensnaring strike, overgrowth |
5th | barkskin, wildergrow |
9th | engulfing thorns, plant growth |
13th | grasping vine, tree strike |
17th | conjure plant creature, tree stride |
Grassland Spells
Ranger Level | Terrain Spells |
---|---|
2nd | entangle, goodberry |
5th | locate animals or plants, pass without trace |
9th | daylight, sticks to snakes |
13th | conjure woodland beings, freedom of movement |
17th | commune with nature, petal flurry |
Mountain Spells
Ranger Level | Terrain Spells |
---|---|
2nd | earth tremor, jump |
5th | Maximilian's earthen grasp, stalagmite |
9th | meld into stone, stoneshatter |
13th | orbital stones, stone shape |
17th | transmute rock, wall of stone |
Settlement Spells
Ranger Level | Terrain Spells |
---|---|
2nd | comprehend languages, detect emotions |
5th | locate object, knock |
9th | Leomund's tiny hut, tongues |
13th | compulsion, locate creature |
17th | animate objects, contagion |
Swamp Spells
Ranger Level | Terrain Spells |
---|---|
2nd | purify food and drink, vitriolic spray |
5th | Melf's acid arrow, sporecaller's smite |
9th | create bog, water walk |
13th | roil, swarmtide |
17th | conjure ooze, parsite |
Underground Spells
Ranger Level | Terrain Spells |
---|---|
2nd | blindspot, enshade |
5th | darkness, spider climb |
9th | erupting earth, gaseous form |
13th | banishment, displace |
17th | cloudkill, passwall |
The number of terrain spells you can prepare increases as you gain levels, increasing by one at 9th, 13th and 17th level.
Ranger Conclave
At 3rd level, you choose an archetype that you strive to emulate, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Skirmisher’s Stealth
Beginning at 3rd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence.
At the start of your turn, pick a creature you are currently hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfil the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn.
Ability Score Improvement
When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ambuscade
Also at 5th level, when you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can move up to half your movement, and use your action to take either the Attack or Hide action.
If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter, you do not gain this extra turn.
Untraceable
Starting at 6th level, you can use the Hide action as a bonus action on your turn, and when you do so, you may choose to gain the benefits of your skirmisher's stealth feature until the end of your turn.
Additionally, you cannot be tracked through non-magical means unless you choose to leave a trail.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to Hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks made to detect you until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or due to some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still motionless on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Land’s Stride
Also at 10th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Feral Senses
At 14th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
In addition, you cannot be surprised whilst you are concious.
Improved Ambuscade
Upon reaching 18th level, your ability as a ranger to get the drop on your enemies, increases tenfold. You ambuscade becomes its own turn, allowing for an action, bonus action and movement action.
Endless Hunt
When you reach 20th level, your mastery of the hunt has allowed you to strike down your enemies. When you hit your quarry with a weapon attack, you can choose for that attack to become a critical hit. Once you have used this feature, your hunter's quarry feature ends early.
Additionally, whenever you roll a damage die for your hunter's quarry, you can roll the die twice, taking the higher of the two results.
Ranger Conclave
The ideal of the ranger has several conclaves to follow: the Conclave of the Spiritwalker, the Conclave of the Stalker, the the Conclave of the Wildmagus, and the Conclave of the Horizon Warden.
Spiritwalker
Emulating the Conclave of the Spiritwalker requires that you become a protector of the spirits of nature; allowing you to form a bond with a nature spirit—a companion forged by your link to the wild. This spirit companion protects you as you travel and watches your back in battle.
Spirit Companion
Also at 3rd level, when you adopt this conclave, you choose an animal spirit and gain its feature. At your option, you also gain minor physical attributes that are reminiscent of your spirit animal. For example, if you have a bear animal spirit, you might be unusually hairy and thick skinned, or if your spirit is the eagle, your eyes turn bright yellow.
Your spirit animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
As an action, you can command your spirit companion to materialize as a living, partially-corporeal creature, determined by the animal you chose. The statistics for which are shown at the end of the conclave description. You can use an action on any subsequent turn to dismiss your spirit companion back to its home plane.
The manifested creature takes its turn just after yours in the initiative and you can use your bonus action to command it; you can use simple actions such as ‘Protect us’ or ‘Kill them’ or more complex commands such as ‘Claw that orc then the goblin next to it’, once a spirit companion has completed its command, it will stop and await further instruction.
You can telepathically communicate with your spirit companion as long as you are both within 1 mile of each other.
Spirit Companion
Level | Companion Proficiency Bonus |
Companion Hit Die |
Evolutions |
---|---|---|---|
3rd | +2 | 3 | ─ |
4th | +2 | 4 | 1 |
5th | +3 | 5 | 1 |
6th | +3 | 6 | 2 |
7th | +3 | 7 | 2 |
8th | +3 | 8 | 3 |
9th | +4 | 9 | 3 |
10th | +4 | 10 | 4 |
11th | +4 | 11 | 4 |
12th | +4 | 12 | 5 |
13th | +5 | 13 | 5 |
14th | +5 | 14 | 6 |
15th | +5 | 15 | 6 |
16th | +5 | 16 | 7 |
17th | +6 | 17 | 7 |
18th | +6 | 18 | 8 |
19th | +6 | 19 | 8 |
20th | +6 | 20 | 8 |
When your spirit companion is reduced to 0 hit points it disappears and cannot be summoned again until you complete a long rest. Should you take a long rest with your spirit companion, it regains all of its hit points. During a short rest, your spirit companion can regain hit points equal to half its hit point maximum. Once it has regained hit points during a short rest in this way, it cannot do so again until it completes a long rest.
Your spirit companion may take an ambuscade turn, acting just after you, gaining all of the same benefits. However, until you reach 20th level, if you chose to make a weapon attack during you ambuscade turn, your spirit companion may not choose to do the same on its turn.
Spiritual Evolutions
Also at 3rd level, your spirit companion grows as you do, it gains hit dice as you do, its proficiency bonus increases as yours does, and it can even gain new features. These features are called "Evolutions" and are detailed below.
You gain evolutions as shown in the Spirit Companion table, and cannot choose the same evolution more than once. If an evolution requires you to be of a certain level, you must have that many levels in the ranger class, and if an evolution requires you to have chosen a specific spirit companion, you must abide by it.
Aerial Manoeuvres
Prerequisites: 16th level, Eagle Spirit Companion
Your eagle companion gains the following feature:
Flyby. The eagle does not provoke attacks of opportunity when it flies out of an enemy’s reach.
Apex Predator
Prerequisites: 8th level, Wolf Spirit Companion
Once per turn, when your wolf companion hits with a weapon attack that it had advantage on, it deals an additional 1d6 damage.
Bear's Endurance
Prerequisites: 12th level, Bear Spirit Companion
Your bear companions natural armour bonus increases by 1. In addition, at the start of each of its turns, if the bear has taken damage since the start of its last turn, it regains hit points equal to half its number of hit dice.
Bestial Hunger
Prerequisites: 16th level, Wolf Spirit Companion
When your wolf companion hits a creature with its bite attack, it regains hit points equal to half the damage dealt.
Corporeal Physicality
Prerequisites: 12th level
Your spirit companion becomes corporeal, and can be utilised as an intelligent mount as long as it is at least one size category larger than you.
Courser's Velocity
Prerequisites: 8th level, Eagle Spirit Companion
When your eagle companion flies at least 30 feet towards a creature and hits it with a Talons attack, the target creature takes an additional 2d6 damage.
Eagle's Celerity
Prerequisites: 12th level, Eagle Spirit Companion
Your eagle companion gains the following actions:
Multiattack. The eagle makes two attacks; one with its talons, and one with its beak.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 2) piercing damage.
Enlarged Form
Prerequisites: 8th level
Your spirit companion's size category increases by 1. This also increases the value of the creature's hit die by 1.
Mutual Knowledge
Your spirit companion gains proficiency in one skills of your choice from the list below. Your choice of spirit companion determines what skills you can choose from.
- Bear. Athletics, Medicine, Nature, Survival
- Eagle. Acrobatics, Performance, Religion, Survival
- Wolf. Athletics, Insight, Investigation, Survival
Whilst you remain within 30 feet of one another, you gain the benefits of these proficiencies too.
You can take this evolution a second time if you so choose, but no more than twice.
Primal Agility
Your spirit companion's Dexterity score increases by 2, to a maximum of 20.
This evolution can be taken a multiple times. Once at 4th or 6th level, once at 8th or 10th level, once at 12th or 14th level, and one final time at 16th or 18th level.
Primal Physique
Your spirit companion's Strength score increases by 2, to a maximum of 20.
This evolution can be taken a multiple times. Once at 4th or 6th level, once at 8th or 10th level, once at 12th or 14th level, and one final time at 16th or 18th level.
Primal Tenacity
Your spirit companion's Constitution score increases by 2, to a maximum of 20.
This evolution can be taken a multiple times. Once at 4th or 6th level, once at 8th or 10th level, once at 12th or 14th level, and one final time at 16th or 18th level.
Spiritual Resilience
Prerequisites: 16th level, Bear Spirit Companion
Your bear companion gains the following feature:
Magic Resistance. The bear has advantage on saving throws against Spells and other magical effects.
Swift Momentum
Choose one of your spirit companions movement modes. Increase it by 10 feet.
Tough Hide
Prerequisites: 8th level, Bear Spirit Companion
When your bear companion takes bludgeoning, piercing, or slashing damage, it can use its reaction to half the damage taken.
Unbreakable Bond
Prerequisites: 8th level
You can telepathically communicate with your spirit companion at any range, and summoning it or dismissing it takes only a bonus action.
Wolf's Instincts
Prerequisites: 12th level, Wolf Spirit Companion
Your wolf companion gains the following actions:
Multiattack. The wolf makes three attacks; one with its bite, and two with its claws.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Spirit Aspect
Starting at 7th level, your spirit companion grows in strength, conveying its power to you. Your companion's attacks are considered magical for overcoming resistances and immunities.
Additionally, you gain a benefit based on the form of your spirit companion:
Bear. Once per turn, when you would suffer bludgeoning, piercing or slashing damage, you can choose to reduce that incoming damage by 1d4.
Eagle. Once per turn, when you make a weapon attack, you can choose to gain +3 to the attack roll.
Wolf. When you hit a creature with a weapon attack, you can choose for the attack to deal an additional 1d6 piercing damage. Once you have used this feature, you cannot do so again until the start of your next turn.
Empowered Spirit
At 11th level, the power of your spirit companion is bolstered, granting it far greater power.
The damage die rolled of all your spirit companion's attack actions increase in value by one. This includes new attacks that can be gained from certain evolutions like Eagle's Celerity, but excludes additional damage dice that are rolled through spells or evolutions like Apex Predator.
Bolstered Aspect
At 15th level, the boon granted by your spirit companion grows in strength, allowing you to harness greater and more potent animalistic abilities.
Bear. During the first round of combat, you gain resistance to all damage.
In addition, when you use your Spirit Aspect feature, roll 2d4 instead.
Eagle. During the first round of combat, your speed is doubled.
In addition, if when you take the Attack action against a creature and you are over 15 feet above it, your first attack against that creature has advantage.
Wolf. During the first round of combat, the first successful weapon attack you make is considered a critical hit.
In addition, when you make the Attack action, you can make three weapon attacks instead of two. Your third attack does not add your ability modifier to the damage roll.
Bear Spirit
Large elemental, your alignment
- Armor Class 11 (natural armour)
- Hit Points 19 (3d8 + 6)
- Speed 35 ft., climb 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 8 (-1)
- Skills Perception +3
- Senses passive Perception 13
- Languages Understands your languages, but cannot speak
- Challenge 1/2 (100 XP)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Eagle Spirit
Medium elemental, your alignment
- Armor Class 12
- Hit Points 16 (3d8 + 3)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 13 (+1) 8 (-1) 13 (+1) 8 (-1)
- Skills Perception +3
- Senses passive Perception 13
- Languages Understands your languages, but cannot speak
- Challenge 1/2 (100 XP)
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Wolf Spirit
Medium elemental, your alignment
- Armor Class 13 (natural armour)
- Hit Points 16 (3d8 + 3)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 8 (-1) 12 (+1) 8 (-1)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages Understands your languages, but cannot speak
- Challenge 1/2 (100 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Stalker
The Conclave of the Stalker emulates the hunting aspect of being a ranger. You hunt your prey relentlessly, not allowing their escape, and protect those that your prey would try to hunt. Those that follow down this conclave are usually bodyguards or bounty hunters, but exceptions can occur.
Expert Survivalist
When you choose this artefact at 3rd level, you gain proficiency bonus to Wisdom (Survival) checks; your proficiency bonus is doubled for checks made with this skill.
If you already have proficiency in this skill - choose another one from the ranger skill list.
Sudden Assault
Also at 3rd level, the opening moments of combat are where you're most deadly. During the first round of combat, each time you hit a creature with a weapon attack roll, that creature takes additional damage equal to your hunter's quarry damage die. This additional damage is the same type as dealt by the weapon.
Additionally, you score a critical hit on a roll of a 19 or 20 against creatures surprised by you. When you reach 11th level, you score a critical hit on a roll of an 18, 19, or 20 against creatures surprised by you.
Marked Prey
Starting at 7th level, your prey only know they are being hunted when the blood starts to pour. You may apply your hunter's quarry feature to a creature you hit with a weapon attack, instead of as a bonus action. When you apply hunter's quarry in this way, the triggered attack deals your hunter's quarry damage.
Additionally, when you complete a short rest, you regain one use of your hunter's quarry feature.
Hunter's Precision
Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack roll during your turn, you can immediately reroll that attack, using the new result.
You may use this feature a number of times equal to your Strength or Dexterity modifier (whichever is higher), and you regain all expended uses whenever you complete a long rest.
Stalker’s Dodge
At 15th level, you master the ability to disrupt an opponent’s attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack.
Wildmagus
All rangers form a bond with the land, mastering the survival skills necessary to thrive there and learning to use terrain to their advantage. Wildmagus connect to the land on a mystical level, discovering ways of calling up the inherent magical powers of the local flora, fauna and geological features. In territory, they are intimately familiar with, wildmagi wield a wide range of spells while powerful wildmagus can even call up the geomantic properties of distant lands.
Primal Surge Table
Level | Surges | Surge Die |
---|---|---|
3rd | 4 | d6 |
4th | 5 | d6 |
5th | 5 | d6 |
6th | 5 | d6 |
7th | 6 | d8 |
8th | 6 | d8 |
9th | 6 | d8 |
10th | 7 | d8 |
11th | 7 | d10 |
12th | 7 | d10 |
13th | 8 | d10 |
14th | 8 | d10 |
15th | 8 | d12 |
16th | 9 | d12 |
17th | 9 | d12 |
18th | 9 | d12 |
19th | 10 | d12 |
20th | 10 | d12 |
Primal Surge
Starting when you select this conclave at 3rd level, when you finish a long rest, you gain surges, which can be used to tap into the natural essence of the area around you to bolster spells.
When you or an ally within 10 feet of you casts a spell that deals damage, you can expend one of your surges as a reaction to increase the damage dealt by the spell by the number rolled on your surge die.
Spells that deal multiple instances of damage, be it through multiple weapon attacks (such as scorching ray), or triggered circumstances (such as hex), this bonus damage applies only to the first instance of damage that the spell deals.
Your number of surges, and the value of your surge die are shown in the Primal Surge Table below.
Wild Recovery
Also at 3rd level, you have learned to regain some of your magical power by communing with the earth. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a fourth of your ranger level (rounded up), and none of these slots can be 3rd level or higher.
Primordial Ward
At 7th level, your connection to nature grants you a shield that protects you from magic. When you complete a long rest, roll your surge die twice. You gain a shield equal to this number.
When you take damage from a spell or similar magical effect, you can use your reaction to cause the shield to take damage in your stead. Any leftover damage after the shield is destroyed is transferred to you.
As an action on your turn, you can one of your surges, rolling it and adding it to your Primordial Ward's hit points.
Native Power
Starting at 11th level, your connection to the wild grants you access to natural found only by the Wildmagus. When you spend a surge to augment a spell, you can choose to instead grant it a bonus to the DC of the saving throw equal to half your Wisdom modifier (minimum of 1).
In addition, when you take a short rest, roll your surge die once and add the result to your Primordial Ward's current hit points.
Greater Primordial Ward
At 15th level, your primordial ward increases in power, granting your additional protection from all forms of damage. Your primordial can now protect you all forms of damage as part of your reaction, not just spells and other magical effects.
Horizon Warden
Rangers of the Horizon Warden Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.
Planar Warrior
At 3rd level, you learn to draw on the energy of the planes to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Portal Lore
At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1 mile of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn’t reveal them.
Once you use this feature, you can’t use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.
See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Distant Strike
At 11th level, you gain the ability to 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. You must be able to see the destination of the teleportation.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. This attack does not add your attack modifier to the damage of the attack.
Spectral Defence
At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you cangive yourself resistance to all of that attack’s damage on this turn. For a moment, you slip into the planar boundary to lessen the harm.
Nomad
Rangers of the Nomad Conclave keep their minds in a strange, rarified state. They seek to accumulate knowledge, both of nature and deeper, wider knowledge, the underlying structure of all things. Nomads pair unmatched mental willpower and their attunement to nature in order to further their goals.
Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to garner as much experience and knowledge as they can, and the pursuit of secrets can become an obsession for them.
Breadth of Knowledge
Starting at 3rd level, you have proficiency or fluency in one additional skill, tool, or language of your choice. In addition, you have advantage on saving throws to avoid becoming magically lost.
Influence of the Mind
When you choose this archetype at 3rd level, you learn Acts. Choose three from the list below. When you reach 7th, 11th, and 15th levels, you learn one additional act of your choice. Level requirements for acts refer to ranger level, not character level.
Adjourn Functionality (7th Level Required). When you hit a creature with a melee weapon attack, you can try to overpower their mind, halting its process of information. The target must succeed a Wisdom saving throw against you ranger spell save DC or be stunned until the end of your next turn. Once you have used this feature, you cannot use it again until you finish a long rest.
Chameleon Ego (15th Level Required). You have advantage on Dexterity (Stealth) checks when your are not charmed or frightened, and have control of your mind.
Communal Mind. Your power to commune with the mind has allowed you to communicate with any creature. You can communicate telepathically with any creature that you can see within 30 feet of you. You do not need to share a language with the creature for it to understand you, but the creature must be capable of understanding of at least one language, and must not be a construct or an undead creature.
Detect Being (15th Level Required). You know the scrying spell and can cast it once per long rest.
Expedite Consciousness (11th Level Required). You know the clairvoyance spell and can cast it once per long rest.
Fast Intelligence. Your base walking speed increases by 10 feet.
Focused Strike (7th Level Required). When you take the attack action on your turn, you can forgo your extra attack to gain advantage on your weapon attack. Your attack is treated as though it is under the effects of the guided strike spell.
Heightened Casting (7th Level Required). When you cast a spell, you can treat the spell as if you'd cast it at a level higher. Once you use this feature, you must complete a long rest before you use it again.
Lightning Serenity (11th Level Required). On your turn, you can enter a state in which time is slowed in your mind, and the world moves slower than you until the end of your turn. For this duration, you gain the benefits of the haste spell. Once you have used this feature, you must complete a short or long rest before you can use it against.
Nomadic Arrow (11th Level Required). You imbue a weapon with a strange semblance of sentience, allowing it to unerringly find its mark. You ignore disadvantage with any ranged weapon attack roll you make. If disadvantage would normally apply, you can't benefit from advantage on the same roll.
Perceive Integrity. You have advantage on Intelligence saving throws, and Intelligence (Investigation) checks to discern illusions for their true nature.
Pickpocket Image (7th Level Required). As an action, you can remove your image from another creature's mind. That creature must make a Wisdom saving throw. On a failure, you are invisible to them until the start of their next turn.
Read Thoughts. You know the detect thoughts spell and can cast it once per long rest.
Revisited Will. During a Short Rest, you can select a saving throw. Until you next complete a Short or Long Rest, you add your Wisdom modifier to that saving throw.
Savage Mind. You've learned to cut flesh with additional vigor, from either enjoyment, experience, force of will, or a combination thereof. Once per turn when you roll damage for a weapon attack, you can reroll the weapon's damage dice and use either total.
Step of Mind. You know the misty step spell and can cast it once per short or long rest.
Unlocked Knowledge. Choose two skills, two languages, two tools, or a mix totalling 2. You have proficiency or fluency in your choices.
Memory of a Thousand Steps
At 7th level, you gain the ability to use your power to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest.
Thrice Minded
Beginning at 11th level, you can learn greater psionic acts. Choose one from the list below. When you reach 15th level, you can choose one additional greater psionic act.
Three-Weapon Fighting. You gain the ability to control a weapon telekinetically within 5 feet of you, which must be a melee weapon you can normally wield. If you take the Attack action on your turn, you can make one melee weapon attack with this weapon as a reaction.
Your reach for picking up objects, pushing, dragging, or lifting is considered 5 feet regardless of your arm length, and you don't need to be touching something within range to affect it.
Projectile Twin. Once per turn, when you hit a target with a ranged or thrown weapon on your turn, you can create a spectral version alongside of it, dealing the weapon's damage die again as psychic damage, for which you do not add your ability modifier.
Nature's Psion. As an action, choose a creature within 60 feet of you that you can see. That creature must make an Intelligence saving throw. On a failure, they take 3d10 psychic damage as their mind warps and begins to be consumed by the primal psionics of nature.
Effortless Journey
Starting at 15th level, you can mystically move your body. You can forfeit any amount of your speed in order to teleport that same distance to an unoccupied location you can see.
Astrologer
Gazing not just to the trees and plants, but to the night sky and all its wonders. Astrologers draw upon some of their studied astral power to strengthen their arsenal in battle.
Astral Sight
Starting when you choose this conclave at 3rd level, your astral knowledge has granted you sight beyond sight.
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
Shooting Star
Also at 3rd level, once during each of your turns, you can deal an additional 1d6 radiant damage to one creature you hit with a weapon attack.
As a bonus action, you can illuminate a creature you hit with this feature. Until the end of your next turn, the creature has disadvantage on Dexterity (Stealth) checks and can't benefit from being invisibile until the end of your next turn.
In addition, your ranged attacks ignore half and three-quarters cover, bending around obsticles to reach their targets.
Moonlit Aire
At 7th level, you gain proficiency in Intelligence and Charisma saving throws. The moon pierces illusion and bolsters personality.
Stars Guided
At 11th level, you can now make ranged attacks on a target that has full cover, provided there is an entryway for the attack to travel and that you are aware of the target's position - either through a successful Wisdom (Perception) or Wisdom (Survival) check . You gain a +10 to the check if the target is under the effects of your Shooting Star feature.
Also, when making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
Astral Polarity
At 15th level, a luminous, intangible wreathe of stars don your head. When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, and only half damage if you fail. Friendly creatures who also have to make a Dexterity saving throw for the same effect within 30 feet of you gain advantage for the roll.
Hunter
Emulating the Hunter conclave means accepting a place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
Hunter's Prey
Also at 3rd level, you gain one of the following features of your choice.
Foe Slayer. Your tenacity can wear down the most potent foes. Once per turn when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.
Giant Killer. When a Large or larger creature within 5 feet 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 same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. This extra attack does not add your ability modifier to the damage of the weapon attack.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde. Opportunity attacks against you are made with disadvantage.
Multiattack Defence. When a creature hits you with an attack, you gain a +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against being frightened or charmed.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
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.
Superior Huntsman’s Defence
At 15th level, you gain one of the following features of your choice.
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 to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. The creature must make a new attack roll against your chosen target.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Pyrelight
Pyrelights are occult, fanatic, and sparse rangers who dwell often in the mountains or other high places of the world with open sky. Most devote themselves entirely to the safekeeping of the phoenixes, as well as serving them and interests they may have. Others learn from the phoenixes and soon spread their own wings to fly away. Pyrelights know to protect goodness and hope in the world from those that might extinguish it; however, they also know that such things can never be fully killed.
Blazing Warrior
At 3rd level, you burn brightest against the fiercest darkness. When you hit a creature with a weapon attack, the creature takes extra radiant damage equal to 1d4 + the number of enemies or allies on the battlefield (whichever is higher), to a maximum of your Wisdom modifier. You can't deal this extra damage again until the start of your next turn.
Shining Speaker and Seer
Also at 3rd level, you can speak clearly to celestial creatures, and they understand you as if you share a language. Additionally, you can understand their speech if they are speaking to you.
Finally, your eyes are keen to the tricks of shadows. You can see invisible creatures, though they appear darkened, and you don't have disadvantage on attack rolls against them, and they don't have advantage on attack rolls against you.
Bonfire Soul
At 7th level, your inner radiance rebukes your foes. As a bonus action, you can cast globe of invulnerability without using a spell slot. You also gain the benefits of the Dodge action for the duration. The spell ends at the beginning of your next turn.
Once you use this feature, you can't do so again until you finish a short or long rest.
Primordial Inferno
At 11th level, your fiery force on the battlefield propels you against faltering foes. When you hit a creature below its hit point maximum with an attack, you can immediately make one additional weapon attack against them once per turn.
Quasirejuvinate Man
At 15th level, you have unlocked the secrets and cosmic uniqueness of the phoenix. If you die, you return to life in 1d6 days as a child version of yourself with your hit point maximum halved. Your hit point maximum increases by 1 per day until it reaches your previous maximum, and your age increases by 1 year per day until your previous age. If you were killed by a spell of 7th level or higher, such as disintegrate or power word kill, this trait does not have the capability to function and you will not return to life. Similarly, the wish spell can prevent this ability.
Additionally, you have unlocked the form of the phoenix. The extra damage for your Blazing Warrior feature increases to 1d12 + the number of enemies on the battlefield to a maximum of your ranger level, and you have immunity to fire damage.
Eidolicist
The Eidolicist Conclave is a group of rangers who set themselves to manipulating the boundary between material world and that of the ethereal plane, in all its strange beauty and dark secrets. The rangers that make up this conclave are a not highly known, and the few that are known are generally known as Reapers, and they manipulate the forces of life and death into their favor.
Geist Visage
At 3rd level, you gain the ability to cause your body to partially drift into the Ethereal plane by expending your bonus action, gaining resistance to one type of damage of your choice until the end of your next turn. You can sustain this ability by using additional bonus actions. The portion of your body in the Ethereal plane manifests in the material plane as an unnatural and perhaps ghostly version of your own form.
In addition, you learn the toll the dead cantrip, which counts as a ranger spell for you.
Resilient Mind & Soul
Beginning at 7th level, you cannot be possessed by any creature, and attempts to charm, read your mind, or to petrify you are done so at disadvantage.
Hauntblade
At 11th level, you can cause a weapon you touch during an hour long ritual to become a Haunt Weapon. A haunt weapon deals its normal type, but ignores resistance to slashing, piercing, or bludgeoning damage. Additionally, if you roll a critical hit, you can forgo the damage and give your Haunt Weapon a +1 bonus to attack and damage rolls until you next complete a rest. This bonus stacks with magic weapons, but only up to total of a +4 bonus.
Reaping Assault
Beginning at 15th level, when you hit a creature with a weapon attack, you can choose to deal an additional 1d8 necrotic damage against the target. If the target is not of the construct, elemental, ooze, or undead type, you regain hit points equal to the necrotic damage dealt.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you complete a long rest.
Voidtreader
There is a conclave of rangers who have learned to steal and harness the power of the Void, a dark abyss of endless nothing beyond mortal comprehension. Voidtreaders are often regarded with fear due to their ties to the great nothing between all somethings, but often harness such power to protect the natural world from falling to the nothingness beyond.
Void Anchor
When you choose this conclave at 3rd level, you can use your action and expend a spell slot to create a Void Anchor.
When you create a void anchor, select a point within the range of your ranged weapon, this point has a 10-foot radius.
You can create a number of tethers between the point and another object or creature within the point's radius equal to the spell slot level expended. Whilst tethered to the point, a creature or object cannot be moved outside of the radius.
Each tether has an AC equal to your own +2, and has hit points equal to twice your ranger level, plus your Constitution modifier.
Blink
Starting at 7th level, when you make a weapon attack against a creature, you can teleport up to 5 feet to an unoccupied space that you can see.
Hollow Monolith
Once you reach 11th level, you gain the power to summon a reality bending monolith to enthrall your enemies. As an action, you can conjure a monolith in an unoccupied space that you can see within 30 feet. The monolith filles a 5-foot cube and must be concentrated on as if it were a spell.
Only creatures 60 feet of the monolith can see it, and those you choose must succeed on a Charisma saving throw, or be charmed by the monolith for the duration. Whilst the charmed creature can still see the monolith, attack rolls against it are made at advantage, and it makes Wisdom (Perception) checks, as well as saving throws against your spells at disadvantage. A creature charmed by your hollow monolith also does not see your void anchor, or realise that it is there.
The monolith lasts for 1 minute, or until you lose concentration on it, upon which is disappears back into the void. Once the monolith disappears, creatures charmed by it forget it ever existed, and you cannot use this feature again until you complete a long rest.
Shackles of the Nothing
When you reach 17th level, you have learned how to harness the power of the void to cause your Void Anchor to vastly increase in power, gaining the following benefits:
- The radius of your void anchor's point can be any length you choose up to 30 feet
- Each tether has an AC equal to your own +3
- A creature that starts its turn tethered by your void anchor takes 1d10 psychic damage
Sentinel
The sentinel is the guardian who takes vigil at the edges of the civilsed world. Theirs are a the lonely roads, nameless villages, and dark wilds that stretch between. Those who take to this conclave hone their amazonian precision with bow, javelin, and spear. Their speed and accuracy are tools to defend those who cannot defend themselves from the threats that stalk the fringes of the civilised world.
Swift Intent
Beginning when you take up this conclave at 3rd level, your quiver finger is faster than many who have trained for years. when you take the Attack action on your turn, and make only ranged weapon attacks, you can make one additional ranged weapon attack as a bonus action.
Litheness
Starting at 7th level, you have honed your senses to such a fine point that you can predict the position of, and dodge projectiles. Ranged attacks made by creatures that you can see are always made at disadvantage.
Vigilance
Starting at 11th level, your instincts for danger border on the supernatural. When a creature you can see makes a melee attack against a target other than you, you can use your reaction to make a ranged weapon attack against the attacking creature. If your attack hits, you impose Disadvantage on the attack roll.
True Aim
By 17th level, you have become an unmatched master of precision. Any hit you score against a creature that is at its hit point maximum is a critical hit. Additionally, when you score a critical hit with a ranged attack, you deal additional damage equal to your Ranger level.
Swarmkeeper
Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
Hand of the Swarm
Starting when you choose this conclave at 3rd level, you learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of swarming nature spirits.
Gathered Swarm
Also at 3rd level, you magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
You can use this feature a number of times equal to 1 + half your Wisdom modifier (minimum of twice), and you regain all expended uses when you finish a long rest.
Writhing Tide
At 17th level, you can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
- Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
- You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
- You gain a flying speed of 10 feet and can hover.
Scuttling Eyes
When you reach 11th level, you can shape your spirits into a truer form. As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.
As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.
Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.
Storm of Minions
Once you reach 15th level, your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centred on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere’s area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.
Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
Multiclassing
Ability Score Minimum. Strength 13 or Dexterity 13, Wisdom 13
Proficiencies Gained. simple weapons, martial weapons, light armour, shields
Jack Weighill's
Homebrew
Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
It only took two entire reworks, but the ranger is in a good position now!
The original ranger from the player's handbook is god awful from both a design standpoint, and I believe I've fixed it here, with some more interesting subclasses, a beast companion subclass that isn't awful, etc.