The Ranger, Revised

by drognbork

Search GM Binder Visit User Profile
The Ranger, Revised

Ranger

Rough and wild looking, a human stalks alone through the shadows of the trees, hunting a horde of goblins 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, sundering the dragon's thick scales.

Leaping back, a half-elf narrowly evades a grave blow from a towering stone giant, as its club leaves a large crater in the ground. With deft steps, he darts up the titan's arm, longsword drawn as he rushes for the giant's throat.

Stepping past a cowering guard, a dwarf strides boldly onward through the dingy back alley. Behind him lies half a dozen battered men, bandits that would dare stand between him and his quarry.

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, hunters keep their watch.

Dangerous Predators

Warriors of the wilderness, rangers specialize in bringing down the monsters that threaten the edges of civilization —— humanoid raiders, rampaging beats and monstrosities, terrible giants, ghosts and demons, and deadly dragons. Each ranger's techniques are efficiently designed to combat the prey they hunt, employing various tactics to disable and destroy their quarry. Often, a ranger's study of their prey leads to adoption of tactics from the very prey they hunt.

Their experience with their prey and the wild lands they inhabit allows hunters to harness nature's power to cast spells, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are flexible, able to be tailored to suit any situation that may stand between them and their prey.

Independent Adventurers

Though a ranger may make a living as a guide or a tracker, a ranger's true calling lies with hunting down its prey in the wild. Many rangers are independent almost to a fault, knowing that, when a dragon or horde of goblins attacks, a ranger may be the first — and possibly last — line of defense.

This fierce independence makes hunters well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. 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 master slain — perhaps by the same kind of monster that became your favored prey? Or perhaps you learned your skills as part of a band of rangers associated 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 harsh wilderness.

What's the source of your particular hatred of a certain kind of prey? Did a monster kill someone you loved or destroy your home village? Or did you see 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 the silent solitude that they offer?

Changes
  • The Hunter's Mark spell is removed
Ranger
Level
─Spell Slots per Spell Level─
Proficiency
Bonus
Features Favored
Foe
1st 2nd 3rd 4th 5th
1st +2 Peerless Explorer, Favored Foe 1d4
2nd +2 Peerless Explorer Improvement, Fighting Style, Spellcasting, Tireless 1d4 2
3rd +2 Ranger Conclave, Primal Awareness 1d4 3
4th +2 Ability Score Improvement 1d4 3
5th +3 Extra Attack 1d4 4 2
6th +3 Peerless Explorer Improvement, Skirmisher 1d6 4 2
7th +3 Ranger Conclave feature, Land's Stride 1d6 4 3
8th +3 Ability Score Improvement 1d6 4 3
9th +4 Ambusher, Natural Health 1d6 4 3 2
10th +4 Peerless Explorer Improvement, Fade Away 1d6 4 3 2
11th +4 Ranger Conclave feature 1d6 4 3 3
12th +4 Ability Score Improvement 1d6 4 3 3
13th +5 1d8 4 3 3 1
14th +5 Ranger's Resilience 1d8 4 3 3 1
15th +5 Ranger Conclave feature 1d8 4 3 3 2
16th +5 Ability Score Improvement 1d8 4 3 3 2
17th +6 1d8 4 3 3 3 1
18th +6 Feral Senses 1d8 4 3 3 3 1
19th +6 Ability Score Improvement 1d8 4 3 3 3 2
20th +6 Foe Slayer 1d8 4 3 3 3 2

Class Features

Hit Points

Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger (Spell-less) level after 1st

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: Choose either Herbalism kit or Poisoner's Kit
Saving Throws: Strength, Dexterity
Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) leather armor or (b) scale mail
  • (a) two one-handed melee weapons or (b) a two- handed melee weapon, or (c) a one-handed melee weapon and a shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a ranged weapon and a quiver with 20 pieces of ammunition

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Peerless Explorer

You have a natural talent to roam the world and safely guide others through its deep forests and forgotten ruins. You have proficiency in Survival checks, and you add double your proficency bonus to Survival checks. Also, choose one of your skill proficiencies. Your proficiency bonus is doubled for any checks made with that skill. Additionally, you gain two of the following features:


Focused. You can add your Favored Foe die to one of your choice of Intelligence, Charisma, or Wisdom Saving throws. You can also add your Favored Foe die to saving throws made to maintain concentration on ranger spells.


Vigilant. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger, and you don't suffer the -5 penalty to your passive Wisdom (Perception) score while traveling at a fast pace. You have advantage on Wisdom (Perception) checks to detect hidden threats. Additionally, you can add your Favored Foe die to initiative checks.


Natural Comprehension. You learn three languages of your choice, and you can cast the comprehend languages spell once per short or long rest. This spell counts as a ranger spell for you.


Observer. You can use the Search action as a bonus action on your turn, and you gain proficiency with the Perception skill. Your proficiency bonus is doubled for any ability check you make that uses this skill.


Outdoorsman. You gain a climbing and swimming speed equal to your walking speed. Your speed increases by 10 feet. Additionally, 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.


Prowler. You can add your Favored Foe die to Stealth and Sleight of Hand checks, and you can move stealthily while traveling alone at a normal pace. In addition, your movement speed during the first round of combat is increased by 10 feet and does not provoke opportunity attacks. You do not gain these benefits if you are surprised.


Sturdy. You can add your Favored Foe die to any healing you receive (one die per instance of healing) and you are immune to disease. Additionally, you regain all of your hit dice at the end of a long rest.


You can choose an additional feature at 2nd, 6th and 10th level.

Favored Foe

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored foe. Alternatively, you can mark a creature by studying its tracks for at least 10 minutes. When you mark a creature in this way, you do not expend a use of this feature. The target is marked until it drops to 0 hit points, 8 hours pass, or you use this feature again to target another creature. While a creature is marked, you gain the following benefits:


Pathfinder's Sense. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find the target.


Hunter's Strike: Once on each of your turns that you hit the favored foe and deal damage to it, including when you mark it, you deal additional die of damage as shown in the Favored Foe column of the Ranger table.

At 6th level, you have advantage on all saving throws made against your favored foe’s spells, abilities, and effects.

At 14th level, once during your turn if you miss a weapon attack against your favored foe, you can make an additional weapon attack against it.

You can use this feature three times per long rest. If your current favored foe drops to 0 hit points, you can use a bonus action on a subsequent turn of yours to mark another creature as long as you do so before the end of your next turn. You gain an additional use at levels 5, 10, and 15.

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defence

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.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Whirlwind Flurry

When you're not wearing heavy armor and you are engaged in two-weapon fighting, you can make the bonus attack as a part of the attack action. When you do this, you cannot use your bonus action for 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 the end of this document for the ranger spell list.

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.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st- level spell animal friendship, you can cast it using a 1st- level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in planning and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to 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

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Tireless

Starting at 2nd level, as an action, you can give yourself a number of temporary hit points equal to 2d4 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.


In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Primal Awareness

Starting at 3rd level, you can focus your awareness through the interconnections of nature: you gain access to the spells listed for that level in the Primal Awareness Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Primal Awareness

Ranger Level Spells
3rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Your choice grants you features at 3rd level and again at 5th, 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.

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility

At 4th level, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Extra Attack

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

Skirmisher

By 6th level, you have become fast and agile and can maneuver around the battlefield with ease. While you aren't wearing heavy armor, your speed increases by 10 feet and you can take the Disengage or Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Land's Stride

Starting at 7th level, you can swiftly move where others struggle. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical 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.

Ambusher

At 9th level, you learn how to act swiftly and deal deadly strikes at unaware prey. You have advantage on initiative rolls, and you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Natural Health

Starting at 9th level, thanks to your knowledge of the natural world, you have immunity to poison damage and the poisoned condition.

Fade Away

At 10th level, you draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. 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.

Ranger's Resilience

At 14th level, surviving the harshness of the wilds has steeled your body. You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in another saving throw of your choice.

Feral Senses

At 18th level, your senses are enhanced by the natural magic you have exposed yourself to. You gain blindsight out to 30 feet.

Foe Slayer

At 20th level you become an unparalleled hunter, gaining the following benefits:


No Escape. You always know the exact distance and direction towards a target of your Favored Foe, even if it is hidden or obscured. This sense extends across planes, and bypasses all magical and nonmagical protection.


Hunter's Fury. When you hit the target of your Favored Foe with an attack, you can choose to let your Favored Foe vanish after the attack. If you do, the attack deals an additional 10d10 damage of the weapons type to the target. You can't use this feature again until you finish a short or long rest.

Ranger Conclaves

Hunter Conclave

Emulating the Hunter conclave means accepting your 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 Magic

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.

Hunter Spells
Ranger Level Spell
3rd zephyr strike
5th branding smite
9th haste
13th staggering smite
17th burst strike

Hunter's Prey

At 3rd level, you gain one of the following features of your choice. At the end of a short or long rest, you can change your chosen feature for another one on this list.


Colossus Slayer: Your tenacity can wear down the most potent of foes. Once per turn, when you attack a creature that is below its maximum hit points and is affected by your Favored Foe, you have advantage on that attack.


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, you can maximize the result of one weapon damage die you roll for a weapon attack, as long as another hostile creature is within 5 feet of the target of the attack. You can do so before or after rolling the damage die.

Know Your Prey

At 3rd level, you gain the ability to size up your prey through observation. If you spend at least 1 minute observing or interacting with another creature, you learn whether the creature has any damage immunities, resistances, or vulnerabilities. Alternatively, you can expend a use of your Favored Foe feature as an action.

Defensive Tactics

At 7th level, you gain one of the following features of your choice. At the end of a short or long rest, you can change your chosen feature for another one on this list.


Escape the Horde. Opportunity attacks against you are made with disadvantage.


Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.


Steel Will. You have advantage on saving throws against being charmed and frightened. Once per turn, when a creature damages you with a weapon, you can use your reaction to reduce the damage by an amount equal to your Strength or Dexterity modifier (your choice).

Multiattack

At 11th level, you gain one of the following features of your choice. At the end of a short or long rest, you can change your chosen feature for another one on this list.


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 Hunter’s Defense

At 15th level, you gain one of the following features of your choice. At the end of a short or long rest, you can change your chosen feature for another one on this list.


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.


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.

Burst Strike

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a weapon)
  • Duration: Instantaneous

You infuse the weapon used in the casting, and then disappear to strike. Choose up to five creatures you can see within range. Make a weapon attack against each target. On a hit, the target suffers the attacks normal effects, and takes an additional 5d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Replacing Hunter's Magic

If you feel that the Hunter subclass works better, or fits better as a more martial ranger, substitute Hunter's Magic with two of the following techniques. You can only use one technique per turn. Any Saving Throws incurred by these techniques uses your Strength or Dexterity modifier to set the DC:

  • Barrage. Choose two creatures within 5 feet of each other that you can see within your ranged weapon’s normal range. You can forgo one of your attacks when you take the Attack action to make a single volley attack against both creatures. You must have enough ammunition for each target. Make a single attack roll against both creatures. For each target, if this attack hits, it takes your weapon’s normal damage but you do not add your ability modifier to the damage roll.
  • Grounding Strike. When you take the Attack action on your turn and make a ranged attack, you can choose to deal no damage and instead attempt to force a flying creature to the ground. On hit, the target must make a Strength saving throw. On a failed save, their flying speed becomes 0 until the end of their next turn. On a successful save, their flying speed is instead halved until the end of their next turn. In either case, at the start of their next turn they immediately descend 60 feet safely towards the ground.
  • Parry. If you take the Attack action on your turn and attack with a single melee weapon and no shield, you can use your bonus action to ready a parrying maneuver. You have a bonus to your AC equal to your Strength or Dexterity modifier (your choice) against the first melee attack made against you before the start of your next turn.
  • Patient Strike. When you take the Attack action on your turn, you can choose to forgo an attack to prepare for the movements of one creature of your choice that you can see. Until the start of your next turn, that creature provokes opportunity attacks from you if they enter your reach. In addition, you have advantage on opportunity attacks against that creature.
  • Precision Aim. When you take the Attack action on your turn and make a ranged weapon attack against a creature with disadvantage, you can choose to ignore disadvantage as you make a more precise strike. If you hit, you do not add your ability modifier to the damage dealt by this attack.
  • Pushing Attack. When you hit a creature with a melee weapon attack while wielding a shield, you can attempt to drive the target back. If the target is Large or smaller, you can push the target up to 5 feet away from you.
  • Riposte. When a creature misses you with a melee attack, you can use your reaction to make a melee attack with a light weapon against that creature with disadvantage.

Beast Master Conclave

The Beast Master conclave 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. Emulating the Beast Master conclave means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Beast Master's Magic

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you can prepare.

Beast Master Spells
Ranger Level Spell
3rd beast bond
5th enlarge/reduce
9th catnap
13th dominate beast
17th awaken

Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. The best is friendly to you and your companions and obeys your commands. Choose its stat block - Beast of the Land, Beast of the Sea, or Beast of the Sky - Which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the best is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating it's mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the attack action to command the beast to take the attack action. if you are incapacitated, the beast can take any cation of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Exceptional Training

Starting at 7th level, your presence inspires your Primal Beast to fight through magical assaults. Your Primal Beast has advantage on saving throws while it can see you.

Bestial Fury

Beginning at 11th level, when you command your Primal Beast to use their Attack action it can make two attacks on its turn. Your Primal Beast's attacks also count as magical for the sake of overcoming resistances.

Share Spells

Beginning at 15th level, when you cast a spell that targets yourself, you choose for the spell to effect both yourself and your Primal Beast as long as they are within 30 feet of you.


Beast of the Sky

Small beast, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points equal the beast’s Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 10 ft., fly 60 ft.

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

  • Saving Throws Dex +5, Con +3, Wis +4
  • Skills Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

  • Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

  • Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes


Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage.


Beast of the Land

Medium beast, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points equal the beast’s Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40 ft., climb 40 ft.

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

  • Saving Throws Dex +4, Con +4, Wis +4
  • Skills Perception +4, Stealth +4
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

  • Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage


Beast of the Sea

Medium beast, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points equal the beast’s Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 5 ft., swim 60 ft.

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

  • Saving Throws Dex +4, Con +4, Wis +4
  • Skills Perception +4, Stealth +4
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak

  • Amphibious. The beast can breathe air and water.
  • Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage or 1d6 bludgeoning damage (your choice), and the target is grappled (which uses your spell save DC). Until this grapple ends, the beast can't use this attack on another target.

Primeval Warden

Rangers of the primeval warden conclave skulk the borders of ancient forests, woodlands and natural preserves, as they consider it their duty to preserve these bastions of primal life. Their creed affords the primeval wardens protection in kind, enhancing their bodies with the nature magic they command.

Primeval Warden Magic

Starting at 3rd level, you always have additional spells prepared when you reach certain levels in this class, as shown in the Primeval Warden Spells table. These spells counts as ranger spells for you, and they don’t count against the number of ranger spells you can prepare.

Primeval Warden Spells
Ranger Level Spell
3rd absorb elements
5th moonbeam
9th plant growth
13th guardian of nature
17th banishing smite

Woodland Druidism

Starting at 3rd level, you learn the magic of the woods, infusing yourself with the knowledge of primeval nature. You know the shillelagh and druidcraft cantrips, as well as another from the druid spell list. These spells count as ranger spells for you. Additionally, whenever you cast the shillelagh cantrip, you can instead target a weapon you are holding, and you can choose for the weapon's damage type to remain the same.

Guardian Soul

At 3rd level, you gain the ability to magically don a tree-like shell, covered with leaves and bark. As a bonus action, or as apart of activating your Favored Foe feature, you assume this guardian form, which lasts until you end it as a bonus action or you are incapacitated. You undergo the following changes while in this form:

  • You gain temporary hit points equal to your Wisdom modifier when you use this feature, as well as at the start of each of your turns. You lose these temporary hit points if they remain when your guardian form ends.
  • Your reach increases by 5 feet.
  • The benefits of your Favored Foe apply to ranger spells you cast, in addition to weapon attacks.

Piercing Thorns

Also at 3rd level, your command of primal magic allows you to instinctively sprout thorns in response to attacks. Whenever you are hit with a melee attack, you can use your reaction to deal piercing damage equal to one roll of your Favored Foe die to your attacker. The damage increases to two rolls when you reach 11th level in this class.

Ancient Fortitude

At 7th level, you gain the endurance of ancient forests. While in guardian form, your AC increases by 2, and you can add your Wisdom modifier to your Strength, Dexterity, and Constitution saving throws.

Rooted Defense

At 11th level, you can project vine and bark from yourself which layer the ground around you, slowing your foes and protecting your allies. While you are in your guardian form, the ground within 30 feet of you becomes difficult terrain. You can choose any number of creatures when you activate your guardian form, who ignore this difficult terrain. When one of your allies within this area is attacked, you can use your reaction to momentarily project a defensive mesh of roots around the ally, imposing disadvantage on the attack roll.

Ironwood Bark

At 15th level, your bark gains an exceptional quality of hardiness, making it increasingly difficult to pierce. You can add half your ranger level to the temporary hit points you gain from your guardian form.

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

Starting at 3rd level, you always have additional spells prepared when you reach certain levels in this class, as shown in the Horizon Walker Spells table. These spells counts as ranger spells for you, and they don’t count against the number of ranger spells you can prepare.

Horizon Walker Spells
Ranger Level Spell
3rd protection from evil and good
5th misty step
9th haste
13th banishment
17th teleportation circle

Planar Traveler

At 3rd level, you gain the ability to magically sense the presence of planar portals. As an action, you detect the distance and direction to the closest planar portal within 5 miles of you, as well as what plane the portal leads to.

Additionally, when you reach 15th level in this class, you can cast the plane shift spell, but only as a ritual. Once you cast plane shift in this way, you can't do so again until you finish a short or long rest.

Horizon Warrior

Starting at 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, or whenever you deal damage with your Favored Foe feature, all damage dealt by your weapon attacks becomes force damage. If the creature is affected by your Favored Foe feature, the next weapon attack made against the creature before the start of its next turn has advantage. You can affect a creature in this way only once per turn. If the creature is not on its plane of origin, it takes an extra 1d6 force damage.

Ethereal Step

Starting 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, without expending a spell slot or requiring verbal or somatic components, but the spell ends at the end of your turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Distant Strike

Starting at 11th level, you gain the ability to pass between the planes in a blink of an eye. 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

Starting at 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all damage until the end of your next turn.

Hound of the Huntsman

In your life, you’ve slain a creature great and terrible, whether by design or by the twisting turns of fate, showing the mastery of mortals over the natural world. As you brought the beast low, you felt the eyes of an ancient immortal upon you. The sheer power of the Wild Huntsman’s cold intent tore the beast open and infused you with its spirit. You owe no favor to this manifestation of the predatory nature of mankind, nor must you hold it in any esteem. Nevertheless, the cursed cold of its domain flows through your veins, even as the twisted spirit of the beast you slew writhes within your skin, bursting forth in a spiritual manifestation of primal hate.

In the heat of combat, you must keep an icy grip on your humanity, lest you fall to the dark hunger of the predator. It is through dominance that you shall triumph, for anything less will lead to your death. Prove to the Huntsman that you are greater than a beast. Prove to yourself that you are worthy of life and power. You are a Hound of the Huntsman, and your curse shall be your salvation.

Huntsman's Magic

Starting at 3rd level, you always have additional spells prepared when you reach certain levels in this class, as shown in the Huntsman Spells table. These spells counts as ranger spells for you, and they don’t count against the number of ranger spells you can prepare.

Huntsman Spells
Ranger Level Spell
3rd rimesworn blade
5th wolfbane trap
9th frozen lance
13th dominate beast
17th nemesis

Spiritual Curse

At 3rd level, the spirit of the beast you slew begins to awaken within you, gradually seeking to drive you to the ravenous urges of a wild animal. Whenever you take the Attack action, you can choose to make feral attacks in place of your normal attacks if you have at least one free hand. Strength is your ability score for a feral attack. When you do this, the spiritual claws of the beast within manifest around your arm as you strike a creature within your reach. Make an attack roll. If you hit, the target takes slashing damage equal to 1d12 + your Strength modifier. You can choose to use your bonus action to make an additional feral attack if at least one feral attack you’ve made during your turn hits a creature. Whenever you kill a creature with a feral attack, you risk losing control of yourself and are overwhelmed with a compulsion to feast on the creature’s spirit. If the corpse of a creature you have slain with a feral attack is within your reach at the start of your turn during the first minute after you have killed it, your predatory spirit will appear and feast using your action, granting you temporary hit points equal to half your ranger level + your Constitution modifier. Once it does this, you regain control, and you can use a bonus action before the end of your turn to make one feral attack.

Cold Iron

Also at 3rd level, the hoarfrost of the Huntsman’s domain infuses your mind and body even as your soul fights within you. You gain the following benefits:

  • Dark Hunter. You ignore disadvantage on Perception checks caused by dim lighting.
  • Flawless Pursuit. Whenever a hostile creature you can see takes the Dash action, you can use your reaction to move up to your speed towards them, even while mounted.
  • Hunting Blind. You can create an area of artificial camouflage up to 10 feet in each dimension for yourself and your allies over the course of 1 minute. While within, you gain advantage on Stealth checks and cannot be detected by scent.
  • Winter’s Might. You can add your Strength modifier to your AC in place of your Dexterity modifier, and you can use your Strength modifier when making attacks with ranged weapons. This does not allow you to surpass the normal limits of an armor’s AC value.

Rend Asunder

At 7th level, your savagery becomes even more difficult to contain, but you begin to embrace the eldritch power of this primal spirit. Whenever you make an additional feral attack using your bonus action, you can choose to dominate the beast within by giving it the blood it craves. If this attack hits, it inflicts the maximum possible damage per die, and if this is a killing blow, you are not forced to use your action to feast upon the soul of the creature if you start your turn while the corpse is within your reach, though you may choose to do so using your action as normal. If the attack misses, you have disadvantage on all attacks targeting a creature other than the one you just attacked until the end of your next turn. Additionally, your jumping height and distance increases by a number of feet equal to your Strength score.

Hunter’s Call

At 11th level, when you take the Attack action, you can let out a hunting cry as a bonus action. Choose one enemy creature within 30 feet. If you hit that target during your next turn, the creature must make a Wisdom saving throw against your ranger spell save DC. If they fail, they are frightened of you until the end of their next turn.

Lord of the Beast Within

At 15th level, you learn to bind the spirit within you more fully, forcing it to obey your whims and mastering the predatory instinct within you. You can now always make an additional feral attack using your bonus action, even if you haven’t taken the Attack action, and you can feast upon the spirit of a corpse as a bonus action instead of an action. Finally, you can track by scent, and gain advantage on all Perception checks.

Rimesworn Blade

1st-level evocation


  • Casting Time: Special
  • Range: Self
  • Components: V, S, M (a martial weapon)
  • Duration: 1 turn

The first time you take the Attack action during your turn, you can cast this spell to infuse your martial weapon with chilling cold and coat the exterior with brittle ice. The first time you hit with this weapon, the target takes an additional 1d8 cold damage, shattering the ice on your weapon. The target and creatures within 10 feet of the target other than you must make a Dexterity saving throw. If they fail, they take 1d8 piercing damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, either the cold or piercing damage (your choice) increases by 1d8 per slot level above 1st.

Wolfbane Trap

2nd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a sharp piece of metal)
  • Duration: 8 hours

When you cast this spell, you place the sharpened metal on the ground and transform it into a frostbound bear trap that occupies a 5-foot square. This trap is nearly invisible, and requires a successful Wisdom (Perception) check to detect it and a successful Dexterity (Sleight of Hand) check to disarm it. The DC for these checks is equal to your spell save DC. The first time a creature enters the area occupied by this trap, it triggers, it reveals itself, and clamps shut. The creature must make a Dexterity saving throw. If they fail, they take 2d10 piercing damage and 1d10 cold damage, and have their movement speed reduced to 0 while they are trapped. A creature caught in the trap can be freed by using an action to make a Strength check against your spell save DC. If successful, the creature is freed from the trap. Once a creature is freed from the trap, or the trap is disarmed, the spell ends and the trap vanishes.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the piercing or cold damage (your choice) increases by 1d10 per slot level above 2nd.

Frozen Lance

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a melee weapon)
  • Duration: Instantaneous

You encase your weapon in ice, transforming it into a deadly spike, and rush up to 30 feet towards a creature you can see. Make a melee spell attack against the target. If you hit, the ice spike shatters, inflicting 6d6 cold damage and knocking the target prone. If the creature does not stand during their next turn, the ice shards encase them, restraining the target until the end of their following turn. If you are mounted when you cast this spell, the movement applies to your mount and your attack inflicts an additional 2d6 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the base cold damage increases by 1d6 per slot level above 3rd.

Nemesis

5th-level divination


  • Casting Time: 1 minute
  • Range: Unlimited
  • Components: V, S, M (a small trinket)
  • Duration: 8 hours

You declare a challenge, and describe a creature that you have damaged or has damaged you within the past year. That creature becomes marked by your magic, and it feels a sense of impending doom that grows the closer you get to it. You become supernaturally alert towards any sign of your quarry or information that would aid your search, gaining advantage on all checks made to discern the target’s location or path of travel. The first time the target sees you, they must make a Wisdom saving throw. If they fail, they are frightened until the end of their next turn, and must attempt to flee via the safest route they are aware of during their next turn. Once the target has seen you, the spell ends.

Fey Wanderer

As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.

Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Feywild Gifts
d6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow moves while no one is looking directly at it.
5 Delicate horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.
Fey Wanderer Spells
Ranger Level Spells
3rd charm person
5th enthrall
9th dispel magic
13th charm monster
17th mislead

Otherworldly Glamour

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.

Dreadful Strikes

At 3rd level, you augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d6 psychic damage to the target, which can take this extra damage only once pert turn.

The extra damage increases to 1d8 when you reach 11th level in this class.

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 succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:

  • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

  • The creature takes 2d10 psychic damage.

Fey Reinforcements

At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in chapter 3). It doesn't count against the number of ranger spells you prepare, and you can cast it without a material component. If you do so, the spell's duration becomes 1 minute for that casting.

Misty Wanderer

At 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.

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.

Gloomstalker Magic

Starting at 3rd level, you always have additional spells prepared when you reach certain levels in this class, as shown in the Gloomstalker Spells table. These spells count as ranger spells for you, and they don’t count against the number of ranger spells you can prepare.

Gloomstalker Spells
Ranger Level Spell
3rd disguise self
5th rope trick
9th fear
13th greater invisibility
17th seeming

Dread Ambusher

At 3rd level, you master the art of the ambush. 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. If that attack hits and the target is under the effect of your Favored Foe feature, it has disadvantage on its first weapon attack or saving throw before the start of its next turn.

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 have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

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

Shadowy Dodge

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

Spellbreaker

Where there is power, there are those that abuse that power. Spellbreakers are a small, but dedicated, fraternity of Rangers who specialize in taking down spell casters that abuse their arcane power. While most pursue the life of a Spellbreaker for noble reasons, there are some who seek to destroy any who wield the weave. Most Spellbreakers operate in the shadows, only revealing themselves when the time is right and they are certain of success. When one wrong move can end in disintegration, there is no room for error.

Spellbreaker Magic

Starting at 3rd level, you gain certain spells at the Ranger levels noted in the Spellbreaker Magic table. Once you gain a spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you gain a spell that doesn't appear on the Ranger spell list, the spell is nonetheless a Ranger spell for you.

Spellbreaker Spells
Ranger Level Spell
3rd bane
5th silence
9th counterspell
13th resilient sphere
17th arcane retribution

Mirrorblade

At 3rd level you gain the ability to construct the signature weapon of a Spellbreaker, the mirrorblade. At the end of a long rest you can perform a special ritual to create a mirrorblade, as long as you have a bladed weapon available to you. It is considered a magic weapon and contains a number of charges of absorb elements equal to your Wisdom modifier. It regains charges equal to your Wisdom modifier if you perform the ritual again at the end of a long rest.

As a reaction you can use your mirrorblade to cast absorb elements as a 1st-level spell, consuming one charge. You can use multiple charges to upcast the spell, one level higher per charge. If you cast absorb elements in this way and make a melee weapon attack against the creature whose spell you absorbed before the end of your next turn, treat the additional damage from absorb elements as it's maximum roll.

Additionally, whenever you deal damage with your Favored Foe feature, you can change the damage type dealt to any of the damage types available in absorb elements. If the target is a spellcaster, is attuned to a magical item that can cast spells, or has the innate spellcasting trait, it takes an additional 1d6 damage.

Spellsight

Your training as a Spellbreaker has given you ability to detect creature's innate magic ability. Starting at 3rd level, as an action choose one creature you can see within 60 ft. of you. You immediately learn its spellcasting ability (if it has one), and the highest level spell the creature can cast.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses. Alternatively, you can expend a use of your Favored Foe feature.

Arcane Defense

At 7th level your experience in combat against spellcasters grants you increased resistance to spells and other magical effects. When you are forced to make a saving throw for a spell or other magical effect, you gain a bonus to the roll equal to your Wisdom modifier.

Disrupting Strike

At 11th level, your lightning fast reflexes allow you to disrupt enemy spellcasters. As a reaction, when a creature you can see within 30 ft. casts a spell with verbal, somatic, or material components, you can make one attack targeting that creature. If your attack hits, the creature must make a saving throw with their spellcasting ability. On a failure, the spell they are attempting to cast immediately fails.

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.

Spellbreaker Mantle

At 15th level, your training as a Spellbreaker has reached its apex, and your blood has developed an innate magical ward. You are resistant to magic damage from spells, and when you use your mirrorblade to cast absorb elements you gain immunity to the damage type in place of resistance.

Spell Retribution

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a broken arcane focus)
  • Duration: Concentration, up to 10 minutes

You create a 30-foot-radius sphere of unstable magic centered on a point you can see. For the duration of the spell, any hostile creature casting or concentrating on a spell within the area of the sphere must make a Constitution saving throw. A target takes 6d6 force damage on a failed save, or half as much damage on a successful one.

Concentration checks made by hostile creatures within this sphere have disadvantage, and their DC is increased by 1.

The sphere spreads around corners.

On each of your turns after you cast this spell, you can use a bonus action to move the sphere up to 60 feet in any direction.

Blood Hunter

Sometimes it takes a monster to destroy a monster. Rangers known as Blood Hunters undergo a dark rite that consumes their very soul in order to gain enhanced abilities. Willing to sacrifice their very being, Blood Hunters are relentless hunters of things that go bump in the night. To them, the ends almost always justify the means when rooting out evil creatures that threaten the lives of the innocent.

Blood Hunter Magic

Starting at 3rd level, you gain certain spells at the ranger levels noted in the Blood Hunter Magic table. Once you gain a spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you gain a spell that doesn't appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Blood Hunter Spells
Ranger Level Spell
3rd lifesapping blow
5th hold person
9th bestow curse
13th shadow of moil
17th hold monster

Hunter's Bane

When you adopt this archetype at 3rd level, you undergo the dark rite known as the Hunter's Bane, granting you enhanced knowlege of your foes. You gain proficiency in Arcana and Religion. In addition, whenever you make an Intelligence (Arcana) or Intelligence (Religion) ability check related to fey, fiends, or undead, you have advantage on the roll.

Crimson Brand

Starting at 3rd level, undergoing the Hunter's Bane has granted you the ability to channel your vitality into your strikes. When you hit a creature with a melee weapon attack, you can expend one hit die to deal 2d10 necrotic damage to the target, in addition to the weapon's damage. The damage increases by 1d10 if the target is a fey, fiend, or undead.

Grim Augmentation

Beginning at 7th level, the dark rites you underwent increase your physical prowess. Your movement speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw or ability check, you gain a bonus to the roll equal to your Wisdom modifier (minimum of 1).

Improved Crimson Brand

At 11th level, you have given yourself over to the dark arts so fully that all your weapon strikes carry your hatred with them. Once per turn, when you hit a creature with a weapon attack, the creature takes an additional 2d8 necrotic damage.

Hardened Soul

Upon reaching 15th level, the dark magic within your body has matured to its full potential. You are immune to the charmed and frightened conditions, and you are always under the effects of the* protection from good and evil* spell.

Lifesapping Blow

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during this spell's duration, your weapon flares with ghastly energy, and the attack deals an extra 1d6 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or be enfeebled until the spell ends. While enfeebled, the target must roll 1d4 and subtract the result from the first attack roll or saving throw it makes each turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

18