The Radical Ranger

by Radidactyl

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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 grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden.

Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain — perhaps by the same kind of monster that became your 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?

The Ranger
Level Proficiency
Bonus
Features 1st 2nd 3rd 4th 5th
1st +2 Primeval Awareness, Tireless
2nd +2 Fighting Style, Spellcasting, Hunter's Quarry 2
3rd +2 Ranger Conclave, Expertise 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Natural Explorer, Hunter's Quarry Improvement 4 2
7th +3 Ranger Conclave Feature 4 3
8th +3 Ability Score Improvement, Land's Stride 4 3
9th +4 4 3 2
10th +4 Ambuscade, Expertise 4 3 2
11th +4 Ranger Conclave Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Endurance, Hunter's Quarry Improvement 4 3 3 1
15th +5 Ranger Conclave Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Feral Senses 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Foe Slayer 4 3 3 3 2

—Spell Slots by Spell Level—

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

As a ranger, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, History, Insight, Investigation, Medicine, 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

Primeval Awareness

Starting at 1st level, you can attune your senses to focus your awareness on the region around you. Choose one creature type, or a specific kind of creature (such as a human or a unicorn) you have seen before. By spending 1 minute in concentration (as if you were concentrating on a spell) you can sense whether the chosen creature type is present within 5 miles of you, and you sense its general direction and distance (in miles) from you. If there are multiple creatures within range, you learn this information for the nearest one.

If a creature is hidden from divination magic, or in a different form, such as being under the effects of a polymorph spell, this feature doesn't locate the creature.

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.

Tireless

As an action, you can give yourself a number of temporary hit points equal to your ranger level + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, 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.

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 that creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Druidic Warrior

You learn 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. Whenever you gain a level in this class, you can replace one fo these cantrips with another cantrip from the druid spell list.

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.

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 a creature with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these ranger spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

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 3rd-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer 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 upon your devotion and 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

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses.

Ritual Casting

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

Hunter's Quarry

Beginning at 2nd level, when you target a creature you can see with an attack roll, you can call on your mystical bond with nature to mark the creature as the target of this feature. Alternatively, if you do not wish to attack the creature, you can use a bonus action to mark the creature with this feature.

The first time each turn that you hit that creature with an attack, it takes an extra 1d4 damage from the weapon.

Additionally, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

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.

Conclave Spells

Each conclave has a list of associated spells. You gain access to these spells at the levels specified in the conclave description. Once you gain access to a conclave spell, you always have it prepared. Conclave spells don’t count against the number of spells you can prepare each day.

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

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Natural Explorer

6th-level ranger feature

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Hunter's Quarry Improvement

6th-level ranger feature

You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Hunter's Quarry forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.

This feature's dice increases from a d6 to a d8 at 14th level.

Land's Stride

Starting at 8th level, moving through difficult terrain costs you no extra movement. You can also pass through 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 created or manipulated to impede movement, such those created by the entangle spell.

Ambuscade

Starting at 10th level, you are a master of navigating the natural world, and you react with swift and decisive action when attacked.

  • You can't be surprised.
  • You have advantage on initiative rolls.
  • You can use the Hide action as a bonus action on your turn.

Expertise

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Endurance

Starting at 14th level, you are accustomed to the rough life of living in the wilderness. You gain proficiency in Constitution saving throws.

Hunter's Quarry Improvement

14th-level ranger feature

Once per turn, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against the target of your Hunter's Quarry. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Feral Senses

18th-level ranger feature

You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. Additionally, other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Moreover, you gain blindsight with a range of 30 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.

Foe Slayer

20th-level ranger feature

You become an unparalleled hunter of your enemies. When you hit the target of your Hunter's Quarry with an attack, you can deal an extra 10d10 damage and force the creature to make a Constitution saving throw against your Spell Save DC.

On a failure, the creature falls prone and is stunned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.

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

Ranger Conclave

The ideal of the ranger has classic expressions. These are detailed below.

Beast Master

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

Conclave Spells

You gain conclave spells at the ranger levels listed.

Beast Master Spells
Ranger level Spells
3rd animal friendship, speak with animals
5th animal messenger, beast sense
9th conjure animals, mass healing word
13th death ward, dominate beast
17th hold monster, mass cure wounds

Ranger’s Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. It is friendly to you and your companions, and it obeys your commands. Choose a beast from one of the stat blocks listed below. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any ability check and saving throw the beast makes.

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 action of its choice, not just Dodge.

If you are incapacitated, the beast acts on its own, focusing on protecting you and itself.

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. You can choose a new beast companion over a long rest. You can only have one beast companion at a time.

Wild Empathy

At 3rd level, you have a supernatural connection with beasts. You have advantage on Wisdom (Animal Handling) and Charisma checks you make against beasts.

Companion's Bond

At 7th level, you gain the following benefits:

  • When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
  • When you cast a spell that has a range of touch, the beast can use its reaction to deliver the spell for you. The beast must be within 120 feet of you.

In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, instead of one.

Exceptional Training

At 15th level, when your animal companion is subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows it to make a saving throw to take only half damage, the beast instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


Beast of the Land

medium beast, neutral


  • Armor Class 13 (natural armor)
  • Hit Points equal to six 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
16 (+3) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses Darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge — Proficiency Bonus (PB) equals your bonus

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 2d6 damage from the attack. If the target is a creature, it must succeed on a Strength saving throw against your Spell Save DC or be knocked prone.

Actions

Maul Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 piercing damage.


Beast of the Sea

medium beast, neutral


  • Armor Class 13 (natural armor)
  • Hit Points equal to six times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 20 ft., swim 60 ft.

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

  • Senses Darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge — Proficiency Bonus (PB) equals your bonus

Amphibious. The beast can breathe air and water.

Actions

Snap Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage, and the target is grappled (escape DC equals your Spell Save DC). Until this grapple ends, the beast can't use this attack on another target.


Beast of the Sky

small beast, neutral


  • Armor Class 13 (natural armor)
  • Hit Points equal to 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)

  • Senses Darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge — Proficiency Bonus (PB) equals your bonus

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

Actions

Shred Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage.

City Strider

Rangers of the City Strider conclave watch from the rooftops in their pursuit of justice. These rangers learn to use their surroundings to their advantage, allowing them to quickly apprehend their enemies.

These rangers dwell in cities, towns, or even humble villages. Though skilled in wilderness survival, they rarely venture out, as they consider it their duty to protect civilization from threats that lurk inside.

Conclave Spells

You gain conclave spells at the ranger levels listed.

City Strider Spells
Ranger level Spells
3rd command, disguise self
5th hold person, zone of truth
9th fear, tongues
13th arcane eye, death ward
17th modify memory, seeming

Back Alley Fighting

At 3rd level, you are accustomed to the unpredictability of urban life and know how to handle a bad situation. You can add your proficiency bonus to your initiative rolls.

Additionally, on the first turn of combat, you have advantage on attack rolls, and each time you hit a creature with an attack, that creature takes an additional 1d8 damage.

Inquisitor

At 3rd level, your experience dealing with the criminal underworld has granted you superior insight against your targets.

You have advantage on Wisdom (Insight) checks against the target of your Hunter's Quarry.

In addition, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Persuasion.

Evasive Action

At 7th level, you have learned a variety of techniques that allow you to evade danger. As a bonus action, you gain the benefits of the Dodge action until the start of your next turn, or until you take damage.

Superior Technique

At 11th level, once per turn, if your attack misses the target of your Hunter's Quarry you can see within range of your attack, you can turn the miss into a hit. When you do, the target only takes half damage from that attack.

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.

Active Defense

At 15th level, you learn how to slip away when the odds are against you. When the target of your Hunter's Quarry hits you with an attack, you can use your reaction to reduce that damage by 1d8 plus your Wisdom modifier, and then immediately move up to your speed. This movement doesn’t provoke opportunity attacks.

Drakewarden

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.

Drakewarden Origin

d6 Feywild Gift
1 You studied a dragon’s scale or claw, or a trinket from its hoard, and created your bond through the token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4 You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.
5 An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6 You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.

Draconic Gift

3rd-level Drakewarden feature

The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:

Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.

Tongue of Dragons. You learn to speak, read, and write, Draconic or one other language of your choice.

Conclave Spells

You gain conclave spells at the ranger levels listed.

Drakewarden Spells
Ranger level Spells
3rd bless, feather fall
5th augury, detect thoughts
9th fear, slow
13th banishment, dimension door
17th circle of power, hold monster

Drake Companion

3rd-level Drakewarden feature

As an action, you can magically summon the drake that is bound to you. It appears in an occupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions and obeys your commands. Add your proficiency bonus to the drake’s AC, attack rolls, and damage rolls, as well as to any ability check and saving throw the drake makes. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake 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 action of its choice, not just Dodge.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can't do so again until you finish a short or long rest, unless you expend a spell slot of 1st level or higher to summon it.

Bond of Fang and Scale

7th-level Drakewarden feature

The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it gains a swimming speed equal to its walking speed and can breathe both air and water, or it grows wings on its back and gains a flying speed equal to its walking speed (your choice).

In addition, while your drake is summoned, you and the drake gain the following benefits:

Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount even if your size is Medium. While you are riding your drake, it can’t use the flying speed of this feature.

Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.

Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

Drake’s Breath

11th-level Drakewarden feature

As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. (Your choice does not have to match your drake’s Draconic Essence.) Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a short or long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond

15th-level Drakewarden feature

Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).

Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.

Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.


Drake Companion

Small dragon


  • Armor Class 14
  • Hit Points equal to six times your ranger level (the drake has a number of Hit Dice [d10s] equal to your ranger level)
  • Speed 40 ft.

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

  • Senses Darkvision 40 ft., passive Perception 12
  • Languages Draconic
  • Challenge — Proficiency Bonus (PB) equals your bonus

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determinde by its Draconic Essence.

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.

Feywild Gifts

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.

d6 Feywild 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 dances 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.

Conclave Spells

You gain conclave spells at the ranger levels listed.

Fey Wanderer Spells
Ranger level Spells
3rd charm person, faerie fire
5th levitate, misty step
9th dispel magic, fear
13th confusion, dimension door
17th geas, mislead

Cunning Will

At 3rd level, your experience with the fey has guarded your mind and sharpened your tongue. 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 the target of your Hunter's Quarry with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Beguiling Twist

At 7th level, you learn how to manipulate mind-altering magic, channeling it from your allies toward others. 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

11th-level Fey Wanderer feature

The royal courts of the Feywild have blessed you with the assistance of fey beings: you know the summon fey spell and you can cast it without a material component. You can also cast it a number of times without expending a spell slot a number of times equal to your Wisdom modifier, 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 Presence

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, can activate one of the following effects:

  • 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.
  • You are surrounded by magical mist, causing you to be heavily obscured until the start of your next turn.

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.

Conclave Spells

You gain conclave spells at the ranger levels listed.

Gloom Stalker Spells
Ranger level Spells
3rd disguise self, faerie fire
5th rope trick, spider climb
9th fear, gaseous form
13th dimension door, stone shape
17th passwall, 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, the target takes an extra 1d8 damage of the weapon’s damage type.

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 dim light or darkness, you are invisible to the target of your Hunter's Quarry if that that relies on sight to see you.

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 targets you with an attack, you can use your reaction to impose disadvantage on all attack rolls against you until the start of your next turn. This effect ends early if you take any damage from an attack before then.

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.

Conclave Spells

You gain conclave spells at the ranger levels listed.

Horizon Walker Spells
Ranger level Spells
3rd protection from evil and good, shield
5th blur, misty step
9th blink, haste
13th banishment, dimension door
17th banishing smite, teleportation circle

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

When you hit the target of your Hunter's Quarry with a weapon attack, you can use your bonus action to make all damage dealt by the attack become force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Portal Expert

At 3rd level, you gain the ability to magically sense the presence of a planar portal. You can expend a use of your Primeval Awareness feature to detect the presence of a portal to another plane, and if you do, you also learn what plane the portal leads to.

In addition, you don't suffer any negative effects as the result of interplanar travel, such as memory loss caused by leaving the Feywild.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the start of your next turn.

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.

Distant Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you make an attack against the target of your Hunter's Quarry, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

Spectral Defense

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 one damage type of that attack’s damage until the start of your next turn.

Interplanar Explorer

Starting at 15th level, you can expend a use of Primeval Awareness to cast plane shift and teleport without expending a spell slot and without preparing the spell. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Hunter

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.

Conclave Spells

You gain conclave spells at the ranger levels listed.

Hunter Spells
Ranger level Spells
3rd bane, heroism
5th misty step, see invisibility
9th haste, protection from energy
13th banishment, dimension door
17th banishing smite, scrying

Favored Enemy

Starting at 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored prey.

When you roll dice for your Hunter's Quarry features against a favored enemy, you can use maximum damage number on the die, instead of rolling.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 7th, 11th, and 15th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. The first time each turn you hit the target of your Hunter's Quarry with an attack, the creature takes an extra 1d8 damage, which can take this extra damage only once per turn.

Giant Killer. When a Large or larger creature 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. When you make a weapon attack, you can make another attack with the same weapon against a different creature you have not attacked this turn that is within 10 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Defensive Action. When you are hit by an attack roll, you can use your reaction to gain a bonus to your AC against that attack, potentially causing it to miss. The bonus equals your Wisdom modifier (minimum of +1).

Escape the Horde. You can take the Dash or Disengage action as a bonus action on your turn.

Steel Will. You have advantage on saving throws against being charmed or frightened.

Multiattack

At 11th level, you gain one of the following of your choice:

Volley. The second time each turn that you hit the target of your Hunter's Quarry with an attack, that creature takes an additional 1d8 damage from the attack.

Whirlwind Attack. When you reduce a creature to 0 hit points with an attack, you can make one additional weapon attack as part of that same action.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide. You gain a +1 bonus to AC and saving throws for every hostile creature within 10 feet of you, to a maximum of +5.

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.

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, hunters are experts at unearthing and defeating mighty, mystical foes.

Conclave Spells

You gain conclave spells at the ranger levels listed.

Monster Slayer Spells
Ranger level Spells
3rd detect evil and good, protection from evil and good
5th branding smite, see invisibility
9th dispel magic, magic circle
13th aura of purity, death ward
17th banishing smite, circle of power

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As a bonus action, you can expend one use of your Primeval Awareness feature to 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. You also learn what magical effects, if any, are currently affecting the creature.

If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities, and that nothing magical is currently affecting it.

Slayer's Prey

Starting at 3rd level, whenever you deal damage to the target of your Hunter's Quarry while the creature is concentrating on a spell or the creature is under a spell effect, the creature takes an additional 1d8 damage.

Supernatural Defense

At 7th level, you have advantage on saving throws against spells, and you have resistance to damage from spells.

Magic-User's Nemesis

At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

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, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Hunter's Quarry 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.

Pathfinder

The archetypal pathfinder excels at finding safe passage through dangerous regions. Pathfinders usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.

Conclave Spells

You gain conclave spells at the ranger levels listed.

Pathfinder Spells
Ranger level Spells
3rd comprehend languages, disguise self
5th nystul's magic aura, spider climb
9th clairvoyance, tongues
13th arcane eye, hallucinatory terrain
17th passwall, scrying

Hunter's Eye

3rd-level Pathfinder feature

You can add 1d8 to one attack or damage roll you make against the target of your Hunter's Quarry. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

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 short or long rest.

Natural Explorer

3rd-level Pathfinder feature

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You gain one of the following benefits associated with your favored terrain:

Favored Terrain
Terrain Benefit
Arctic You gain resistance to cold damage.
Coast You can hold your breath for 15 minutes and you gain resistance to lightning damage.
Desert You gain resistance to fire damage.
Forest Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Grassland Your walking speed increases by 10 feet.
Mountain You gain resistance to thunder damage and you take half damage from falling.
Swamp You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
The Underdark 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 choose additional favored terrain types, as well as an associated benefit, at 7th, 11th, and 15th level.

Situational Awareness

7th-level Pathfinder feature

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on saving throws against non-magical effects, such as traps and falling rocks. To gain this benefit, you can’t be incapacitated.

Additionally, you have advantage on Wisdom (Perception) checks that rely on hearing or sight.

Always Ready

11th-level Pathfinder feature

Accustomed to the unpredictable changes of the wilderness, you have learned to use your magic to adapt to your circumstances. You can cast any ranger spell that you don't know or have prepared. The spell must be of a level for which you have spell slots.

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

Avoidance

15th-level Pathfinder feature

When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Primeval Guardian

Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.

These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.

Primeval Guardian Magic

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

Primeval Guardian Spells
Ranger level Spells
3rd bless, entangle
5th alter self, spiritual weapon
9th aura of vitality, spirit guardians
13th aura of life, conjure minor elementals
17th conjure elemental, mass cure wounds

Guardian Soul

Starting at 3rd level, when you hit the target of your Hunter's Quarry with an attack, you can forgo the damage bonus granted by your Hunter's Quarry feature to instead restore hit points to one creature you can see within 30 feet of the target equal to that same amount.

Piercing Thorns

Starting at 3rd level, the first time each turn that the target of your Hunter's Quarry hits you with an attack, the creature takes 1d4 piercing damage if you're not incapacitated. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Guardian Aura

Starting at 7th level, you emanate a magical aura that fortifies yourself and your injured allies. As a bonus action on your turn, you can grant any number of creatures within 30 feet of you temporary hit points equal to 1d8 plus your Wisdom modifier. At 15th level, the temporary hit points gained increases to 2d8 plus your Wisdom modifier.

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

Blessings of the Wild

At 11th level, your connection to nature empowers you further. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra damage. The extra damage is 1d8 cold, fire, or lightning damage (your choice) and the creature must succeed on a Wisdom saving throw against your spell save DC or be knocked prone or blinded (your choice) until the end of your next turn.

Dampen Elements

At 15th level, you gain the endurance of the ancient forests. When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Swarmkeeper

Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Swarmkeeper Magic

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

Swarmkeeper Spells
Ranger level Spells
3rd faerie fire, feather fall
5th misty step, web
9th gaseous form, spirit guardians
13th arcane eye, conjure woodland beings
17th antilife shell, bigby's hand

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. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, when you hit the target of your Hunter's Quarry with an attack:

  • The attack target takes an extra 1d6 piercing damage from the swarm.
  • The attack target must make 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.
  • You are moved by the swarm 10 feet horizontally in a direction of your choice.

Additionally, you learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of swarming nature spirits.

Writhing Tide

At 7th level, you can condense part of your swarm into a focused mass that lifts or sweeps you along. 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:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by your Gathered Swarm, you can cause the swarm to knock the creature prone.
  • The distance the Gathered Swarm can move you increases by 10 feet, it can also move you vertically, and when you are moved by the Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal

At 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. Then, you vanish into your swarm and teleport into 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.

Ranger Spells

The following spells expand the ranger spell list.

1st Level
entangle
searing smite
2nd Level
aid
branding smite
enhance ability
gust of wind
invisibility
magic weapon
see invisibility
summon beast (Tasha's Cauldron)
3rd Level
elemental weapon
meld into stone
revivify
tongues
summon fey (Tasha's Cauldron)
4th Level
charm monster (Xanathar's Guide)
dominate beast
greater invisibility
summon elemental (Tasha's Cauldron)
5th Level
awaken
greater restoration
hold monster
passwall
scrying

The Radical Ranger

Goals & Overview

A lot of things homebrew Rangers I see attempt to change too much, or make features that are too complicated. This is meant to take the ideas we've seen before in previous UAs or D&D editions and make a simple, familiar, but powerful, Ranger.

A central theme of this Ranger is "Hunter's Quarry," feature, which functions similar to Hunter's Mark, with subclasses that tweak it in unique ways.

Some inspirations:

As well as the Dungeons & Dragons 3.5E Ranger and the Pathfinder 1E and 2E Ranger.

Significant Changes:

  • Canny Explorer replaced with Expertise
  • Tireless buffed, move to level 1
  • Hunter's Quarry at 2 based on 4E Ranger
  • Spells Prepared instead of Spells Known
  • Ritual Casting
  • Roving Explorer increased by 5 feet
  • Primeval Awareness based UA: Ranger Revised
  • Nature's Veil and Vanish removed
  • New feature "Ambuscade" at 10
  • CON proficiency at level 14
  • Feral Senses buffed
  • Foe Slayer buffed
Ranger's Expanded Spell List posted at the end.

Subclass Changes:

  • All subclasses reworked to function better with new "Hunter's Quarry" feature
  • All subclass spells added or changed

Beast Master

  • Beast Companions based on UA "Class Feature Variants"
  • Share Spells buffed, moved to 7th level
  • Bestial Fury tweaked
  • Increased Beast defenses at 15th level

Fey Wanderer

  • Mostly based on UA version

Gloom Stalker

  • Shadowy Dodge buffed

Horizon Walker

  • Detect Portal buffed slightly
  • Etherealness increased uses
  • Distant Strike buffed
  • Spectral Defense tweaked

Hunter

  • Favored Enemy added to subclass
  • Many features buffed slightly.
  • "Multiattack" replaced

Monster Slayer

  • Hunter's Sense can be used as bonus action
  • Supernatural Defense tweaked

Primeval Guardian

  • Guardian Form buffed
  • Guardian Form limited to twice per short rest
  • Ancient Fortitude changed
  • Rooted Defense buffed
  • Guardian Aura can also heal the Ranger

Swarmkeeper

  • Buffed slightly

New Subclasses:

City Strider

  • based on Mike Mearls' "Vigilante"

Pathfinder

  • based on exploration
 

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