Alternate Ranger
Rough and wild looking, a
human stalks alone
through the shadows of
trees, hunting the orcs 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, a 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 wide 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 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 whine about the hardships of the wild, rangers respond with some mixture of amusement or frustration. 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.
The Ranger
Level | Proficiency Bonus |
Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Natural Explorer | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting, Stalkers Prey | 2 | — | — | — | — |
3rd | +2 | Ranger Conclave, Primeval Awareness | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Lands Stride, Vanish, Favoured Enemy Improvements | 4 | 2 | — | — | — |
7th | +3 | Ranger Archetype feature | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | Power Attack | 4 | 3 | 2 | — | — |
10th | +4 | Hide in Plain Sight | 4 | 3 | 2 | — | — |
11th | +4 | Ranger Archetype feature, Improved Stalkers Prey | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | ─ | 4 | 3 | 3 | 1 | — |
14th | +5 | Evasion, Favoured Enemy Improvements | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Archetype feature | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | ─ | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Defensive Tactics, Feral Senses | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 4 | 3 | 3 | 3 | 2 |
DM Note: Hunter's Mark
The hunters mark spell has been removed from the ranger spell list for this revision. The feature Stalker's Prey is intended as a replacement, and you might find your ranger breezing through tougher encounters if you allow them to take both.
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 favored enemy?
Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths 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.
Class Features
- Hit Dice: 1d10 per ranger level
- Hit Points at 1st: Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiencies
- Armor: Light armor, Medium armor, Heavy armor, Shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose three 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 armor
- (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 ignore the equipment from your class and background, and start with 5d4 x 10 gp.
Favoured Enemy
You gain proficiency in the Survival skill and your proficiency bonus is doubled for any check that uses it. Choose a type of favored enemy and an associated language of your choosing. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level.
You have advantage on intelligence and wisdom checks to recall information on your favored enemies as well as attempts to track them. If you choose humanoids as one of your favored enemies, you instead select two races of humanoid (such as gnolls and goblins) to gain this benefit. If you later select humanoids again for your favored enemy, select two more races of humanoid to gain this benefit.
- Artificial (Constructs, Oozes) You ignore a creature's False Appearance trait and gain proficiency in the Investigation skill. You also learn to cast the cantrip mending, which when cast can also repair corrosion.
- Behemoth (Dragons, Giants) You have advantage on saving throws against being frightened and after a large or larger creature attacks you, you can use your reaction to move up to half your speed. This movement does not provoke opportunity attacks.
- Dark (Fiends, Undead) You learn the spell divine favour and can cast it once per long rest without expending a spell slot. It counts as a ranger spell for you but doesn't count against your prepared spells.
- Light (Celestials, Fey) You have advantage on saving throws to avoid being charmed and gain resistance to radiant damage.
- Natural (Beasts, Plants) You gain advantage on saving throws against being poisoned, and you learn the spell locate animals or plants and can cast it once per long rest without expending a spell slot. It counts as a ranger spell for you but doesn't count against your prepared spells.
- Supernatural (Abberations, Elementals, Monstrosities) You gain proficiency in Intelligence saving throws and Arcana. You can also add half your proficiency to initiative rolls.
- Swarm Killer (Humanoids) Opportunity attacks against you are made at disadvantage.
- Interrogator (Humanoids) You gain proficiency in the Insight and Intimidation skills.
Favoured Enemy as shown above was created by u/LemonLord7 on Reddit
Natural Explorer
You gain proficiency in the Nature skill and your proficiency bonus is doubled for any check that uses it. If you are already proficient in the nature skill, you gain proficiency in one other skill. You also gain these benefits.
- You are naturally adapted to warm and cold climates, as described in chapter 5 of the DMG.
- You ignore the first 10 feet when determining damage from falling.
- If you do not have darkvision, you gain it with a range of 15 feet. If you have darkvision, it extends its range by 15 feet.
- You do not suffer any negative effects from sleeping in light, medium or heavy armor.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- While tracking other creatures, you also learn their rough number, their sizes, and how long ago they passed through the area.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.
-
Ranged: You gain a +2 bonus to attack rolls you make with ranged weapons.
-
Defense: While you are wearing armor, you gain a +1 bonus to AC.
-
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
-
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll.
-
Two-Weapon Fighting: When you engage in Two-Weapon Fighting, you make the offhand attack as part of your Attack action, instead of as a bonus action.
-
Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Stalker's Prey
Starting at 2nd level, you learn how to use your magic to focus your attacks on a single target. When you hit a creature with a weapon attack, you can choose to mark it as your prey. Alternatively, as a bonus action you can designate a creature you can see within 60 feet of you as your prey.
This mark lasts for 1 hour and ends early if you are incapacitated or you die, or if you use this feature again. If the marked creature is reduced to zero hit points while the mark is active, the next time you hit a creature with a weapon attack you can transfer the mark to that creature.
While a creature is marked by you:
-
You have advantage on opportunity attacks against that creature and it provokes opportunity attacks from you even if it takes the Disengage action.
-
You can move up to your speed as a bonus action, provided you end this move closer to the marked creature than when you started.
-
You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find or track it.
-
When you hit the creature with an attack and deal damage to it, including when you mark it, you increase that damage by 1d4. This extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
You can use this feature an number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.
Spellcasting
By 2nd level, you have learned to use the magical essence of nature to cast spells. See PHB chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.
Cantrips
You know two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them.
Preparing and Casting Spells
The Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish a long rest. 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.
Ritual Casting
You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells. 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.
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.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Spell attack modifier = your proficiency bonus + your Wisdom modifier.
Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.
You learn its emotional state, whether it is affected by magic 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. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally you can use your action and expend one spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense what types of creatures are present within 1 mile of you as well as their rough directions and approximate numbers.
Ranger Conclave
At 3rd level, you choose an archetype that you strive to emulate. Your choices are Beast Master, Gloom Stalker, Horizon Walker, Monster Slayer, Fey Wanderer or Swarmkeeper. All 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.
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.
Land's Stride
Starting at 6th level, moving through non-magical difficult terrain costs you and your allies no extra movement while travelling.
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 as those created by the Entangle spell.
Vanish
Starting at 6th level, you can use the Hide action as a bonus action on your turn and you can't be tracked by non-magical means, unless you choose to leave a trail.
Power Attack
Starting at 9th level, your martial prowess allows you to trade accuracy for power. Before you make a weapon attack with a weapon that you are proficient with, you can choose to make that attack without adding your proficiency bonus to the attack roll. If that attack hits, add your proficiency bonus to the damage roll, or twice your proficiency bonus if the attack was made with two hands.
Hide in Plain Sight
Starting at 10th level, your ability to use the natural environment to hide is unparalleled. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
In addition, you learn to harness your magical connection with the land and extend a portion of that power to your allies. You can spend 10 minutes using fresh mud, dirt, plants, soot, and other naturally occurring materials to create a magical camouflage for you and up to 6 other creatures.
The camouflage grants Temporary hit points equal to your Ranger level plus your Wisdom modifier and imposes disadvantage on any Wisdom (Perception) check made to detect a camouflaged creature. The benefit lasts until the creature finishes a short or long rest or until the creatures temporary hit points are exhausted.
Once you use create this camouflage, you can't do so again until you complete a short or long rest.
Improved Stalker's Prey
By 11th level, whenever you hit a creature with a weapon attack, the creature takes an extra 1d6 of the attacks damage.
Evasion
At 14th level 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.
Defensive tactics
At 18th level, 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 its turn.
Feral Senses
At 18th level, 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 also know the location of any creature within 60 feet of you even if that the creature is hidden, as long as you aren't blinded or deafened.
Foe Slayer
At 20th level, when you make a weapon attack you can choose to add your Wisdom modifier to the attack and damage rolls.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike.
Beast Master Magic
You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Ranger Level | Spell |
---|---|
3 | Speak With Animals |
5 | Alter Self |
9 | Create Food and Water |
13 | Giant Insect |
17 | Awaken |
Animal Companion
At 3rd level, with 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Select your companion from among the following animals: ape, black bear, boar, giant badger, giant weasel, mule, panther, or wolf, or alternatively choose from one of the beast statblocks detailed below.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. During a short rest and with the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
Whenever you gain the Ability Score Improvement ranger class feature, your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20.
Companion's Bond
Your animal companion gains a variety of benefits while it is linked to you:
- The companion obeys your commands as best it can. It takes its turn in initiative at the same time as you, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
- The animal companion loses its Multi-attack action, if it has one.
- Your companion uses your proficiency bonus rather than its own whenever it is applied.
- Your animal companion gains proficiency in two skills of your choice.
- An animal companion also adds your proficiency bonus to its AC and to its damage rolls.
- You and your animal companion can both move stealthily at a normal pace.
- Its hit point maximum becomes 5 + five times your Ranger Level and it has a number of hit dice (d10s) equal to your ranger level.
- At 7th, 11th and 15th levels, your animal companions damage dice increase by one category. E.g. from 1d6 to 1d8/ 2d4 to 2d6 etc. up to a maximum die size of a d12.
Beast's Vigor
At 7th level, the beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, while your companion can see you, it has advantage on all saving throws and whenever an enemy is affected by your stalkers prey feature, your companion also gains its benefits.
Storm of Claws and Fangs
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has it.
Additionally, your companion gains evasion.
Beast's Defense
At 15th level, whenever your companion takes damage, it can use its reaction to halve the damage against it.
Gloom Stalker
Gloom stalkers are at home 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 trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world.
Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Magic
You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Ranger Level | Spell |
---|---|
3 | Disguise Self |
5 | Rope Trick |
9 | Fear |
13 | Greater Invisibility |
17 | Seeming |
Dread Ambusher
At 3rd level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases 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 weapon attack as part of that action.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Iron Mind
By 7th level, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry
At 11th level, 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, 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 must use this feature before you know the outcome of the attack roll.
Horizon Walker
Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes.
These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.
Horizon Walker Magic
You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Ranger Level | Spell |
---|---|
3 | Protection from Evil and Good |
5 | Misty Step |
9 | Haste |
13 | Banishment |
17 | Teleportation Circle |
Detect Portal
At 3rd level, as an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest.
Planar Warrior
At 3rd level, 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. When you reach 11th level in this class, the creature takes an extra 1d8 force damage from the attack
Ethereal Step
At 7th level, as a bonus action, you can cast Etherealness with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Distant Strike
At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, when you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.
Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Magic
You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Ranger Level | Spell |
---|---|
3 | Protection from Evil and Good |
5 | Zone of Truth |
9 | Magic Circle |
13 | Banishment |
17 | Hold Monster |
Hunter's Sense
At 3rd level, 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 that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Supernatural Defense
At 3rd level, whenever the target of your Stalker's Prey forces you to make a saving throw and whenever you make an ability check to avoid or escape that targets grapple, add 1d4 to your roll.
Primal Instincts
Starting at 7th level you are quick to spring into combat. You have advantage on initiative rolls and you cannot be surprised while you are conscious.
Magic-User's Nemesis
At 11th level, 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.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Counter
At 15th level, if the target of your Stalker's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
Fey Wanderer
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms.
As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
Fey Wanderer Magic
You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Ranger Level | Spell |
---|---|
3 | Charm Person |
5 | Misty Step |
9 | Dispel Magic |
13 | Dimension Door |
17 | Mislead |
Otherworldly Glamour
Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Beguiling Twist
Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Fey Reinforcements
At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Misty Wanderer
When you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Swarmkeeper
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful 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.
Gathered Swarm
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
Swarm Appearance
d4 | Appearance |
---|---|
1 | Swarming insects |
2 | Miniature twig blights |
3 | Fluttering birds |
4 | Playful pixies |
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
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The attack's target can't take reactions until the start of it's next turn.
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The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
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You are moved by the swarm 5 feet horizontally in a direction of your choice.
Swarmkeeper Magic
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 your swarming nature spirits.
You also learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.
Ranger Level | Spell |
---|---|
3 | Faerie Fire, Mage Hand |
5 | Web |
9 | Gaseous Form |
13 | Arcane Eye |
17 | Insect Plague |
Writhing Tide
Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mighty Swarm
At 11th level, your Gathered Swarm grows mightier in the following ways:
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When you use your swarm to deny a target reactions, you can also deal 1d6 piercing damage to it at the same time.
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If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
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When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
Swarming Dispersal
When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Multiclassing
Ability Score Minimum: Wisdom 13 and Dexterity 13 Proficiencies Gained: Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the ranger skill list
Optional Rule : Expanded Spell List
1st Level
- Entangle
- Searing smite
- Burning Hands
- Charm Person
- Thunderwave
- Shield
2nd Level
- Aid
- Gust of wind
- Magic weapon
- Enhance ability
- Warding bond
- Summon beast
3rd Level
- Blinding smite
- Meld into stone
- Revivify
- Summon fey
- Create Food and Water
- Elemental weapon
4th Level
- Death ward
- Dominate beast
- Control Water
- Summon elemental
- Hallucinatory Terrain
5th Level
- Awaken
- Greater restoration
- Control Winds
- Circle of Power
Altered Concentration Spells
The following spells have had their concentration requirement removed. They instead last for their full duration or until dispelled.
- Lightning Arrow
- Flame Arrows
- Stoneskin
Art Credits
All images are randomly taken from the internet, in order of appearance:
- Ranger cover art - Wizards of the coast
- Ranger class art - Wizards of the coast
- Human Ranger - Gammatrap https://twitter.com/thegammatrap/status/1177217046108606464
- Shadar Kai ranger by cha4os (Steven Shan) https://www.deviantart.com/cha4os
- Mastiff - Wizards of the coast
- Forest Scene - The Realms of Kelmarth Wiki https://therealmsofkelmarth.fandom.com/wiki/Choices_and_Consequences
- Monster Hunter Ranger - Young-June Choi https://www.this-is-cool.co.uk/fantasy-art-young-june-choi/
- Fey Wanderer - Katerina Poliakova https://www.artstation.com/artwork/be4Pv
- Swarmkeeper - Wizards of the coast
Creative Credits
Ranger as a class was created by Wizards of the Coast.
Favoured Enemy as shown above was created by u/LemonLord7 on Reddit
https://drive.google.com/file/d/1507Cs6hb4njXasAz0-NIGPlGUcHtgVhN/view